.SHIP_COBRA_MK_1 EQUB 3 ; Max. canisters on demise = 3 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_COBRA_MK_1_EDGES - SHIP_COBRA_MK_1) ; Edges data offset (low) EQUB LO(SHIP_COBRA_MK_1_FACES - SHIP_COBRA_MK_1) ; Faces data offset (low) EQUB 73 ; Max. edge count = (73 - 1) / 4 = 18 EQUB 40 ; Gun vertex = 40 / 4 = 10 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 66 ; Number of vertices = 66 / 6 = 11 EQUB 18 ; Number of edges = 18 EQUW 75 ; Bounty = 75 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 19 ; Visibility distance = 19 EQUB 90 ; Max. energy = 90 EQUB 26 ; Max. speed = 26 EQUB HI(SHIP_COBRA_MK_1_EDGES - SHIP_COBRA_MK_1) ; Edges data offset (high) EQUB HI(SHIP_COBRA_MK_1_FACES - SHIP_COBRA_MK_1) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010010 ; Laser power = 2 ; Missiles = 2 .SHIP_COBRA_MK_1_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -18, -1, 50, 1, 0, 3, 2, 31 ; Vertex 0 VERTEX 18, -1, 50, 1, 0, 5, 4, 31 ; Vertex 1 VERTEX -66, 0, 7, 3, 2, 8, 8, 31 ; Vertex 2 VERTEX 66, 0, 7, 5, 4, 9, 9, 31 ; Vertex 3 VERTEX -32, 12, -38, 6, 2, 8, 7, 31 ; Vertex 4 VERTEX 32, 12, -38, 6, 4, 9, 7, 31 ; Vertex 5 VERTEX -54, -12, -38, 3, 1, 8, 7, 31 ; Vertex 6 VERTEX 54, -12, -38, 5, 1, 9, 7, 31 ; Vertex 7 VERTEX 0, 12, -6, 2, 0, 6, 4, 20 ; Vertex 8 VERTEX 0, -1, 50, 1, 0, 1, 1, 2 ; Vertex 9 VERTEX 0, -1, 60, 1, 0, 1, 1, 31 ; Vertex 10 .SHIP_COBRA_MK_1_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 1, 0, 1, 0, 31 ; Edge 0 EDGE 0, 2, 3, 2, 31 ; Edge 1 EDGE 2, 6, 8, 3, 31 ; Edge 2 EDGE 6, 7, 7, 1, 31 ; Edge 3 EDGE 7, 3, 9, 5, 31 ; Edge 4 EDGE 3, 1, 5, 4, 31 ; Edge 5 EDGE 2, 4, 8, 2, 31 ; Edge 6 EDGE 4, 5, 7, 6, 31 ; Edge 7 EDGE 5, 3, 9, 4, 31 ; Edge 8 EDGE 0, 8, 2, 0, 20 ; Edge 9 EDGE 8, 1, 4, 0, 20 ; Edge 10 EDGE 4, 8, 6, 2, 16 ; Edge 11 EDGE 8, 5, 6, 4, 16 ; Edge 12 EDGE 4, 6, 8, 7, 31 ; Edge 13 EDGE 5, 7, 9, 7, 31 ; Edge 14 EDGE 0, 6, 3, 1, 20 ; Edge 15 EDGE 1, 7, 5, 1, 20 ; Edge 16 EDGE 10, 9, 1, 0, 2 ; Edge 17 .SHIP_COBRA_MK_1_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 41, 10, 31 ; Face 0 FACE 0, -27, 3, 31 ; Face 1 FACE -8, 46, 8, 31 ; Face 2 FACE -12, -57, 12, 31 ; Face 3 FACE 8, 46, 8, 31 ; Face 4 FACE 12, -57, 12, 31 ; Face 5 FACE 0, 49, 0, 31 ; Face 6 FACE 0, 0, -154, 31 ; Face 7 FACE -121, 111, -62, 31 ; Face 8 FACE 121, 111, -62, 31 ; Face 9Name: SHIP_COBRA_MK_1 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk I Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_1
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Macro EDGE (category: Drawing ships)
Macro definition for adding edges to ship blueprints
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Macro FACE (category: Drawing ships)
Macro definition for adding faces to ship blueprints
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Variable SHIP_COBRA_MK_1 (category: Drawing ships)
Ship blueprint for a Cobra Mk I
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Label SHIP_COBRA_MK_1_EDGES is local to this routine
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Label SHIP_COBRA_MK_1_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints