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Bouncy Castle bounces Funky Bomb bug fixed #129
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@@ -1897,6 +1897,13 @@ NoDefence
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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rts ; END !!!
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BouncyCastle
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; now in Y we have number of of the attacking player (TankNr) !
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lda ActiveWeapon,y
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; if Bouncy Castle bounced Funky Bomb - whole screen in range of soil down
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cmp #ind_Funky_Bomb_____
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bne @+
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jsr SetFullScreenSoilRange
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@
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mva #sfx_shield_on sfx_effect
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; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
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mva #1 Erase
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