## 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.