.SHIP_GECKO EQUB 0 ; Max. canisters on demise = 0 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_GECKO_EDGES - SHIP_GECKO) ; Edges data offset (low) EQUB LO(SHIP_GECKO_FACES - SHIP_GECKO) ; Faces data offset (low) EQUB 69 ; Max. edge count = (69 - 1) / 4 = 17 EQUB 0 ; Gun vertex = 0 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 72 ; Number of vertices = 72 / 6 = 12 EQUB 17 ; Number of edges = 17 EQUW 55 ; Bounty = 55 EQUB 36 ; Number of faces = 36 / 4 = 9 EQUB 18 ; Visibility distance = 18 EQUB 70 ; Max. energy = 70 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_GECKO_EDGES - SHIP_GECKO) ; Edges data offset (high) EQUB HI(SHIP_GECKO_FACES - SHIP_GECKO) ; Faces data offset (high) EQUB 3 ; Normals are scaled by = 2^3 = 8 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_GECKO_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -10, -4, 47, 3, 0, 5, 4, 31 ; Vertex 0 VERTEX 10, -4, 47, 1, 0, 3, 2, 31 ; Vertex 1 VERTEX -16, 8, -23, 5, 0, 7, 6, 31 ; Vertex 2 VERTEX 16, 8, -23, 1, 0, 8, 7, 31 ; Vertex 3 VERTEX -66, 0, -3, 5, 4, 6, 6, 31 ; Vertex 4 VERTEX 66, 0, -3, 2, 1, 8, 8, 31 ; Vertex 5 VERTEX -20, -14, -23, 4, 3, 7, 6, 31 ; Vertex 6 VERTEX 20, -14, -23, 3, 2, 8, 7, 31 ; Vertex 7 VERTEX -8, -6, 33, 3, 3, 3, 3, 16 ; Vertex 8 VERTEX 8, -6, 33, 3, 3, 3, 3, 17 ; Vertex 9 VERTEX -8, -13, -16, 3, 3, 3, 3, 16 ; Vertex 10 VERTEX 8, -13, -16, 3, 3, 3, 3, 17 ; Vertex 11 .SHIP_GECKO_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 ; Edge 0 EDGE 1, 5, 2, 1, 31 ; Edge 1 EDGE 5, 3, 8, 1, 31 ; Edge 2 EDGE 3, 2, 7, 0, 31 ; Edge 3 EDGE 2, 4, 6, 5, 31 ; Edge 4 EDGE 4, 0, 5, 4, 31 ; Edge 5 EDGE 5, 7, 8, 2, 31 ; Edge 6 EDGE 7, 6, 7, 3, 31 ; Edge 7 EDGE 6, 4, 6, 4, 31 ; Edge 8 EDGE 0, 2, 5, 0, 29 ; Edge 9 EDGE 1, 3, 1, 0, 30 ; Edge 10 EDGE 0, 6, 4, 3, 29 ; Edge 11 EDGE 1, 7, 3, 2, 30 ; Edge 12 EDGE 2, 6, 7, 6, 20 ; Edge 13 EDGE 3, 7, 8, 7, 20 ; Edge 14 EDGE 8, 10, 3, 3, 16 ; Edge 15 EDGE 9, 11, 3, 3, 17 ; Edge 16 .SHIP_GECKO_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 31, 5, 31 ; Face 0 FACE 4, 45, 8, 31 ; Face 1 FACE 25, -108, 19, 31 ; Face 2 FACE 0, -84, 12, 31 ; Face 3 FACE -25, -108, 19, 31 ; Face 4 FACE -4, 45, 8, 31 ; Face 5 FACE -88, 16, -214, 31 ; Face 6 FACE 0, 0, -187, 31 ; Face 7 FACE 88, 16, -214, 31 ; Face 8Name: SHIP_GECKO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Gecko Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_GECKO
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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_GECKO (category: Drawing ships)
Ship blueprint for a Gecko
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Label SHIP_GECKO_EDGES is local to this routine
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Label SHIP_GECKO_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints