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#41 documented recepticles
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dertseha committed Sep 24, 2016
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31 changes: 31 additions & 0 deletions levelObjects/09_Panels/levelPanelEntry.md
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Buttons come in various shapes and forms. All of them are triggers for actions and the entry data that of [actions](../Actions.md).

**Button Panel Specific Info** (24 bytes)

0000 [22]byte Action data
0016 uint16 Access mask

Expand All @@ -23,6 +25,35 @@ The conditions for buttons are based on [game variables](../Conditions.md#game-v

### Recepticles 9/1/x

Most recepticles work in conjunction with the quest items (8/7/x). With the exception of antenna relay panels, they contain regular actions as data.
Unless noted otherwise below, the conditions for recepticles are based on object types.

**Recepticle Panel Specific Info** (24 bytes)

0000 [22]byte Action data
0016 [2]byte Unused


#### Antenna Relay Panel 9/1/3

**Antenna Relay Panel Specific Info** (24 bytes)

0000 [6]byte Unused
0006 int16 Trigger object index 1
000A int16 Trigger object index 2
000E int16 Destroy object index

The two ```trigger object index``` values work only with trigger objects, they can't trigger arbitrary objects.

> Behaviour of relays is hardcoded: After accepting the plastique, their type changes to 9/1/4 and a level timer is started. When the timer expires, the panel explodes, the type changes again to 9/1/5, the two objects are triggered and the object-to-destroy is removed.

#### Retinal ID Scanner 9/1/6

If the condition field is all zero, the scanner triggers its action when activated with any head item (hacker's eyes are never accepted).

> Although the game uses a condition of ```06 00 00 00```, it does not work as a game variable check nor does it match up with the requested head. So far it is unknown how the scanner is bound to the right head.

### Stations 9/2/x

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