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#10 updated level variables with info on auto map data
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dertseha committed Apr 9, 2018
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**Level Variables** (94 bytes)

0000 int32 Data Length. = 94
0000 int16 Data Length. = 94
0002 byte Mist; Unused (0x00)
0003 byte Gravity; Unused (0x00)
0004 byte Radiation poisoning level, in 0.5 LBP
0005 byte Gravity, in 25% OR bio contamination level, in 0.5 LBP
0006 byte Gravity switch. If 0, ```0005``` is bio contamination. Gravity mod otherwise.
0007 byte Bio contamination register. Must be >1 to have contamination to register
0008 byte Radiation register. Must be >1 to have radiation to register
0009 [4]byte Unused
000D [3*27]byte Unknown
0009 uint32 Exit Time; Unused in savegame
000D [3*27]byte 3 Automap Variables entries, for first, second, full-screen (see below)


> Hazards are notified from value 0x01, but affect only starting from value 0x02 (1 LBP).
> The three 27 byte entries in the ```Unknown``` field are almost identical for all levels.
> Test levels with all bytes set to zero work as fine.

**Automap Variables** (27 bytes)

0000 type Initialized.
0001 type Zoom; 1 (farthest) .. 5 (nearest)
0002 sint32 X-coordinate; (as fix32 value)
0006 sint32 Y-coordinate; (as fix32 value)
000A uint16 Unknown
000C uint16 Unknown
000E uint16 Follow object; The object to focus on; Always 0x0001 (hacker)
0010 uint16 Sensor object
0012 uint16 Note object
0014 uint16 Flags
0016 uint16 Available flags
0018 byte Version ID
0019 uint16 Sensor radius; Scan radius, in tiles and sub-tiles

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