mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
source clean-up
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+10
-10
@@ -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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@@ -27,7 +27,7 @@ NamesOfLevels = 0
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bpl @-
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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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@@ -51,7 +51,7 @@ NoGradientLoop
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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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sta GradientColors+1
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rts
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.endp
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@@ -76,7 +76,7 @@ ManualPurchase
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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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spl:rts
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AfterManualPurchase
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inc:lda TankNr
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cmp NumberOfPlayers
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@@ -87,8 +87,8 @@ AfterManualPurchase
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.proc DefensivesActivate
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;--------------------------------------------------
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; This proc call Inventory and set Defensives activation first
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mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
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mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
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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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@@ -104,13 +104,13 @@ AfterManualPurchase
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; Rest of the data is taken from appropriate tables
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; and during the purchase these tables are modified.
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; we are clearing list of the weapons
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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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.endp
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; -----------------------------------------------------
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@@ -173,7 +173,7 @@ NotRobot
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; check if all chars are empty (" ")
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ldy #7
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lda #0
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@ ora #0 ; NameAdr,y
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@ ora #0 ; NameAdr,y
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and #$7F ; remove inverse (Cursor)
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dey
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bpl @-
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@@ -306,7 +306,7 @@ displayloop1
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.endp
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;-------------------------------------------------
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.proc RoundOverSprites
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; fill sprites with bytes
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; fill sprites with bytes
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rts
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.endp
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