mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
multiple texts improved, tabs elliminated
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+66
-66
@@ -2,7 +2,7 @@
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.IF *>0
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WeaponsListDL = 0
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NamesOfLevels = 0
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;----------------------------------------
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@@ -20,68 +20,68 @@ NamesOfLevels = 0
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; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
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ldx #$08
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@ lda Autoplay_OptionsTable,x
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sta OptionsTable,x
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dex
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bpl @-
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ldx #$08
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@ lda Autoplay_OptionsTable,x
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sta OptionsTable,x
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dex
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bpl @-
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rts
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rts
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Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
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.endp
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.proc SelectNextGradient
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lda OptionsY ; if "Wind" option selected
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cmp #$03
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bne NotWind
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lda WindChangeInRound ; wind change after each turn (not round only) flag
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eor #$1f ; '?' character
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sta WindChangeInRound
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rts
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lda OptionsY ; if "Wind" option selected
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cmp #$03
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bne NotWind
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lda WindChangeInRound ; wind change after each turn (not round only) flag
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eor #$1f ; '?' character
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sta WindChangeInRound
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rts
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NotWind
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ldy GradientNr
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iny
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cpy #$03
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bne NoGradientLoop
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ldy #$00
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ldy GradientNr
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iny
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cpy #$03
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bne NoGradientLoop
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ldy #$00
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NoGradientLoop
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sty GradientNr
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lda GradientAddrL,y
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sta GradientColors
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lda GradientAddrH,y
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sta GradientColors+1
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rts
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sty GradientNr
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lda GradientAddrL,y
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sta GradientColors
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lda GradientAddrH,y
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sta GradientColors+1
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rts
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.endp
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;-------------------------------------------
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; call of the purchase (and activate) screens for each tank
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.proc CallPurchaseForEveryTank
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mva #0 TankNr
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sta isInventory
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mva #0 TankNr
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sta isInventory
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@
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ldx TankNr
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lda SkillTable,x
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beq ManualPurchase
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jsr PurchaseAI ; remember to make ActivateAI :) !!!
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jmp AfterManualPurchase
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ldx TankNr
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lda SkillTable,x
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beq ManualPurchase
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jsr PurchaseAI ; remember to make ActivateAI :) !!!
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jmp AfterManualPurchase
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ManualPurchase
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lda JoyNumber,x
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sta JoystickNumber ; set joystick port for player
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mva #0 isInventory
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jsr Purchase ; purchase weapons
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bit escFlag
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spl:rts
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jsr DefensivesActivate ; activate weapons
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bit escFlag
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spl:rts
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lda JoyNumber,x
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sta JoystickNumber ; set joystick port for player
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mva #0 isInventory
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jsr Purchase ; purchase weapons
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bit escFlag
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spl:rts
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jsr DefensivesActivate ; activate weapons
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bit escFlag
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spl:rts
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AfterManualPurchase
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inc:lda TankNr
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cmp NumberOfPlayers
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bne @-
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rts
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inc:lda TankNr
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cmp NumberOfPlayers
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bne @-
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rts
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.endp
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;--------------------------------------------------
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.proc DefensivesActivate
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@@ -92,7 +92,7 @@ AfterManualPurchase
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mva #$ff IsInventory
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mva #%10000000 WhichList
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; offensive weapon - 0, defensive - %10000000
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jmp Purchase.GoToActivation
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jmp Purchase.GoToActivation
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.endp
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@@ -109,8 +109,8 @@ AfterManualPurchase
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mva #$00 WhichList
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; offensive weapon - 0, deffensive - %10000000
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GoToActivation
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rts
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rts
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.endp
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; -----------------------------------------------------
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@@ -118,14 +118,14 @@ GoToActivation
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;entering names of players
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mva #0 TankNr
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sta COLBAKS ; set color of background
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sta COLBAKS ; set color of background
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@ tax
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lda TankStatusColoursTable,x
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sta COLOR2 ; set color of player name line
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jsr EnterPlayerName
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bit escFlag
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spl:rts
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jsr CheckTankCheat
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jsr CheckTankCheat
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inc TankNr
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lda TankNr
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cmp NumberOfPlayers
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@@ -151,12 +151,12 @@ EndOfNick
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; level of the computer opponent goes to
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; the table of levels (difficulties)
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ldx tanknr
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lda #6 ; Spoiler
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lda #6 ; Spoiler
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sta DifficultyLevel
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sta skilltable,x
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beq NotRobot
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lda #$03 ; shape for robotanks
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sta TankShape,x
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beq NotRobot
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lda #$03 ; shape for robotanks
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sta TankShape,x
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NotRobot
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; storing name of the tank in the right space
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; (without cursor!)
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@@ -234,24 +234,24 @@ TooLittle000 dex
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;rightnumber
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; displaying without leading zeroes (if zeroes exist then display space at this position)
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ldy #0
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ldx #0 ; digit flag (cut leading zeroes)
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ldx #0 ; digit flag (cut leading zeroes)
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displayloop
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lda decimalresult,y
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cpx #0
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bne noleading0
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cpy #4
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beq noleading0 ; if 00000 - last 0 must stay
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cmp zero
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bne noleading0
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lda #space
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beq displaychar ; space = 0 !
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cpx #0
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bne noleading0
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cpy #4
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beq noleading0 ; if 00000 - last 0 must stay
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cmp zero
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bne noleading0
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lda #space
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beq displaychar ; space = 0 !
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noleading0
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inx ; set flag (no leading zeroes to cut)
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inx ; set flag (no leading zeroes to cut)
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displaychar
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sta (displayposition),y
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nexdigit
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iny
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cpy #5
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cpy #5
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bne displayloop
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rts
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@@ -313,7 +313,7 @@ displayloop1
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;--------------------------------------------------
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.proc GameOverScreen
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;--------------------------------------------------
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rts
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rts
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.endp
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;-------------------------------------------------
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.proc PutTankNameOnScreen
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