\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_RATTLER EQUB 2 \ Max. canisters on demise = 2 EQUW 6000 \ Targetable area = 77.46 * 77.46 EQUB LO(SHIP_RATTLER_EDGES - SHIP_RATTLER) \ Edges data offset (low) EQUB LO(SHIP_RATTLER_FACES - SHIP_RATTLER) \ Faces data offset (low) EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 26 \ Number of edges = 26 EQUW 150 \ Bounty = 150 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 10 \ Visibility distance = 10 EQUB 113 \ Max. energy = 113 EQUB 31 \ Max. speed = 31 EQUB HI(SHIP_RATTLER_EDGES - SHIP_RATTLER) \ Edges data offset (high) EQUB HI(SHIP_RATTLER_FACES - SHIP_RATTLER) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00100010 \ Laser power = 4 \ Missiles = 2 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 60, 9, 8, 3, 2, 31 \ Vertex 0 VERTEX 40, 0, 40, 10, 9, 4, 3, 31 \ Vertex 1 VERTEX -40, 0, 40, 8, 7, 2, 1, 31 \ Vertex 2 VERTEX 60, 0, 0, 11, 10, 5, 4, 31 \ Vertex 3 VERTEX -60, 0, 0, 7, 6, 1, 0, 31 \ Vertex 4 VERTEX 70, 0, -40, 12, 12, 11, 5, 31 \ Vertex 5 VERTEX -70, 0, -40, 12, 12, 6, 0, 31 \ Vertex 6 VERTEX 0, 20, -40, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -20, -40, 15, 15, 15, 15, 31 \ Vertex 8 VERTEX -10, 6, -40, 12, 12, 12, 12, 10 \ Vertex 9 VERTEX -10, -6, -40, 12, 12, 12, 12, 10 \ Vertex 10 VERTEX -20, 0, -40, 12, 12, 12, 12, 10 \ Vertex 11 VERTEX 10, 6, -40, 12, 12, 12, 12, 10 \ Vertex 12 VERTEX 10, -6, -40, 12, 12, 12, 12, 10 \ Vertex 13 VERTEX 20, 0, -40, 12, 12, 12, 12, 10 \ Vertex 14 .SHIP_RATTLER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 4, 6, 6, 0, 31 \ Edge 0 EDGE 2, 4, 7, 1, 31 \ Edge 1 EDGE 0, 2, 8, 2, 31 \ Edge 2 EDGE 0, 1, 9, 3, 31 \ Edge 3 EDGE 1, 3, 10, 4, 31 \ Edge 4 EDGE 3, 5, 11, 5, 31 \ Edge 5 EDGE 6, 7, 12, 0, 31 \ Edge 6 EDGE 6, 8, 12, 6, 31 \ Edge 7 EDGE 4, 7, 1, 0, 31 \ Edge 8 EDGE 4, 8, 7, 6, 31 \ Edge 9 EDGE 2, 7, 2, 1, 31 \ Edge 10 EDGE 2, 8, 8, 7, 31 \ Edge 11 EDGE 0, 7, 3, 2, 31 \ Edge 12 EDGE 0, 8, 9, 8, 31 \ Edge 13 EDGE 1, 7, 4, 3, 31 \ Edge 14 EDGE 1, 8, 10, 9, 31 \ Edge 15 EDGE 3, 7, 5, 4, 31 \ Edge 16 EDGE 3, 8, 11, 10, 31 \ Edge 17 EDGE 5, 7, 12, 5, 31 \ Edge 18 EDGE 5, 8, 12, 11, 31 \ Edge 19 EDGE 9, 10, 12, 12, 10 \ Edge 20 EDGE 10, 11, 12, 12, 10 \ Edge 21 EDGE 11, 9, 12, 12, 10 \ Edge 22 EDGE 12, 13, 12, 12, 10 \ Edge 23 EDGE 13, 14, 12, 12, 10 \ Edge 24 EDGE 14, 12, 12, 12, 10 \ Edge 25 .SHIP_RATTLER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE -26, 92, 6, 31 \ Face 0 FACE -23, 92, 11, 31 \ Face 1 FACE -9, 93, 18, 31 \ Face 2 FACE 9, 93, 18, 31 \ Face 3 FACE 23, 92, 11, 31 \ Face 4 FACE 26, 92, 6, 31 \ Face 5 FACE -26, -92, 6, 31 \ Face 6 FACE -23, -92, 11, 31 \ Face 7 FACE -9, -93, 18, 31 \ Face 8 FACE 9, -93, 18, 31 \ Face 9 FACE 23, -92, 11, 31 \ Face 10 FACE 26, -92, 6, 31 \ Face 11 FACE 0, 0, -96, 31 \ Face 12 \ --- End of added section ---------------------------->Name: SHIP_RATTLER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Rattler Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 calls SHIP_RATTLER

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Variable SHIP_RATTLER (category: Drawing ships)

Ship blueprint for a Rattler

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Label SHIP_RATTLER_EDGES is local to this routine

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Label SHIP_RATTLER_FACES is local to this routine