## Surveillance Cameras The engine supports up to 8 surveillance cameras per level. Such a camera can be any object in the level, and an additional surrogate can determine when a linked screen should show static although the actual source would still be available. ### Surveillance Sources The sources of surveillance screens are defined with ```L43```. This resource contains a list of up to 8 object table index values. These referred objects provide the location and orientation for the video source of a screen. A screen then refers to one of these entries by using one of the corresponding [special values as 'picture source'](../levelObjects/07_BigStuff/levelBigStuffEntry.md). **Surveillance Sources Table** (16 bytes) 0000 [8]int16 Source object table index > For a source that is not an actual camera object, it is typical to find 'null' trigger objects to be the reference. > Unused surveillance sources refer to the unused object at index 0. ### Surveillance Surrogates Screens may be bound to a destructible object. If this surrogate is destroyed, the corresponding screen shows static. These associations are stored in ```L44```, a resource with a list of up to 8 object table index values. **Surveillance Surrogates Table** (16 bytes) 0000 [8]int16 Deathwatch object table index > For camera sources, it is typical to refer to the actual camera in this table.