.SHIP_WORM EQUB 0 ; Max. canisters on demise = 0 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_WORM_EDGES - SHIP_WORM) ; Edges data offset (low) EQUB LO(SHIP_WORM_FACES - SHIP_WORM) ; Faces data offset (low) EQUB 77 ; Max. edge count = (77 - 1) / 4 = 19 EQUB 0 ; Gun vertex = 0 EQUB 18 ; Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 ; Number of vertices = 60 / 6 = 10 EQUB 16 ; Number of edges = 16 EQUW 0 ; Bounty = 0 EQUB 32 ; Number of faces = 32 / 4 = 8 EQUB 19 ; Visibility distance = 19 EQUB 30 ; Max. energy = 30 EQUB 23 ; Max. speed = 23 EQUB HI(SHIP_WORM_EDGES - SHIP_WORM) ; Edges data offset (high) EQUB HI(SHIP_WORM_FACES - SHIP_WORM) ; Faces data offset (high) EQUB 3 ; Normals are scaled by = 2^3 = 8 EQUB %00001000 ; Laser power = 1 ; Missiles = 0 .SHIP_WORM_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 10, -10, 35, 2, 0, 7, 7, 31 ; Vertex 0 VERTEX -10, -10, 35, 3, 0, 7, 7, 31 ; Vertex 1 VERTEX 5, 6, 15, 1, 0, 4, 2, 31 ; Vertex 2 VERTEX -5, 6, 15, 1, 0, 5, 3, 31 ; Vertex 3 VERTEX 15, -10, 25, 4, 2, 7, 7, 31 ; Vertex 4 VERTEX -15, -10, 25, 5, 3, 7, 7, 31 ; Vertex 5 VERTEX 26, -10, -25, 6, 4, 7, 7, 31 ; Vertex 6 VERTEX -26, -10, -25, 6, 5, 7, 7, 31 ; Vertex 7 VERTEX 8, 14, -25, 4, 1, 6, 6, 31 ; Vertex 8 VERTEX -8, 14, -25, 5, 1, 6, 6, 31 ; Vertex 9 .SHIP_WORM_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 ; Edge 0 EDGE 1, 5, 7, 3, 31 ; Edge 1 EDGE 5, 7, 7, 5, 31 ; Edge 2 EDGE 7, 6, 7, 6, 31 ; Edge 3 EDGE 6, 4, 7, 4, 31 ; Edge 4 EDGE 4, 0, 7, 2, 31 ; Edge 5 EDGE 0, 2, 2, 0, 31 ; Edge 6 EDGE 1, 3, 3, 0, 31 ; Edge 7 EDGE 4, 2, 4, 2, 31 ; Edge 8 EDGE 5, 3, 5, 3, 31 ; Edge 9 EDGE 2, 8, 4, 1, 31 ; Edge 10 EDGE 8, 6, 6, 4, 31 ; Edge 11 EDGE 3, 9, 5, 1, 31 ; Edge 12 EDGE 9, 7, 6, 5, 31 ; Edge 13 EDGE 2, 3, 1, 0, 31 ; Edge 14 EDGE 8, 9, 6, 1, 31 ; Edge 15 .SHIP_WORM_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 88, 70, 31 ; Face 0 FACE 0, 69, 14, 31 ; Face 1 FACE 70, 66, 35, 31 ; Face 2 FACE -70, 66, 35, 31 ; Face 3 FACE 64, 49, 14, 31 ; Face 4 FACE -64, 49, 14, 31 ; Face 5 FACE 0, 0, -200, 31 ; Face 6 FACE 0, -80, 0, 31 ; Face 7Name: SHIP_WORM [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Worm Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_WORM
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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_WORM (category: Drawing ships)
Ship blueprint for a Worm
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Label SHIP_WORM_EDGES is local to this routine
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Label SHIP_WORM_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints