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Display dynamic->static optimizations
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+2
-7
@@ -77,7 +77,6 @@
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.zpvar Counter .byte ;temporary Counter for outside loops
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.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
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.zpvar ResultY .byte
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; .zpvar FallDown2 .byte
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.zpvar xcircle .word
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.zpvar ycircle .word
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.zpvar vy .word
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@@ -620,8 +619,6 @@ ShootNow
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lda HitFlag ;0 if missed
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beq missed
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lda #0
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; sta FallDown2
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jsr Explosion
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continueMainRoundLoopAfterSeppuku
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@@ -647,8 +644,8 @@ NoExistNoFall
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dex
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bpl TanksFallDown
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mvx tempor2 TankNr
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missed
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missed
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; TODO: IS IT OK??? possibly a fix here needed for #56
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ldy WeaponDepleted
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bne @+
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@@ -782,7 +779,6 @@ NoPlayerNoDeath
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;cleanup of the soil fall down ranges (left and right)
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sta RangeRight
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sta RangeRight+1
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; sta FallDown2
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mwa #screenwidth RangeLeft
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; We are randomizing the weapon now.
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@@ -889,11 +885,10 @@ NotNegativeShieldEnergy
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;---------------------------------
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.proc Seppuku
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lda #0
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;sta FallDown2
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sta ydraw+1
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; get position of the tank
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ldx TankNr
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lda #0 ; turn off defense weapons when hara-kiring
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; lda #0 ; turn off defense weapons when hara-kiring
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sta ActiveDefenceWeapon,x
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sta ShieldEnergy,x
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jsr SetupXYdraw
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