.SHIP_ANACONDA EQUB 7 ; Max. canisters on demise = 7 EQUW 100 * 100 ; Targetable area = 100 * 100 EQUB LO(SHIP_ANACONDA_EDGES - SHIP_ANACONDA) ; Edges data offset (low) EQUB LO(SHIP_ANACONDA_FACES - SHIP_ANACONDA) ; Faces data offset (low) EQUB 93 ; Max. edge count = (93 - 1) / 4 = 23 EQUB 48 ; Gun vertex = 48 / 4 = 12 EQUB 46 ; Explosion count = 10, as (4 * n) + 6 = 46 EQUB 90 ; Number of vertices = 90 / 6 = 15 EQUB 25 ; Number of edges = 25 EQUW 0 ; Bounty = 0 EQUB 48 ; Number of faces = 48 / 4 = 12 EQUB 36 ; Visibility distance = 36 EQUB 252 ; Max. energy = 252 EQUB 14 ; Max. speed = 14 EQUB HI(SHIP_ANACONDA_EDGES - SHIP_ANACONDA) ; Edges data offset (high) EQUB HI(SHIP_ANACONDA_FACES - SHIP_ANACONDA) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00111111 ; Laser power = 7 ; Missiles = 7 .SHIP_ANACONDA_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 7, -58, 1, 0, 5, 5, 30 ; Vertex 0 VERTEX -43, -13, -37, 1, 0, 2, 2, 30 ; Vertex 1 VERTEX -26, -47, -3, 2, 0, 3, 3, 30 ; Vertex 2 VERTEX 26, -47, -3, 3, 0, 4, 4, 30 ; Vertex 3 VERTEX 43, -13, -37, 4, 0, 5, 5, 30 ; Vertex 4 VERTEX 0, 48, -49, 5, 1, 6, 6, 30 ; Vertex 5 VERTEX -69, 15, -15, 2, 1, 7, 7, 30 ; Vertex 6 VERTEX -43, -39, 40, 3, 2, 8, 8, 31 ; Vertex 7 VERTEX 43, -39, 40, 4, 3, 9, 9, 31 ; Vertex 8 VERTEX 69, 15, -15, 5, 4, 10, 10, 30 ; Vertex 9 VERTEX -43, 53, -23, 15, 15, 15, 15, 31 ; Vertex 10 VERTEX -69, -1, 32, 7, 2, 8, 8, 31 ; Vertex 11 VERTEX 0, 0, 254, 15, 15, 15, 15, 31 ; Vertex 12 VERTEX 69, -1, 32, 9, 4, 10, 10, 31 ; Vertex 13 VERTEX 43, 53, -23, 15, 15, 15, 15, 31 ; Vertex 14 .SHIP_ANACONDA_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 30 ; Edge 0 EDGE 1, 2, 2, 0, 30 ; Edge 1 EDGE 2, 3, 3, 0, 30 ; Edge 2 EDGE 3, 4, 4, 0, 30 ; Edge 3 EDGE 0, 4, 5, 0, 30 ; Edge 4 EDGE 0, 5, 5, 1, 29 ; Edge 5 EDGE 1, 6, 2, 1, 29 ; Edge 6 EDGE 2, 7, 3, 2, 29 ; Edge 7 EDGE 3, 8, 4, 3, 29 ; Edge 8 EDGE 4, 9, 5, 4, 29 ; Edge 9 EDGE 5, 10, 6, 1, 30 ; Edge 10 EDGE 6, 10, 7, 1, 30 ; Edge 11 EDGE 6, 11, 7, 2, 30 ; Edge 12 EDGE 7, 11, 8, 2, 30 ; Edge 13 EDGE 7, 12, 8, 3, 31 ; Edge 14 EDGE 8, 12, 9, 3, 31 ; Edge 15 EDGE 8, 13, 9, 4, 30 ; Edge 16 EDGE 9, 13, 10, 4, 30 ; Edge 17 EDGE 9, 14, 10, 5, 30 ; Edge 18 EDGE 5, 14, 6, 5, 30 ; Edge 19 EDGE 10, 14, 11, 6, 30 ; Edge 20 EDGE 10, 12, 11, 7, 31 ; Edge 21 EDGE 11, 12, 8, 7, 31 ; Edge 22 EDGE 12, 13, 10, 9, 31 ; Edge 23 EDGE 12, 14, 11, 10, 31 ; Edge 24 .SHIP_ANACONDA_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, -51, -49, 30 ; Face 0 FACE -51, 18, -87, 30 ; Face 1 FACE -77, -57, -19, 30 ; Face 2 FACE 0, -90, 16, 31 ; Face 3 FACE 77, -57, -19, 30 ; Face 4 FACE 51, 18, -87, 30 ; Face 5 FACE 0, 111, -20, 30 ; Face 6 FACE -97, 72, 24, 31 ; Face 7 FACE -108, -68, 34, 31 ; Face 8 FACE 108, -68, 34, 31 ; Face 9 FACE 97, 72, 24, 31 ; Face 10 FACE 0, 94, 18, 31 ; Face 11Name: SHIP_ANACONDA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Anaconda Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_ANACONDA
[X]
Macro EDGE (category: Drawing ships)
Macro definition for adding edges to ship blueprints
[X]
Macro FACE (category: Drawing ships)
Macro definition for adding faces to ship blueprints
[X]
Variable SHIP_ANACONDA (category: Drawing ships)
Ship blueprint for an Anaconda
[X]
Label SHIP_ANACONDA_EDGES is local to this routine
[X]
Label SHIP_ANACONDA_FACES is local to this routine
[X]
Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints