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Code cleanup
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+3
-3
@@ -530,10 +530,10 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"Auto Defense " ; 46
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dta d"Spy Hard " ; 47
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DefensiveEnergy = *-(last_offensive - first_offensive +1) ; to fake the table for ALL weapons
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DefensiveEnergy = *-number_of_offensives ; to fake the table for ALL weapons
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.by 00 ; White Flag
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.by 00 ; Heat Guidance
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.by 98 ; Let's go!
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.by 00 ; Battery
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.by 98 ; Hovercraft
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.by 00 ; Parachute
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.by 99 ; Strong Parachute
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.by 99 ; Mag Deflector
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+5
-11
@@ -102,8 +102,6 @@ ResultsTable ;the results in the gameeeeee
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.DS MaxPlayers
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TempResults
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.DS MaxPlayers
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;DirectHitsH ; one byte enough
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; .DS MaxPlayers
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DirectHits
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.DS MaxPlayers
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EarnedMoneyH
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@@ -287,9 +285,9 @@ AfterBFGflag .DS 1
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; tables with indexes of weapons on the right lists
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; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
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IndexesOfWeaponsL1
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.ds (last_offensive - first_offensive +1)
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.ds (number_of_offensives)
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IndexesOfWeaponsL2
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.ds (last_defensive - first_defensive +1)
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.ds (number_of_defensives)
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;----------------------------------------------------
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; variables storing amount of weapons on the first and second
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@@ -409,15 +407,11 @@ CharCode4x4 .DS 1
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;plot4x4color .DS 1 ;1-white, 0-background
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; This is moved from display.asm to be easier to relocate
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ListOfWeapons
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; 0123456789012345678901234567890123456789
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; :number_of_offensives dta d" "
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;:32 dta d" "
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.ds 32*32
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; 01234567890123456789012345678901
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.ds number_of_offensives*32
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ListOfWeapons1End
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ListOfDefensiveWeapons
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; :number_of_defensives dta d" "
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;:16 dta d" "
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.ds 16*32
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.ds number_of_defensives*32
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ListOfDefensiveWeaponsEnd ;constant useful when clearing
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track_variables
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trackn_db .ds TRACKS
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