This code appears in the following versions (click to see it in the source code):
Code variations between these versions are shown below.
.SFRMIS LDX #MSL \ Set X to the ship type of a missile, and call SFS1-2 JSR SFS1-2 \ to add a missile to our universe that has AI (bit 7 \ set), is hostile (bit 6 set) and has been launched \ (bit 0 clear); the target slot number is set to 31, \ but this is ignored as the hostile flags means we \ are the targetName: SFRMIS Type: Subroutine Category: Tactics Summary: Add an enemy missile to our local bubble of universe
An enemy has fired a missile, so add the missile to our universe if there is room, and if there is, make the appropriate warnings and noises.
This variation is blank in the Master version.
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If speech is enabled on the Executive version, it will say "Incoming missile" every time the "INCOMING MISSILE,SIR" message flashes on-screen.
This variation is blank in the Cassette, Disc (flight), Master and Electron versions.
IF _EXECUTIVE LDX #1 \ Call TALK with X = 1 to say "Incoming missile" using JSR TALK \ the Watford Electronics Beeb Speech Synthesiser (if \ one is fitted and speech has been enabled) ENDIF
LDA #120 \ Print recursive token 120 ("INCOMING MISSILE") as an JSR MESS \ in-flight message