.SHIP_SHUTTLE EQUB 15 ; Max. canisters on demise = 15 EQUW 50 * 50 ; Targetable area = 50 * 50 EQUB LO(SHIP_SHUTTLE_EDGES - SHIP_SHUTTLE) ; Edges data offset (low) EQUB LO(SHIP_SHUTTLE_FACES - SHIP_SHUTTLE) ; Faces data offset (low) EQUB 113 ; Max. edge count = (113 - 1) / 4 = 28 EQUB 0 ; Gun vertex = 0 EQUB 38 ; Explosion count = 8, as (4 * n) + 6 = 38 EQUB 114 ; Number of vertices = 114 / 6 = 19 EQUB 30 ; Number of edges = 30 EQUW 0 ; Bounty = 0 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 22 ; Visibility distance = 22 EQUB 32 ; Max. energy = 32 EQUB 8 ; Max. speed = 8 EQUB HI(SHIP_SHUTTLE_EDGES - SHIP_SHUTTLE) ; Edges data offset (high) EQUB HI(SHIP_SHUTTLE_FACES - SHIP_SHUTTLE) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_SHUTTLE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -17, 23, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -17, 0, 23, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 0, 18, 23, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX 18, 0, 23, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX -20, -20, -27, 2, 1, 9, 3, 31 ; Vertex 4 VERTEX -20, 20, -27, 4, 3, 9, 5, 31 ; Vertex 5 VERTEX 20, 20, -27, 6, 5, 9, 7, 31 ; Vertex 6 VERTEX 20, -20, -27, 7, 1, 9, 8, 31 ; Vertex 7 VERTEX 5, 0, -27, 9, 9, 9, 9, 16 ; Vertex 8 VERTEX 0, -2, -27, 9, 9, 9, 9, 16 ; Vertex 9 VERTEX -5, 0, -27, 9, 9, 9, 9, 9 ; Vertex 10 VERTEX 0, 3, -27, 9, 9, 9, 9, 9 ; Vertex 11 VERTEX 0, -9, 35, 10, 0, 12, 11, 16 ; Vertex 12 VERTEX 3, -1, 31, 15, 15, 2, 0, 7 ; Vertex 13 VERTEX 4, 11, 25, 1, 0, 4, 15, 8 ; Vertex 14 VERTEX 11, 4, 25, 1, 10, 15, 3, 8 ; Vertex 15 VERTEX -3, -1, 31, 11, 6, 3, 2, 7 ; Vertex 16 VERTEX -3, 11, 25, 8, 15, 0, 12, 8 ; Vertex 17 VERTEX -10, 4, 25, 15, 4, 8, 1, 8 ; Vertex 18 .SHIP_SHUTTLE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 0, 31 ; Edge 0 EDGE 1, 2, 10, 4, 31 ; Edge 1 EDGE 2, 3, 11, 6, 31 ; Edge 2 EDGE 0, 3, 12, 8, 31 ; Edge 3 EDGE 0, 7, 8, 1, 31 ; Edge 4 EDGE 0, 4, 2, 1, 24 ; Edge 5 EDGE 1, 4, 3, 2, 31 ; Edge 6 EDGE 1, 5, 4, 3, 24 ; Edge 7 EDGE 2, 5, 5, 4, 31 ; Edge 8 EDGE 2, 6, 6, 5, 12 ; Edge 9 EDGE 3, 6, 7, 6, 31 ; Edge 10 EDGE 3, 7, 8, 7, 24 ; Edge 11 EDGE 4, 5, 9, 3, 31 ; Edge 12 EDGE 5, 6, 9, 5, 31 ; Edge 13 EDGE 6, 7, 9, 7, 31 ; Edge 14 EDGE 4, 7, 9, 1, 31 ; Edge 15 EDGE 0, 12, 12, 0, 16 ; Edge 16 EDGE 1, 12, 10, 0, 16 ; Edge 17 EDGE 2, 12, 11, 10, 16 ; Edge 18 EDGE 3, 12, 12, 11, 16 ; Edge 19 EDGE 8, 9, 9, 9, 16 ; Edge 20 EDGE 9, 10, 9, 9, 7 ; Edge 21 EDGE 10, 11, 9, 9, 9 ; Edge 22 EDGE 8, 11, 9, 9, 7 ; Edge 23 EDGE 13, 14, 11, 11, 5 ; Edge 24 EDGE 14, 15, 11, 11, 8 ; Edge 25 EDGE 13, 15, 11, 11, 7 ; Edge 26 EDGE 16, 17, 10, 10, 5 ; Edge 27 EDGE 17, 18, 10, 10, 8 ; Edge 28 EDGE 16, 18, 10, 10, 7 ; Edge 29 .SHIP_SHUTTLE_FACES ; normal_x, normal_y, normal_z, visibility FACE -55, -55, 40, 31 ; Face 0 FACE 0, -74, 4, 31 ; Face 1 FACE -51, -51, 23, 31 ; Face 2 FACE -74, 0, 4, 31 ; Face 3 FACE -51, 51, 23, 31 ; Face 4 FACE 0, 74, 4, 31 ; Face 5 FACE 51, 51, 23, 31 ; Face 6 FACE 74, 0, 4, 31 ; Face 7 FACE 51, -51, 23, 31 ; Face 8 FACE 0, 0, -107, 31 ; Face 9 FACE -41, 41, 90, 31 ; Face 10 FACE 41, 41, 90, 31 ; Face 11 FACE 55, -55, 40, 31 ; Face 12Name: SHIP_SHUTTLE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Shuttle Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_SHUTTLE
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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_SHUTTLE (category: Drawing ships)
Ship blueprint for a Shuttle
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Label SHIP_SHUTTLE_EDGES is local to this routine
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Label SHIP_SHUTTLE_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints