.SHIP_PYTHON_P EQUB 2 ; Max. canisters on demise = 2 EQUW 80 * 80 ; Targetable area = 80 * 80 EQUB LO(SHIP_PYTHON_P_EDGES - SHIP_PYTHON_P) ; Edges data offset (low) EQUB LO(SHIP_PYTHON_P_FACES - SHIP_PYTHON_P) ; Faces data offset (low) EQUB 89 ; Max. edge count = (89 - 1) / 4 = 22 EQUB 0 ; Gun vertex = 0 EQUB 42 ; Explosion count = 9, as (4 * n) + 6 = 42 EQUB 66 ; Number of vertices = 66 / 6 = 11 EQUB 26 ; Number of edges = 26 EQUW 200 ; Bounty = 200 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 40 ; Visibility distance = 40 EQUB 250 ; Max. energy = 250 EQUB 20 ; Max. speed = 20 EQUB HI(SHIP_PYTHON_P_EDGES - SHIP_PYTHON_P) ; Edges data offset (high) EQUB HI(SHIP_PYTHON_P_FACES - SHIP_PYTHON_P) ; Faces data offset (high) EQUB 0 ; Normals are scaled by = 2^0 = 1 EQUB %00011011 ; Laser power = 3 ; Missiles = 3 .SHIP_PYTHON_P_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 224, 0, 1, 2, 3, 31 ; Vertex 0 VERTEX 0, 48, 48, 0, 1, 4, 5, 31 ; Vertex 1 VERTEX 96, 0, -16, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX -96, 0, -16, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX 0, 48, -32, 4, 5, 8, 9, 31 ; Vertex 4 VERTEX 0, 24, -112, 9, 8, 12, 12, 31 ; Vertex 5 VERTEX -48, 0, -112, 8, 11, 12, 12, 31 ; Vertex 6 VERTEX 48, 0, -112, 9, 10, 12, 12, 31 ; Vertex 7 VERTEX 0, -48, 48, 2, 3, 6, 7, 31 ; Vertex 8 VERTEX 0, -48, -32, 6, 7, 10, 11, 31 ; Vertex 9 VERTEX 0, -24, -112, 10, 11, 12, 12, 31 ; Vertex 10 .SHIP_PYTHON_P_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 8, 2, 3, 31 ; Edge 0 EDGE 0, 3, 0, 2, 31 ; Edge 1 EDGE 0, 2, 1, 3, 31 ; Edge 2 EDGE 0, 1, 0, 1, 31 ; Edge 3 EDGE 2, 4, 9, 5, 31 ; Edge 4 EDGE 1, 2, 1, 5, 31 ; Edge 5 EDGE 2, 8, 7, 3, 31 ; Edge 6 EDGE 1, 3, 0, 4, 31 ; Edge 7 EDGE 3, 8, 2, 6, 31 ; Edge 8 EDGE 2, 9, 7, 10, 31 ; Edge 9 EDGE 3, 4, 4, 8, 31 ; Edge 10 EDGE 3, 9, 6, 11, 31 ; Edge 11 EDGE 3, 5, 8, 8, 7 ; Edge 12 EDGE 3, 10, 11, 11, 7 ; Edge 13 EDGE 2, 5, 9, 9, 7 ; Edge 14 EDGE 2, 10, 10, 10, 7 ; Edge 15 EDGE 2, 7, 9, 10, 31 ; Edge 16 EDGE 3, 6, 8, 11, 31 ; Edge 17 EDGE 5, 6, 8, 12, 31 ; Edge 18 EDGE 5, 7, 9, 12, 31 ; Edge 19 EDGE 7, 10, 12, 10, 31 ; Edge 20 EDGE 6, 10, 11, 12, 31 ; Edge 21 EDGE 4, 5, 8, 9, 31 ; Edge 22 EDGE 9, 10, 10, 11, 31 ; Edge 23 EDGE 1, 4, 4, 5, 31 ; Edge 24 EDGE 8, 9, 6, 7, 31 ; Edge 25 .SHIP_PYTHON_P_FACES ; normal_x, normal_y, normal_z, visibility FACE -27, 40, 11, 31 ; Face 0 FACE 27, 40, 11, 31 ; Face 1 FACE -27, -40, 11, 31 ; Face 2 FACE 27, -40, 11, 31 ; Face 3 FACE -19, 38, 0, 31 ; Face 4 FACE 19, 38, 0, 31 ; Face 5 FACE -19, -38, 0, 31 ; Face 6 FACE 19, -38, 0, 31 ; Face 7 FACE -25, 37, -11, 31 ; Face 8 FACE 25, 37, -11, 31 ; Face 9 FACE 25, -37, -11, 31 ; Face 10 FACE -25, -37, -11, 31 ; Face 11 FACE 0, 0, -112, 31 ; Face 12Name: SHIP_PYTHON_P [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Python (pirate) Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_PYTHON_P
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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_PYTHON_P (category: Drawing ships)
Ship blueprint for a Python (pirate)
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Label SHIP_PYTHON_P_EDGES is local to this routine
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Label SHIP_PYTHON_P_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints