.SHIP_FER_DE_LANCE EQUB 0 ; Max. canisters on demise = 0 EQUW 40 * 40 ; Targetable area = 40 * 40 EQUB LO(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) ; Edges data offset (low) EQUB LO(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) ; Faces data offset (low) EQUB 109 ; Max. edge count = (109 - 1) / 4 = 27 EQUB 0 ; Gun vertex = 0 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 ; Number of vertices = 114 / 6 = 19 EQUB 27 ; Number of edges = 27 EQUW 0 ; Bounty = 0 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 40 ; Visibility distance = 40 EQUB 160 ; Max. energy = 160 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) ; Edges data offset (high) EQUB HI(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00010010 ; Laser power = 2 ; Missiles = 2 .SHIP_FER_DE_LANCE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -14, 108, 1, 0, 9, 5, 31 ; Vertex 0 VERTEX -40, -14, -4, 2, 1, 9, 9, 31 ; Vertex 1 VERTEX -12, -14, -52, 3, 2, 9, 9, 31 ; Vertex 2 VERTEX 12, -14, -52, 4, 3, 9, 9, 31 ; Vertex 3 VERTEX 40, -14, -4, 5, 4, 9, 9, 31 ; Vertex 4 VERTEX -40, 14, -4, 1, 0, 6, 2, 28 ; Vertex 5 VERTEX -12, 2, -52, 3, 2, 7, 6, 28 ; Vertex 6 VERTEX 12, 2, -52, 4, 3, 8, 7, 28 ; Vertex 7 VERTEX 40, 14, -4, 4, 0, 8, 5, 28 ; Vertex 8 VERTEX 0, 18, -20, 6, 0, 8, 7, 15 ; Vertex 9 VERTEX -3, -11, 97, 0, 0, 0, 0, 11 ; Vertex 10 VERTEX -26, 8, 18, 0, 0, 0, 0, 9 ; Vertex 11 VERTEX -16, 14, -4, 0, 0, 0, 0, 11 ; Vertex 12 VERTEX 3, -11, 97, 0, 0, 0, 0, 11 ; Vertex 13 VERTEX 26, 8, 18, 0, 0, 0, 0, 9 ; Vertex 14 VERTEX 16, 14, -4, 0, 0, 0, 0, 11 ; Vertex 15 VERTEX 0, -14, -20, 9, 9, 9, 9, 12 ; Vertex 16 VERTEX -14, -14, 44, 9, 9, 9, 9, 12 ; Vertex 17 VERTEX 14, -14, 44, 9, 9, 9, 9, 12 ; Vertex 18 .SHIP_FER_DE_LANCE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 1, 31 ; Edge 0 EDGE 1, 2, 9, 2, 31 ; Edge 1 EDGE 2, 3, 9, 3, 31 ; Edge 2 EDGE 3, 4, 9, 4, 31 ; Edge 3 EDGE 0, 4, 9, 5, 31 ; Edge 4 EDGE 0, 5, 1, 0, 28 ; Edge 5 EDGE 5, 6, 6, 2, 28 ; Edge 6 EDGE 6, 7, 7, 3, 28 ; Edge 7 EDGE 7, 8, 8, 4, 28 ; Edge 8 EDGE 0, 8, 5, 0, 28 ; Edge 9 EDGE 5, 9, 6, 0, 15 ; Edge 10 EDGE 6, 9, 7, 6, 11 ; Edge 11 EDGE 7, 9, 8, 7, 11 ; Edge 12 EDGE 8, 9, 8, 0, 15 ; Edge 13 EDGE 1, 5, 2, 1, 14 ; Edge 14 EDGE 2, 6, 3, 2, 14 ; Edge 15 EDGE 3, 7, 4, 3, 14 ; Edge 16 EDGE 4, 8, 5, 4, 14 ; Edge 17 EDGE 10, 11, 0, 0, 8 ; Edge 18 EDGE 11, 12, 0, 0, 9 ; Edge 19 EDGE 10, 12, 0, 0, 11 ; Edge 20 EDGE 13, 14, 0, 0, 8 ; Edge 21 EDGE 14, 15, 0, 0, 9 ; Edge 22 EDGE 13, 15, 0, 0, 11 ; Edge 23 EDGE 16, 17, 9, 9, 12 ; Edge 24 EDGE 16, 18, 9, 9, 12 ; Edge 25 EDGE 17, 18, 9, 9, 8 ; Edge 26 .SHIP_FER_DE_LANCE_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 24, 6, 28 ; Face 0 FACE -68, 0, 24, 31 ; Face 1 FACE -63, 0, -37, 31 ; Face 2 FACE 0, 0, -104, 31 ; Face 3 FACE 63, 0, -37, 31 ; Face 4 FACE 68, 0, 24, 31 ; Face 5 FACE -12, 46, -19, 28 ; Face 6 FACE 0, 45, -22, 28 ; Face 7 FACE 12, 46, -19, 28 ; Face 8 FACE 0, -28, 0, 31 ; Face 9Name: SHIP_FER_DE_LANCE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Fer-de-Lance Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_FER_DE_LANCE
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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_FER_DE_LANCE (category: Drawing ships)
Ship blueprint for a Fer-de-Lance
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Label SHIP_FER_DE_LANCE_EDGES is local to this routine
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Label SHIP_FER_DE_LANCE_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints