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https://github.com/pkali/scorch_src.git
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Napalm and Hot Napalm are working!
And they have new prices.
This commit is contained in:
+1
-1
@@ -435,7 +435,7 @@ WeaponUnits
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.by 3 ;Funky_Bomb_____
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.by 2 ;MIRV___________
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.by 1 ;Death_s_Head___
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.by 10 ;Napalm_________
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.by 4 ;Napalm_________
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.by 2 ;Hot_Napalm_____
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.by 20 ;Tracer_________
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.by 10 ;Smoke_Tracer___
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+3
-3
@@ -8,7 +8,7 @@ display = $1010 ;screen takes $2K due to clearing routine
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MaxPlayers = 6
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maxOptions = 7 ;number of all options
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PMOffset = $23 ; P/M to graphics offset
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napalmRadius = 10
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;Weapon prices (*10 on screen)
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price_Baby_Missile___ = 0 ;_0
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@@ -19,8 +19,8 @@ price_LeapFrog_______ = 192 ;_4
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price_Funky_Bomb_____ = 293 ;_5
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price_MIRV___________ = 456 ;_6
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price_Death_s_Head___ = 337 ;_7
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price_Napalm_________ = 20 ;496 ;_8
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price_Hot_Napalm_____ = 40 ;511 ;_9
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price_Napalm_________ = 125 ;_8
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price_Hot_Napalm_____ = 162 ;_9
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price_Tracer_________ = 102 ;_10
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price_Smoke_Tracer___ = 291 ;_11
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price_Baby_Roller____ = 211 ;_12
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BIN
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+10
-10
@@ -284,7 +284,7 @@ NoLowerCircle
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; ------------------------
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.proc napalm
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inc FallDown2
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mva #(10+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
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mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
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jsr CalculateExplosionRange
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mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
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jmp xnapalm
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@@ -292,7 +292,7 @@ NoLowerCircle
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; ------------------------
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.proc hotnapalm
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inc FallDown2
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mva #(10+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
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mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
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jsr CalculateExplosionRange
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mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
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jmp xnapalm
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@@ -304,7 +304,7 @@ NoLowerCircle
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sty magic
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RepeatNapalm ; external loop (for fire animation)
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mwa xcircle xdraw
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sbw xdraw #(1*10) ; 10 characters on left side hit point
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sbw xdraw #(napalmRadius) ; 10 characters on left side hit point
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ldy #0
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sty magic+1
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RepeatFlame ; internal loop (draw flames)
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@@ -351,21 +351,21 @@ CharOffTheScreen
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adw xdraw #1 ; next char 1 pixels to right
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inc magic+1
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lda magic+1
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cmp #21 ; 10 chars on left, 10 chars on right and 1 in center
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cmp #(2*napalmRadius+1) ; 10 chars on left, 10 chars on right and 1 in center
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jne RepeatFlame
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dec magic
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jpl RepeatNapalm
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; after napalm
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inc FallDown2
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;now we must check tanks in range
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ldx NumberOfPlayers
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dex
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BurnedCheckLoop
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dex
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lda eXistenZ,x
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beq EndNurnedCheckLoop
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;here the tank exist
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mwa xcircle xdraw
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; calculate right edge of the fire
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adw xdraw #(1*10-8) ; 10 characters on left side hit point (right edge of the fire - character width)
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adw xcircle #(napalmRadius-8) xdraw ; 10 characters on right side hit point (right edge of the fire - character width)
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; now we compare tank position with right edge of the fire (napalm)
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lda XtankstableH,x
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cmp xdraw+1
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@@ -375,7 +375,7 @@ BurnedCheckLoop
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@
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bcs TankOutOfFire
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; let's calculate left edge of the fire
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sbw xdraw #(21-8) ; 10 chars on left, 10 chars on right and 1 in center (- character width)
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sbw xcircle #(napalmRadius+1) xdraw ; 10 chars on left and 1 in center
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bpl @+
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mwa #0 xdraw ; left screen edge
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@
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@@ -397,8 +397,8 @@ NotHot
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jsr DecreaseEnergyX
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TankOutOfFire
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EndNurnedCheckLoop
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txa
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bne BurnedCheckLoop
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dex
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bpl BurnedCheckLoop
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mva #sfx_silencer sfx_effect
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rts
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.endp
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