Loot Data

Go back to the Action Class index This is how the data records for the loot is constructed:

Loot data
The loot data is a stream of bytes terminated with FFh. Each loot item begins with a loot item id (described below) followed by the amount of the item. Then follows the next item and so on until FFh is reached.

Loot item ids
When bit 7 of the item id is set then the other seven bits defines a item id (as listed in the Items section). If the bit is cleared then the other seven bits define the item type. So 8Dh defines a Colt M1911A1 while 0Dh defines any item with the item type 0Dh (Grenade, TNT, Plastic explosive).

Cash
Special loot item ids are 5Eh and DEh. 5Eh defines a random amount of cash. The next two bytes define the random range (low/high). DEh defines a fixed amount of cash. The next two bytes define the fixed amount of cash (low/high). Cash must always be the last item in the loot bag.

Examples
This gives you a Colt M1911A1 and three random explosives. After you have taken everything from the loot bag the square is changed to action class 01h and action selector 07h.

This gives you 513 Dollars (0201h).