\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_SHUTTLE_MK_2 EQUB 15 \ Max. canisters on demise = 15 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB LO(SHIP_SHUTTLE_MK_2_EDGES - SHIP_SHUTTLE_MK_2) \ Edges data offset (low) EQUB LO(SHIP_SHUTTLE_MK_2_FACES - SHIP_SHUTTLE_MK_2) \ Faces data offset (low) EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 28 \ Number of edges = 28 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 10 \ Visibility distance = 10 EQUB 32 \ Max. energy = 32 EQUB 9 \ Max. speed = 9 EQUB HI(SHIP_SHUTTLE_MK_2_EDGES - SHIP_SHUTTLE_MK_2) \ Edges data offset (high) EQUB HI(SHIP_SHUTTLE_MK_2_FACES - SHIP_SHUTTLE_MK_2) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 40, 3, 2, 1, 0, 31 \ Vertex 0 VERTEX 0, 20, 30, 4, 3, 0, 0, 31 \ Vertex 1 VERTEX -20, 0, 30, 5, 1, 0, 0, 31 \ Vertex 2 VERTEX 0, -20, 30, 6, 2, 1, 1, 31 \ Vertex 3 VERTEX 20, 0, 30, 7, 3, 2, 2, 31 \ Vertex 4 VERTEX -20, 20, 20, 8, 5, 4, 0, 31 \ Vertex 5 VERTEX -20, -20, 20, 9, 6, 5, 1, 31 \ Vertex 6 VERTEX 20, -20, 20, 10, 7, 6, 2, 31 \ Vertex 7 VERTEX 20, 20, 20, 11, 7, 4, 3, 31 \ Vertex 8 VERTEX 0, 20, -40, 12, 11, 8, 4, 31 \ Vertex 9 VERTEX -20, 0, -40, 12, 9, 8, 5, 31 \ Vertex 10 VERTEX 0, -20, -40, 12, 10, 9, 6, 31 \ Vertex 11 VERTEX 20, 0, -40, 12, 11, 10, 7, 31 \ Vertex 12 VERTEX -4, 4, -40, 12, 12, 12, 12, 10 \ Vertex 13 VERTEX -4, -4, -40, 12, 12, 12, 12, 10 \ Vertex 14 VERTEX 4, -4, -40, 12, 12, 12, 12, 10 \ Vertex 15 VERTEX 4, 4, -40, 12, 12, 12, 12, 10 \ Vertex 16 .SHIP_SHUTTLE_MK_2_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 2, 1, 0, 31 \ Edge 0 EDGE 0, 3, 2, 1, 31 \ Edge 1 EDGE 0, 4, 3, 2, 31 \ Edge 2 EDGE 0, 1, 0, 3, 31 \ Edge 3 EDGE 1, 5, 4, 0, 31 \ Edge 4 EDGE 2, 5, 5, 0, 31 \ Edge 5 EDGE 2, 6, 5, 1, 31 \ Edge 6 EDGE 3, 6, 6, 1, 31 \ Edge 7 EDGE 3, 7, 6, 2, 31 \ Edge 8 EDGE 4, 7, 7, 2, 31 \ Edge 9 EDGE 4, 8, 7, 3, 31 \ Edge 10 EDGE 1, 8, 4, 3, 31 \ Edge 11 EDGE 5, 9, 8, 4, 31 \ Edge 12 EDGE 5, 10, 8, 5, 31 \ Edge 13 EDGE 6, 10, 9, 5, 31 \ Edge 14 EDGE 6, 11, 9, 6, 31 \ Edge 15 EDGE 7, 11, 10, 6, 31 \ Edge 16 EDGE 7, 12, 10, 7, 31 \ Edge 17 EDGE 8, 12, 11, 7, 31 \ Edge 18 EDGE 8, 9, 11, 4, 31 \ Edge 19 EDGE 9, 10, 12, 8, 31 \ Edge 20 EDGE 10, 11, 12, 9, 31 \ Edge 21 EDGE 11, 12, 12, 10, 31 \ Edge 22 EDGE 12, 9, 12, 11, 31 \ Edge 23 EDGE 13, 14, 12, 12, 10 \ Edge 24 EDGE 14, 15, 12, 12, 10 \ Edge 25 EDGE 15, 16, 12, 12, 10 \ Edge 26 EDGE 16, 13, 12, 12, 10 \ Edge 27 .SHIP_SHUTTLE_MK_2_FACES \FACE normal_x, normal_y, normal_z, visibility FACE -39, 39, 78, 31 \ Face 0 FACE -39, -39, 78, 31 \ Face 1 FACE 39, -39, 78, 31 \ Face 2 FACE 39, 39, 78, 31 \ Face 3 FACE 0, 96, 0, 31 \ Face 4 FACE -96, 0, 0, 31 \ Face 5 FACE 0, -96, 0, 31 \ Face 6 FACE 96, 0, 0, 31 \ Face 7 FACE -66, 66, -22, 31 \ Face 8 FACE -66, -66, -22, 31 \ Face 9 FACE 66, -66, -22, 31 \ Face 10 FACE 66, 66, -22, 31 \ Face 11 FACE 0, 0, -96, 31 \ Face 12 \ --- End of added section ---------------------------->Name: SHIP_SHUTTLE_MK_2 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Shuttle Mk II Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 calls SHIP_SHUTTLE_MK_2

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Variable SHIP_SHUTTLE_MK_2 (category: Drawing ships)

Ship blueprint for a Shuttle Mk II

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Label SHIP_SHUTTLE_MK_2_EDGES is local to this routine

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Label SHIP_SHUTTLE_MK_2_FACES is local to this routine