\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_DRAGON EQUB 0 \ Max. canisters on demise = 0 EQUW 26192 \ Targetable area = 161.83 * 161.83 EQUB LO(SHIP_DRAGON_EDGES - SHIP_DRAGON) \ Edges data offset (low) EQUB LO(SHIP_DRAGON_FACES - SHIP_DRAGON) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 60 \ Explosion count = 13, as (4 * n) + 6 = 60 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 32 \ Visibility distance = 32 EQUB 247 \ Max. energy = 247 EQUB 20 \ Max. speed = 20 EQUB HI(SHIP_DRAGON_EDGES - SHIP_DRAGON) \ Edges data offset (high) EQUB HI(SHIP_DRAGON_FACES - SHIP_DRAGON) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %01000111 \ Laser power = 8 \ Missiles = 7 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 250, 11, 6, 5, 0, 31 \ Vertex 0 VERTEX 216, 0, 124, 7, 6, 1, 0, 31 \ Vertex 1 VERTEX 216, 0, -124, 8, 7, 2, 1, 31 \ Vertex 2 VERTEX 0, 40, -250, 13, 12, 3, 2, 31 \ Vertex 3 VERTEX 0, -40, -250, 13, 12, 9, 8, 31 \ Vertex 4 VERTEX -216, 0, -124, 10, 9, 4, 3, 31 \ Vertex 5 VERTEX -216, 0, 124, 11, 10, 5, 4, 31 \ Vertex 6 VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 8 .SHIP_DRAGON_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 1, 7, 1, 0, 31 \ Edge 0 EDGE 2, 7, 2, 1, 31 \ Edge 1 EDGE 3, 7, 3, 2, 31 \ Edge 2 EDGE 5, 7, 4, 3, 31 \ Edge 3 EDGE 6, 7, 5, 4, 31 \ Edge 4 EDGE 0, 7, 0, 5, 31 \ Edge 5 EDGE 1, 8, 7, 6, 31 \ Edge 6 EDGE 2, 8, 8, 7, 31 \ Edge 7 EDGE 4, 8, 9, 8, 31 \ Edge 8 EDGE 5, 8, 10, 9, 31 \ Edge 9 EDGE 6, 8, 11, 10, 31 \ Edge 10 EDGE 0, 8, 6, 11, 31 \ Edge 11 EDGE 0, 1, 6, 0, 31 \ Edge 12 EDGE 1, 2, 7, 1, 31 \ Edge 13 EDGE 5, 6, 10, 4, 31 \ Edge 14 EDGE 0, 6, 11, 5, 31 \ Edge 15 EDGE 2, 3, 12, 2, 31 \ Edge 16 EDGE 2, 4, 12, 8, 31 \ Edge 17 EDGE 3, 5, 13, 3, 31 \ Edge 18 EDGE 4, 5, 13, 9, 31 \ Edge 19 EDGE 3, 4, 13, 12, 31 \ Edge 20 .SHIP_DRAGON_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 16, 90, 28, 31 \ Face 0 FACE 33, 90, 0, 31 \ Face 1 FACE 25, 91, -14, 31 \ Face 2 FACE -25, 91, -14, 31 \ Face 3 FACE -33, 90, 0, 31 \ Face 4 FACE -16, 90, 28, 31 \ Face 5 FACE 16, -90, 28, 31 \ Face 6 FACE 33, -90, 0, 31 \ Face 7 FACE 25, -91, -14, 31 \ Face 8 FACE -25, -91, -14, 31 \ Face 9 FACE -33, -90, 0, 31 \ Face 10 FACE -16, -90, 28, 31 \ Face 11 FACE 48, 0, -82, 31 \ Face 12 FACE -48, 0, -82, 31 \ Face 13 \ --- End of added section ---------------------------->Name: SHIP_DRAGON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Dragon Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 calls SHIP_DRAGON

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Variable SHIP_DRAGON (category: Drawing ships)

Ship blueprint for a Dragon

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Label SHIP_DRAGON_EDGES is local to this routine

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Label SHIP_DRAGON_FACES is local to this routine