.SHIP_THARGOID EQUB 0 ; Max. canisters on demise = 0 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_THARGOID_EDGES - SHIP_THARGOID) ; Edges data offset (low) EQUB LO(SHIP_THARGOID_FACES - SHIP_THARGOID) ; Faces data offset (low) EQUB 105 ; Max. edge count = (105 - 1) / 4 = 26 EQUB 60 ; Gun vertex = 60 / 4 = 15 EQUB 38 ; Explosion count = 8, as (4 * n) + 6 = 38 EQUB 120 ; Number of vertices = 120 / 6 = 20 EQUB 26 ; Number of edges = 26 EQUW 500 ; Bounty = 500 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 55 ; Visibility distance = 55 EQUB 240 ; Max. energy = 240 EQUB 39 ; Max. speed = 39 EQUB HI(SHIP_THARGOID_EDGES - SHIP_THARGOID) ; Edges data offset (high) EQUB HI(SHIP_THARGOID_FACES - SHIP_THARGOID) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010110 ; Laser power = 2 ; Missiles = 6 .SHIP_THARGOID_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 32, -48, 48, 0, 4, 8, 8, 31 ; Vertex 0 VERTEX 32, -68, 0, 0, 1, 4, 4, 31 ; Vertex 1 VERTEX 32, -48, -48, 1, 2, 4, 4, 31 ; Vertex 2 VERTEX 32, 0, -68, 2, 3, 4, 4, 31 ; Vertex 3 VERTEX 32, 48, -48, 3, 4, 5, 5, 31 ; Vertex 4 VERTEX 32, 68, 0, 4, 5, 6, 6, 31 ; Vertex 5 VERTEX 32, 48, 48, 4, 6, 7, 7, 31 ; Vertex 6 VERTEX 32, 0, 68, 4, 7, 8, 8, 31 ; Vertex 7 VERTEX -24, -116, 116, 0, 8, 9, 9, 31 ; Vertex 8 VERTEX -24, -164, 0, 0, 1, 9, 9, 31 ; Vertex 9 VERTEX -24, -116, -116, 1, 2, 9, 9, 31 ; Vertex 10 VERTEX -24, 0, -164, 2, 3, 9, 9, 31 ; Vertex 11 VERTEX -24, 116, -116, 3, 5, 9, 9, 31 ; Vertex 12 VERTEX -24, 164, 0, 5, 6, 9, 9, 31 ; Vertex 13 VERTEX -24, 116, 116, 6, 7, 9, 9, 31 ; Vertex 14 VERTEX -24, 0, 164, 7, 8, 9, 9, 31 ; Vertex 15 VERTEX -24, 64, 80, 9, 9, 9, 9, 30 ; Vertex 16 VERTEX -24, 64, -80, 9, 9, 9, 9, 30 ; Vertex 17 VERTEX -24, -64, -80, 9, 9, 9, 9, 30 ; Vertex 18 VERTEX -24, -64, 80, 9, 9, 9, 9, 30 ; Vertex 19 .SHIP_THARGOID_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 7, 4, 8, 31 ; Edge 0 EDGE 0, 1, 0, 4, 31 ; Edge 1 EDGE 1, 2, 1, 4, 31 ; Edge 2 EDGE 2, 3, 2, 4, 31 ; Edge 3 EDGE 3, 4, 3, 4, 31 ; Edge 4 EDGE 4, 5, 4, 5, 31 ; Edge 5 EDGE 5, 6, 4, 6, 31 ; Edge 6 EDGE 6, 7, 4, 7, 31 ; Edge 7 EDGE 0, 8, 0, 8, 31 ; Edge 8 EDGE 1, 9, 0, 1, 31 ; Edge 9 EDGE 2, 10, 1, 2, 31 ; Edge 10 EDGE 3, 11, 2, 3, 31 ; Edge 11 EDGE 4, 12, 3, 5, 31 ; Edge 12 EDGE 5, 13, 5, 6, 31 ; Edge 13 EDGE 6, 14, 6, 7, 31 ; Edge 14 EDGE 7, 15, 7, 8, 31 ; Edge 15 EDGE 8, 15, 8, 9, 31 ; Edge 16 EDGE 8, 9, 0, 9, 31 ; Edge 17 EDGE 9, 10, 1, 9, 31 ; Edge 18 EDGE 10, 11, 2, 9, 31 ; Edge 19 EDGE 11, 12, 3, 9, 31 ; Edge 20 EDGE 12, 13, 5, 9, 31 ; Edge 21 EDGE 13, 14, 6, 9, 31 ; Edge 22 EDGE 14, 15, 7, 9, 31 ; Edge 23 EDGE 16, 17, 9, 9, 30 ; Edge 24 EDGE 18, 19, 9, 9, 30 ; Edge 25 .SHIP_THARGOID_FACES ; normal_x, normal_y, normal_z, visibility FACE 103, -60, 25, 31 ; Face 0 FACE 103, -60, -25, 31 ; Face 1 FACE 103, -25, -60, 31 ; Face 2 FACE 103, 25, -60, 31 ; Face 3 FACE 64, 0, 0, 31 ; Face 4 FACE 103, 60, -25, 31 ; Face 5 FACE 103, 60, 25, 31 ; Face 6 FACE 103, 25, 60, 31 ; Face 7 FACE 103, -25, 60, 31 ; Face 8 FACE -48, 0, 0, 31 ; Face 9Name: SHIP_THARGOID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargoid mothership Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_THARGOID
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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_THARGOID (category: Drawing ships)
Ship blueprint for a Thargoid mothership
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Label SHIP_THARGOID_EDGES is local to this routine
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Label SHIP_THARGOID_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints