.SHIP_KRAIT EQUB 1 ; Max. canisters on demise = 1 EQUW 60 * 60 ; Targetable area = 60 * 60 EQUB LO(SHIP_KRAIT_EDGES - SHIP_KRAIT) ; Edges data offset (low) EQUB LO(SHIP_KRAIT_FACES - SHIP_KRAIT) ; Faces data offset (low) EQUB 89 ; Max. edge count = (89 - 1) / 4 = 22 EQUB 0 ; Gun vertex = 0 EQUB 18 ; Explosion count = 3, as (4 * n) + 6 = 18 EQUB 102 ; Number of vertices = 102 / 6 = 17 EQUB 21 ; Number of edges = 21 EQUW 100 ; Bounty = 100 EQUB 24 ; Number of faces = 24 / 4 = 6 EQUB 20 ; Visibility distance = 20 EQUB 80 ; Max. energy = 80 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_KRAIT_EDGES - SHIP_KRAIT) ; Edges data offset (high) EQUB HI(SHIP_KRAIT_FACES - SHIP_KRAIT) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_KRAIT_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 96, 1, 0, 3, 2, 31 ; Vertex 0 VERTEX 0, 18, -48, 3, 0, 5, 4, 31 ; Vertex 1 VERTEX 0, -18, -48, 2, 1, 5, 4, 31 ; Vertex 2 VERTEX 90, 0, -3, 1, 0, 4, 4, 31 ; Vertex 3 VERTEX -90, 0, -3, 3, 2, 5, 5, 31 ; Vertex 4 VERTEX 90, 0, 87, 1, 0, 1, 1, 30 ; Vertex 5 VERTEX -90, 0, 87, 3, 2, 3, 3, 30 ; Vertex 6 VERTEX 0, 5, 53, 0, 0, 3, 3, 9 ; Vertex 7 VERTEX 0, 7, 38, 0, 0, 3, 3, 6 ; Vertex 8 VERTEX -18, 7, 19, 3, 3, 3, 3, 9 ; Vertex 9 VERTEX 18, 7, 19, 0, 0, 0, 0, 9 ; Vertex 10 VERTEX 18, 11, -39, 4, 4, 4, 4, 8 ; Vertex 11 VERTEX 18, -11, -39, 4, 4, 4, 4, 8 ; Vertex 12 VERTEX 36, 0, -30, 4, 4, 4, 4, 8 ; Vertex 13 VERTEX -18, 11, -39, 5, 5, 5, 5, 8 ; Vertex 14 VERTEX -18, -11, -39, 5, 5, 5, 5, 8 ; Vertex 15 VERTEX -36, 0, -30, 5, 5, 5, 5, 8 ; Vertex 16 .SHIP_KRAIT_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 ; Edge 0 EDGE 0, 2, 2, 1, 31 ; Edge 1 EDGE 0, 3, 1, 0, 31 ; Edge 2 EDGE 0, 4, 3, 2, 31 ; Edge 3 EDGE 1, 4, 5, 3, 31 ; Edge 4 EDGE 4, 2, 5, 2, 31 ; Edge 5 EDGE 2, 3, 4, 1, 31 ; Edge 6 EDGE 3, 1, 4, 0, 31 ; Edge 7 EDGE 3, 5, 1, 0, 30 ; Edge 8 EDGE 4, 6, 3, 2, 30 ; Edge 9 EDGE 1, 2, 5, 4, 8 ; Edge 10 EDGE 7, 10, 0, 0, 9 ; Edge 11 EDGE 8, 10, 0, 0, 6 ; Edge 12 EDGE 7, 9, 3, 3, 9 ; Edge 13 EDGE 8, 9, 3, 3, 6 ; Edge 14 EDGE 11, 13, 4, 4, 8 ; Edge 15 EDGE 13, 12, 4, 4, 8 ; Edge 16 EDGE 12, 11, 4, 4, 7 ; Edge 17 EDGE 14, 15, 5, 5, 7 ; Edge 18 EDGE 15, 16, 5, 5, 8 ; Edge 19 EDGE 16, 14, 5, 5, 8 ; Edge 20 .SHIP_KRAIT_FACES ; normal_x, normal_y, normal_z, visibility FACE 3, 24, 3, 31 ; Face 0 FACE 3, -24, 3, 31 ; Face 1 FACE -3, -24, 3, 31 ; Face 2 FACE -3, 24, 3, 31 ; Face 3 FACE 38, 0, -77, 31 ; Face 4 FACE -38, 0, -77, 31 ; Face 5Name: SHIP_KRAIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * Unused copy of XX21 uses SHIP_KRAIT * XX21 uses SHIP_KRAIT
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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_KRAIT (category: Drawing ships)
Ship blueprint for a Krait
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Label SHIP_KRAIT_EDGES is local to this routine
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Label SHIP_KRAIT_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints