Adding modding folder with a hacked build.

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2026-09-26 08:53:08 +02:00
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## Level SmallStuff Table (Class 8)
```L18``` is a table describing general small stuff.
**Level SmallStuff Entry** (16 bytes)
0000 [6]byte Level object prefix
0006 [10]byte SmallStuff data
### Junk 8/0/x
#### Papers 8/0/2
**Paper** (10 bytes)
0000 [2]byte Unused
0002 int16 Paper ID
0004 [6]byte Unused
The ```Paper ID``` refers to a paper text entry and is the offset from resource ID ```0x003C```.
The referred text entries have multiple blocks and the engine simply concatenates all these strings to one text.
#### Briefcases 8/0/7
**Briefcase** (10 bytes)
0000 [2]byte Unused
0002 [4]int16 Object index
### Broken Stuff 8/1/x
Nothing special.
### Dead Bodies 8/2/x
#### Corpses 8/2/0 - 8/2/7
**Corpse** (10 bytes)
0000 byte Treasure type
0001 byte Unused
0002 [4]int16 Object index
The four ```Object index``` values determine the corpse's loot. More random loot can be added to empty slots based on the ```Treasure type```.
**Treasure Type Enumeration** (1 byte)
0xF5 No treasure
0xF6 Humanoid
0xF7 Drone
0xF8 Assassin
0xF9 Warrior cyborg
0xFA Flier bot
0xFB Security 1 bot
0xFC Exec bot
0xFD Cyborg enforcer
0xFE Security 2 bot
0xFF Elite cyborg
0x00 Standard corpse
0x01 Loot-oriented corpse
0x02 Repairbot
0x03 Serv-bot
> The treasure type values for corpses are the same as for [critter properties](../14_Critter/critterProperties.md), except offset by 11.
#### Severed Heads 8/2/13, 8/2/14
**Severed Head** (10 bytes)
0000 [2]byte Unused
0002 byte Image index
0003 [7]byte Unused
If ```Image index``` is zero, the generic mutilated head is shown. Otherwise, it is the index for a picture of a person, using that of e-mails.
### Consumables 8/3/x
Nothing special.
### Access Cards 8/4/x
**Access Card** (10 bytes)
0000 int16 Unknown
0002 sint32 Access mask
0006 [4]byte Unused
All access cards work the same way: When consumed, they add the given ```Access mask``` to the current priviledges and give a message whether and which new access was gained.
**Access mask** (sint32)
0x00000001 "None" - This priviledge is none and will not be added. Should not be used.
0x000000FE Various generic priviledges
0x00FFFF00 Used for "group" priviledges; Typically used with 8/4/10 (Group access card)
0x7F000000 Personal priviledges; 0x01: D'Arcy, 0x10: Diego
8/4/11 items (Personal access cards) have a special handling if personal priviledges are set; When identifying the object, the name of the person is appended to the title.
> 8/4/0 (Current access levels) works like any other access card, though it doesn't have a proper icon (only an 'X'). In the game it is used only on level 1 for a few cases, purpose unknown.
### Cyberspace Items 8/5/x
#### Integrity Restorative 8/5/1
**Integrity Restorative** (10 bytes)
0000 [2]byte Unused
0002 byte Restoration amount
0003 [7]byte Unused
Per default (```Restoration amount``` = 0), the item restores about 3/4 of integrity.
#### Security Defense Mine 8/5/2
**Security Defense Mine** (10 bytes)
0000 [2]byte Unused
0002 byte Damage amount
0003 [7]byte Unused
Per default (```Damage amount``` = 0), the item removes little amount (about one chevron).
#### Security ID Module 8/5/3
**Security ID Module** (10 bytes)
0000 int16 Unknown
0002 sint32 Access mask
0006 [4]byte Unused
Works like access cards - see above.
#### Cyber Info Nodes 8/5/6, 8/5/8
**Cyber Info Node** (10 bytes)
0000 [2]byte Unused
0002 int16 Text index
0004 [6]byte Unused
For 8/5/6 (information nodes), the text index is for text resource ```0x0878```.
For 8/5/8 (data fragments), the text index is for text resource ```0x087A```.
#### Cyberspace Barricades 8/5/9
**Cyberspace Barricade** (10 bytes)
0000 [2]byte Unused
0002 byte Size. Bits 0-3: X, bits 4-7: Y
0003 byte Height. 0 is default, level height units otherwise.
0004 [2]byte Unused
0006 byte Colour
0007 [3]byte Unused
Layout and properties are the same as for force bridges (7/7/7).
#### Cyberspace Decoys 8/5/10
**Cyberspace Decoy** (10 bytes)
0000 [2]byte Unused
0002 int16 Destroy object index
0004 [6]byte Unused
Normally, these cannot be destroyed in cyberspace. However, if placed in a map and made vulnerable to damage, decoys can be made to destroy another object when destroyed.
### Wear and Tear Stuff 8/6/x
Nothing special.
### Quest Items 8/7/x
Nothing special.