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+24
-25
@@ -51,7 +51,7 @@ noDeathCounter .ds 1
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OptionsY .ds 1 ;vertical position of cursor on Options screen
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flyDelay .ds 1
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;--------------
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NumberOfPlayers .DS 1 ;current number of players (counted from 1)
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;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
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TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
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GameIsOver .DS 1 ; 1 means it was the last round in the game
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;----------------------------------------------------
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@@ -133,8 +133,8 @@ Wind .ds 4 ;format: 0000.hhll
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MaxWind .ds 1 ;
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WindOrientation .DS 1 ;(0-right,1-left)
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;----------------------------------------------------
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Counter .DS 1 ;temporary Counter for outside loops
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HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
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;Counter .DS 1 ;temporary Counter for outside loops
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;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
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;----------------------------------------------------
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xtankstableL ;X positions of tanks (lower left point)
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.DS [MaxPlayers]
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@@ -148,7 +148,7 @@ LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
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TargetTankNr ; Target tank index (for AI routines)
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.DS 1
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;----------------------------------------------------
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Erase .DS 1 ; if 1 only mask of the character is printed
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;Erase .DS 1 ; if 1 only mask of the character is printed
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; on the graphics screen. if 0 character is printed normally
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;----------------------------------------------------
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@@ -159,7 +159,7 @@ WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
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WeaponRangeRight .DS 2
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;----------------------------------------------------
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;xroller
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HowMuchToFall .ds 1
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;HowMuchToFall .ds 1
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HeightRol .DS 1
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;digger
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digstartx .DS 2
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@@ -176,7 +176,7 @@ FillCounter .ds 2
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;sandhog
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sandhogflag .DS 1 ; (0 digger, 8 sandhog)
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;ofdirt
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magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
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;magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
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;draw
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HowToDraw .DS 1
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; bits here mean
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@@ -184,19 +184,19 @@ HowToDraw .DS 1
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; 1 - negative Y (left)
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; 2 - directional value > 1 (more than 45 degrees)
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; if all 0 then standart routine
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XHit .DS 2
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;XHit .DS 2
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YHit .DS 2
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LineLength .DS 2
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;circle
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radius .DS 1
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xcircle .DS 2
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ycircle .DS 2
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;radius .DS 1
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;xcircle .DS 2
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;ycircle .DS 2
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tempcir .DS 2
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;TankFalls
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FallingSoundBit .DS 1
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PreviousFall .DS 1
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EndOfTheFallFlag .DS 1 ; in case of the infinite fall
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Parachute .DS 1 ; are you insured with parachute?
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;Parachute .DS 1 ; are you insured with parachute?
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;----------------------------------------------------
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;Flight
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;variables for 5 missiles (used for mirv)
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@@ -215,14 +215,14 @@ XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
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YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
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;----------------------------------------------------
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;CheckCollisionWithTank
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vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
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vy .ds 4 ;0,0,0,0
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;vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
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;vy .ds 4 ;0,0,0,0
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xtraj .ds 3 ; 0,0,0
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ytraj .ds 3 ; 0,0,0
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xtrajold .ds 3 ; 0,0,0
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ytrajold .ds 3 ; 0,0,0
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Angle .DS 1
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Force .ds 3 ; 0,0,0
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;Angle .DS 1
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;Force .ds 3 ; 0,0,0
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Multiplier .ds 3 ; 0,0,0
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Multiplee .ds 2 ; 0,0
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goleft .DS 1 ;if 1 then flights left
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@@ -247,10 +247,10 @@ mask2 .DS [8]
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char1 .DS [8]
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char2 .DS [8]
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color .DS 1
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;color .DS 1
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ybit .DS 1
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tempbyte01 .DS 1
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delta .DS 2
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;delta .DS 2
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yfloat .DS 2
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deltaX .DS 1
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UpNdown .DS 1
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@@ -275,8 +275,8 @@ HowManyOnTheListOff
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.DS 1
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HowManyOnTheListDef
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.DS 1
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PositionOnTheList ; pointer position on the list being displayed
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.DS 1
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;PositionOnTheList ; pointer position on the list being displayed
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; .DS 1
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LastWeapon
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; number of the last previously purchased weapon
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; it is necessary when after purchase some weapon
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@@ -298,15 +298,15 @@ DifficultyLevel ; Difficulty Level (human/cpu)
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.DS 1
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;----------------------------------------------------
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;displaydecimal
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decimal .DS 2
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;decimal .DS 2
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decimalresult .DS 5
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;xmissile
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ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
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;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
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;round
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CurrentRoundNr .DS 1
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FallDown1 .DS 1
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FallDown2 .DS 1
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;FallDown2 .DS 1
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;leapfrog
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LeapFrogAngle .DS 1
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;laser
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@@ -352,7 +352,7 @@ TankTempY
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;----------------------------------------------------
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singleRoundVars
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;--------------
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escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
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escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
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;--------------
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CurrentResult
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.DS 1
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@@ -398,8 +398,7 @@ LineYdraw
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;-----------
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ResultX
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.DS 2
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ResultY
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.DS 1
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;ResultY .DS 1
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ResultOfTankNr
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.DS 1
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