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#42 added some info about doors and access levels
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dertseha committed Feb 23, 2016
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9 changes: 9 additions & 0 deletions content/AccessLevels.md
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## Access Levels

Doors can be restricted to certain access levels. The engine knows about 32 access levels (0..31).

The names of the access levels are stored as [texts](../media/Texts.md) in chunk ```0x0879```. Per access level there
are two text strings, so 64 in total. The first string is the short name, for example ```STD``` and the second the long
name, ```Standard```.

The first level (0) with name ```None``` is not checked. Doors with level 0 immediately open.
1 change: 1 addition & 0 deletions index.md
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* [Geometry](media/Geometry.md)

* Content
* [Access Levels](content/AccessLevels.md)
* [Electronic Messages](content/ElectronicMessages.md)
* [Level Objects](levelObjects/index.md)
* [Level Textures](content/LevelTextures.md)
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19 changes: 19 additions & 0 deletions levelObjects/10_Barriers/levelBarrierEntry.md
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## Level Barrier Table (Class 10)

```L20``` is a table describing barrier items.

**Level Barrier Entry** (14 bytes)

0000 int16 Unknown
0002 int16 Unknown
0004 byte Required access level
0005 byte Unknown
0006 int16 Second door object index

The ```Required access level``` indicates which [access level](../content/AccessLevels.md) the hacker needs to activate
(open) the door. If zero, no special access is required. This values is ```0xFF``` for doors "locked by SHODAN level security".
Such doors have a separate trigger referring these doors.

The ```Second door object index``` refers to a second door to trigger when activating this one.
Bulkhead doors for instance reference each other this way.

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