.SHIP_TRANSPORTER EQUB 0 ; Max. canisters on demise = 0 EQUW 50 * 50 ; Targetable area = 50 * 50 EQUB LO(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) ; Edges data offset (low) EQUB LO(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) ; Faces data offset (low) EQUB 149 ; Max. edge count = (149 - 1) / 4 = 37 EQUB 48 ; Gun vertex = 48 / 4 = 12 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 222 ; Number of vertices = 222 / 6 = 37 EQUB 46 ; Number of edges = 46 EQUW 0 ; Bounty = 0 EQUB 56 ; Number of faces = 56 / 4 = 14 EQUB 16 ; Visibility distance = 16 EQUB 32 ; Max. energy = 32 EQUB 10 ; Max. speed = 10 EQUB HI(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) ; Edges data offset (high) EQUB HI(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_TRANSPORTER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 10, -26, 6, 0, 7, 7, 31 ; Vertex 0 VERTEX -25, 4, -26, 1, 0, 7, 7, 31 ; Vertex 1 VERTEX -28, -3, -26, 1, 0, 2, 2, 31 ; Vertex 2 VERTEX -25, -8, -26, 2, 0, 3, 3, 31 ; Vertex 3 VERTEX 26, -8, -26, 3, 0, 4, 4, 31 ; Vertex 4 VERTEX 29, -3, -26, 4, 0, 5, 5, 31 ; Vertex 5 VERTEX 26, 4, -26, 5, 0, 6, 6, 31 ; Vertex 6 VERTEX 0, 6, 12, 15, 15, 15, 15, 19 ; Vertex 7 VERTEX -30, -1, 12, 7, 1, 9, 8, 31 ; Vertex 8 VERTEX -33, -8, 12, 2, 1, 9, 3, 31 ; Vertex 9 VERTEX 33, -8, 12, 4, 3, 10, 5, 31 ; Vertex 10 VERTEX 30, -1, 12, 6, 5, 11, 10, 31 ; Vertex 11 VERTEX -11, -2, 30, 9, 8, 13, 12, 31 ; Vertex 12 VERTEX -13, -8, 30, 9, 3, 13, 13, 31 ; Vertex 13 VERTEX 14, -8, 30, 10, 3, 13, 13, 31 ; Vertex 14 VERTEX 11, -2, 30, 11, 10, 13, 12, 31 ; Vertex 15 VERTEX -5, 6, 2, 7, 7, 7, 7, 7 ; Vertex 16 VERTEX -18, 3, 2, 7, 7, 7, 7, 7 ; Vertex 17 VERTEX -5, 7, -7, 7, 7, 7, 7, 7 ; Vertex 18 VERTEX -18, 4, -7, 7, 7, 7, 7, 7 ; Vertex 19 VERTEX -11, 6, -14, 7, 7, 7, 7, 7 ; Vertex 20 VERTEX -11, 5, -7, 7, 7, 7, 7, 7 ; Vertex 21 VERTEX 5, 7, -14, 6, 6, 6, 6, 7 ; Vertex 22 VERTEX 18, 4, -14, 6, 6, 6, 6, 7 ; Vertex 23 VERTEX 11, 5, -7, 6, 6, 6, 6, 7 ; Vertex 24 VERTEX 5, 6, -3, 6, 6, 6, 6, 7 ; Vertex 25 VERTEX 18, 3, -3, 6, 6, 6, 6, 7 ; Vertex 26 VERTEX 11, 4, 8, 6, 6, 6, 6, 7 ; Vertex 27 VERTEX 11, 5, -3, 6, 6, 6, 6, 7 ; Vertex 28 VERTEX -16, -8, -13, 3, 3, 3, 3, 6 ; Vertex 29 VERTEX -16, -8, 16, 3, 3, 3, 3, 6 ; Vertex 30 VERTEX 17, -8, -13, 3, 3, 3, 3, 6 ; Vertex 31 VERTEX 17, -8, 16, 3, 3, 3, 3, 6 ; Vertex 32 VERTEX -13, -3, -26, 0, 0, 0, 0, 8 ; Vertex 33 VERTEX 13, -3, -26, 0, 0, 0, 0, 8 ; Vertex 34 VERTEX 9, 3, -26, 0, 0, 0, 0, 5 ; Vertex 35 VERTEX -8, 3, -26, 0, 0, 0, 0, 5 ; Vertex 36 .SHIP_TRANSPORTER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 ; Edge 0 EDGE 1, 2, 1, 0, 31 ; Edge 1 EDGE 2, 3, 2, 0, 31 ; Edge 2 EDGE 3, 4, 3, 0, 31 ; Edge 3 EDGE 4, 5, 4, 0, 31 ; Edge 4 EDGE 5, 6, 5, 0, 31 ; Edge 5 EDGE 0, 6, 6, 0, 31 ; Edge 6 EDGE 0, 7, 7, 6, 16 ; Edge 7 EDGE 1, 8, 7, 1, 31 ; Edge 8 EDGE 2, 9, 2, 1, 11 ; Edge 9 EDGE 3, 9, 3, 2, 31 ; Edge 10 EDGE 4, 10, 4, 3, 31 ; Edge 11 EDGE 5, 10, 5, 4, 11 ; Edge 12 EDGE 6, 11, 6, 5, 31 ; Edge 13 EDGE 7, 8, 8, 7, 17 ; Edge 14 EDGE 8, 9, 9, 1, 17 ; Edge 15 EDGE 10, 11, 10, 5, 17 ; Edge 16 EDGE 7, 11, 11, 6, 17 ; Edge 17 EDGE 7, 15, 12, 11, 19 ; Edge 18 EDGE 7, 12, 12, 8, 19 ; Edge 19 EDGE 8, 12, 9, 8, 16 ; Edge 20 EDGE 9, 13, 9, 3, 31 ; Edge 21 EDGE 10, 14, 10, 3, 31 ; Edge 22 EDGE 11, 15, 11, 10, 16 ; Edge 23 EDGE 12, 13, 13, 9, 31 ; Edge 24 EDGE 13, 14, 13, 3, 31 ; Edge 25 EDGE 14, 15, 13, 10, 31 ; Edge 26 EDGE 12, 15, 13, 12, 31 ; Edge 27 EDGE 16, 17, 7, 7, 7 ; Edge 28 EDGE 18, 19, 7, 7, 7 ; Edge 29 EDGE 19, 20, 7, 7, 7 ; Edge 30 EDGE 18, 20, 7, 7, 7 ; Edge 31 EDGE 20, 21, 7, 7, 7 ; Edge 32 EDGE 22, 23, 6, 6, 7 ; Edge 33 EDGE 23, 24, 6, 6, 7 ; Edge 34 EDGE 24, 22, 6, 6, 7 ; Edge 35 EDGE 25, 26, 6, 6, 7 ; Edge 36 EDGE 26, 27, 6, 6, 7 ; Edge 37 EDGE 25, 27, 6, 6, 7 ; Edge 38 EDGE 27, 28, 6, 6, 7 ; Edge 39 EDGE 29, 30, 3, 3, 6 ; Edge 40 EDGE 31, 32, 3, 3, 6 ; Edge 41 EDGE 33, 34, 0, 0, 8 ; Edge 42 EDGE 34, 35, 0, 0, 5 ; Edge 43 EDGE 35, 36, 0, 0, 5 ; Edge 44 EDGE 36, 33, 0, 0, 5 ; Edge 45 .SHIP_TRANSPORTER_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 0, -103, 31 ; Face 0 FACE -111, 48, -7, 31 ; Face 1 FACE -105, -63, -21, 31 ; Face 2 FACE 0, -34, 0, 31 ; Face 3 FACE 105, -63, -21, 31 ; Face 4 FACE 111, 48, -7, 31 ; Face 5 FACE 8, 32, 3, 31 ; Face 6 FACE -8, 32, 3, 31 ; Face 7 FACE -8, 34, 11, 19 ; Face 8 FACE -75, 32, 79, 31 ; Face 9 FACE 75, 32, 79, 31 ; Face 10 FACE 8, 34, 11, 19 ; Face 11 FACE 0, 38, 17, 31 ; Face 12 FACE 0, 0, 121, 31 ; Face 13Name: SHIP_TRANSPORTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Transporter Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_TRANSPORTER
[X]
Macro EDGE (category: Drawing ships)
Macro definition for adding edges to ship blueprints
[X]
Macro FACE (category: Drawing ships)
Macro definition for adding faces to ship blueprints
[X]
Variable SHIP_TRANSPORTER (category: Drawing ships)
Ship blueprint for a Transporter
[X]
Label SHIP_TRANSPORTER_EDGES is local to this routine
[X]
Label SHIP_TRANSPORTER_FACES is local to this routine
[X]
Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints