\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_BUSHMASTER EQUB 0 \ Max. canisters on demise = 0 EQUW 4250 \ Targetable area = 65.19 * 65.19 EQUB LO(SHIP_BUSHMASTER_EDGES - SHIP_BUSHMASTER) \ Edges data offset (low) EQUB LO(SHIP_BUSHMASTER_FACES - SHIP_BUSHMASTER) \ Faces data offset (low) EQUB 81 \ Max. edge count = (81 - 1) / 4 = 20 EQUB 0 \ Gun vertex = 0 EQUB 30 \ Explosion count = 6, as (4 * n) + 6 = 30 EQUB 72 \ Number of vertices = 72 / 6 = 12 EQUB 19 \ Number of edges = 19 EQUW 150 \ Bounty = 150 EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 20 \ Visibility distance = 20 EQUB 74 \ Max. energy = 74 EQUB 35 \ Max. speed = 35 EQUB HI(SHIP_BUSHMASTER_EDGES - SHIP_BUSHMASTER) \ Edges data offset (high) EQUB HI(SHIP_BUSHMASTER_FACES - SHIP_BUSHMASTER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00100001 \ Laser power = 4 \ Missiles = 1 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 60, 3, 2, 1, 0, 31 \ Vertex 0 VERTEX 50, 0, 20, 7, 5, 3, 1, 31 \ Vertex 1 VERTEX -50, 0, 20, 6, 4, 2, 0, 31 \ Vertex 2 VERTEX 0, 20, 0, 5, 4, 1, 0, 31 \ Vertex 3 VERTEX 0, -20, -40, 15, 15, 15, 15, 31 \ Vertex 4 VERTEX 0, 14, -40, 8, 8, 5, 4, 31 \ Vertex 5 VERTEX 40, 0, -40, 8, 8, 7, 5, 31 \ Vertex 6 VERTEX -40, 0, -40, 8, 8, 6, 4, 31 \ Vertex 7 VERTEX 0, 4, -40, 8, 8, 8, 8, 10 \ Vertex 8 VERTEX 10, 0, -40, 8, 8, 8, 8, 10 \ Vertex 9 VERTEX 0, -4, -40, 8, 8, 8, 8, 10 \ Vertex 10 VERTEX -10, 0, -40, 8, 8, 8, 8, 10 \ Vertex 11 .SHIP_BUSHMASTER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 1, 31 \ Edge 0 EDGE 0, 2, 2, 0, 31 \ Edge 1 EDGE 0, 3, 1, 0, 31 \ Edge 2 EDGE 0, 4, 3, 2, 31 \ Edge 3 EDGE 3, 5, 5, 4, 31 \ Edge 4 EDGE 2, 3, 4, 0, 31 \ Edge 5 EDGE 1, 3, 5, 1, 31 \ Edge 6 EDGE 2, 7, 6, 4, 31 \ Edge 7 EDGE 1, 6, 7, 5, 31 \ Edge 8 EDGE 2, 4, 6, 2, 31 \ Edge 9 EDGE 1, 4, 7, 3, 31 \ Edge 10 EDGE 5, 7, 8, 4, 31 \ Edge 11 EDGE 5, 6, 8, 5, 31 \ Edge 12 EDGE 4, 7, 8, 6, 31 \ Edge 13 EDGE 4, 6, 8, 7, 31 \ Edge 14 EDGE 8, 9, 8, 8, 10 \ Edge 15 EDGE 9, 10, 8, 8, 10 \ Edge 16 EDGE 10, 11, 8, 8, 10 \ Edge 17 EDGE 11, 8, 8, 8, 10 \ Edge 18 .SHIP_BUSHMASTER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE -23, 88, 29, 31 \ Face 0 FACE 23, 88, 29, 31 \ Face 1 FACE -14, -93, 18, 31 \ Face 2 FACE 14, -93, 18, 31 \ Face 3 FACE -31, 89, -13, 31 \ Face 4 FACE 31, 89, -13, 31 \ Face 5 FACE -42, -85, -7, 31 \ Face 6 FACE 42, -85, -7, 31 \ Face 7 FACE 0, 0, -96, 31 \ Face 8 \ --- End of added section ---------------------------->Name: SHIP_BUSHMASTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Bushmaster Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 calls SHIP_BUSHMASTER

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Variable SHIP_BUSHMASTER (category: Drawing ships)

Ship blueprint for a Bushmaster

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Label SHIP_BUSHMASTER_EDGES is local to this routine

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Label SHIP_BUSHMASTER_FACES is local to this routine