.SHIP_MAMBA EQUB 1 ; Max. canisters on demise = 1 EQUW 70 * 70 ; Targetable area = 70 * 70 EQUB LO(SHIP_MAMBA_EDGES - SHIP_MAMBA) ; Edges data offset (low) EQUB LO(SHIP_MAMBA_FACES - SHIP_MAMBA) ; Faces data offset (low) EQUB 97 ; Max. edge count = (97 - 1) / 4 = 24 EQUB 0 ; Gun vertex = 0 EQUB 34 ; Explosion count = 7, as (4 * n) + 6 = 34 EQUB 150 ; Number of vertices = 150 / 6 = 25 EQUB 28 ; Number of edges = 28 EQUW 150 ; Bounty = 150 EQUB 20 ; Number of faces = 20 / 4 = 5 EQUB 25 ; Visibility distance = 25 EQUB 90 ; Max. energy = 90 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_MAMBA_EDGES - SHIP_MAMBA) ; Edges data offset (high) EQUB HI(SHIP_MAMBA_FACES - SHIP_MAMBA) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010010 ; Laser power = 2 ; Missiles = 2 .SHIP_MAMBA_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 64, 0, 1, 2, 3, 31 ; Vertex 0 VERTEX -64, -8, -32, 0, 2, 4, 4, 31 ; Vertex 1 VERTEX -32, 8, -32, 1, 2, 4, 4, 30 ; Vertex 2 VERTEX 32, 8, -32, 1, 3, 4, 4, 30 ; Vertex 3 VERTEX 64, -8, -32, 0, 3, 4, 4, 31 ; Vertex 4 VERTEX -4, 4, 16, 1, 1, 1, 1, 14 ; Vertex 5 VERTEX 4, 4, 16, 1, 1, 1, 1, 14 ; Vertex 6 VERTEX 8, 3, 28, 1, 1, 1, 1, 13 ; Vertex 7 VERTEX -8, 3, 28, 1, 1, 1, 1, 13 ; Vertex 8 VERTEX -20, -4, 16, 0, 0, 0, 0, 20 ; Vertex 9 VERTEX 20, -4, 16, 0, 0, 0, 0, 20 ; Vertex 10 VERTEX -24, -7, -20, 0, 0, 0, 0, 20 ; Vertex 11 VERTEX -16, -7, -20, 0, 0, 0, 0, 16 ; Vertex 12 VERTEX 16, -7, -20, 0, 0, 0, 0, 16 ; Vertex 13 VERTEX 24, -7, -20, 0, 0, 0, 0, 20 ; Vertex 14 VERTEX -8, 4, -32, 4, 4, 4, 4, 13 ; Vertex 15 VERTEX 8, 4, -32, 4, 4, 4, 4, 13 ; Vertex 16 VERTEX 8, -4, -32, 4, 4, 4, 4, 14 ; Vertex 17 VERTEX -8, -4, -32, 4, 4, 4, 4, 14 ; Vertex 18 VERTEX -32, 4, -32, 4, 4, 4, 4, 7 ; Vertex 19 VERTEX 32, 4, -32, 4, 4, 4, 4, 7 ; Vertex 20 VERTEX 36, -4, -32, 4, 4, 4, 4, 7 ; Vertex 21 VERTEX -36, -4, -32, 4, 4, 4, 4, 7 ; Vertex 22 VERTEX -38, 0, -32, 4, 4, 4, 4, 5 ; Vertex 23 VERTEX 38, 0, -32, 4, 4, 4, 4, 5 ; Vertex 24 .SHIP_MAMBA_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 2, 31 ; Edge 0 EDGE 0, 4, 0, 3, 31 ; Edge 1 EDGE 1, 4, 0, 4, 31 ; Edge 2 EDGE 1, 2, 2, 4, 30 ; Edge 3 EDGE 2, 3, 1, 4, 30 ; Edge 4 EDGE 3, 4, 3, 4, 30 ; Edge 5 EDGE 5, 6, 1, 1, 14 ; Edge 6 EDGE 6, 7, 1, 1, 12 ; Edge 7 EDGE 7, 8, 1, 1, 13 ; Edge 8 EDGE 5, 8, 1, 1, 12 ; Edge 9 EDGE 9, 11, 0, 0, 20 ; Edge 10 EDGE 9, 12, 0, 0, 16 ; Edge 11 EDGE 10, 13, 0, 0, 16 ; Edge 12 EDGE 10, 14, 0, 0, 20 ; Edge 13 EDGE 13, 14, 0, 0, 14 ; Edge 14 EDGE 11, 12, 0, 0, 14 ; Edge 15 EDGE 15, 16, 4, 4, 13 ; Edge 16 EDGE 17, 18, 4, 4, 14 ; Edge 17 EDGE 15, 18, 4, 4, 12 ; Edge 18 EDGE 16, 17, 4, 4, 12 ; Edge 19 EDGE 20, 21, 4, 4, 7 ; Edge 20 EDGE 20, 24, 4, 4, 5 ; Edge 21 EDGE 21, 24, 4, 4, 5 ; Edge 22 EDGE 19, 22, 4, 4, 7 ; Edge 23 EDGE 19, 23, 4, 4, 5 ; Edge 24 EDGE 22, 23, 4, 4, 5 ; Edge 25 EDGE 0, 2, 1, 2, 30 ; Edge 26 EDGE 0, 3, 1, 3, 30 ; Edge 27 .SHIP_MAMBA_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, -24, 2, 30 ; Face 0 FACE 0, 24, 2, 30 ; Face 1 FACE -32, 64, 16, 30 ; Face 2 FACE 32, 64, 16, 30 ; Face 3 FACE 0, 0, -127, 30 ; Face 4Name: SHIP_MAMBA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Mamba 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_MAMBA * XX21 uses SHIP_MAMBA
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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_MAMBA (category: Drawing ships)
Ship blueprint for a Mamba
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Label SHIP_MAMBA_EDGES is local to this routine
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Label SHIP_MAMBA_FACES is local to this routine
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints