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smol optimization by setting default color value for DisplayOffTextNr
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@@ -467,7 +467,6 @@ missed
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;here we clear offensive text (after a shoot)
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ldy TankNr
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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NextPlayerShoots
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@@ -568,8 +567,8 @@ TextAfterBFG
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sta TextNumberOff
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inc CurrentResult ; ... but increase result of winner (BFG)
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ldy TankTempY
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mva #$ff plot4x4color
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jsr DisplayOffensiveTextNr
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lda #$ff
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jsr DisplayOffensiveTextNr.notZero
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; tank flash
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ldy TankTempY
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mva TankNr temp2 ; not elegant, and probably unnecessary
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@@ -580,7 +579,6 @@ TextAfterBFG
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;Deffensive text cleanup
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;here we clear Deffensive text (after a shoot)
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ldy TankTempY
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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; calculate position of the explosion (the post-death one)
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@@ -1599,6 +1599,9 @@ NotHigher
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; all text start from `talk` and end with an inverse.
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; we go through the `talk`, count number of inverses.
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; if equal to TextNumberOff, it is our text, printit
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lda #0
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notZero
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sta plot4x4color
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tya
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tax ; save Y
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mwa #(talk-1) LineAddress4x4
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+2
-4
@@ -1594,8 +1594,8 @@ RandomizeOffensiveText
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sta TextNumberOff
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ldy TankNr
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mva #$ff plot4x4color
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jsr DisplayOffensiveTextNr
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lda #$ff
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jsr DisplayOffensiveTextNr.notZero
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AfterOffensiveText
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mva #0 LaserFlag ; $ff - Laser
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@@ -1651,7 +1651,6 @@ ShotUnderGround
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;here we clear offensive text (after a shoot)
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ClearOffensiveText
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ldy TankNr
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mva #$00 plot4x4color
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jmp DisplayOffensiveTextNr
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; rts
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.endp
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@@ -2472,7 +2471,6 @@ MIRValreadyAll
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;first clean the offensive text...
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ldy TankNr
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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; temporary removing tanks from the screen (otherwise they will fall down with soil)
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