Doors, breakable structures, and movers (DX)

Doors are common game-environment objects in Deus Ex. The term "door," as used in-game, includes doors of buildings and rooms, doors of cabinets and lockers, and other movable panels such the cover of a locked container or wall compartment. Internally, doors are implemented by the class DeusExMover, which defines a set of common game mechanics for all objects within that class. Objects in this class are also referred to as mover-class objects (or simply "movers"). Other mover-class objects include breakable structures, which include breakable walls, breakable glass, debris, and fan installations.

Locked doors
Doors may have a "locked" attribute, which implements a "lock" for that door. Depending on the circumstance, the locked doors can be opened by lockpicks, nanokeys used by the keyring (if the door has a corresponding nanokey and that nanokey has been found), or by unlocking a security keypad (if the door is controlled by a keypad). Whether one or more of these methods are available depends on the circumstances.

Locked doors have a "lock strength" attribute that determines whether they can be unlocked with the use of lockpicks and, if so, the number of lockpicks required to unlock the door.


 * Doors with non-infinite lock strength can be unlocked by lockpicks (or other methods, if available). The number of lockpicks required to unlock the door depends on the player's lockpicking skill, and is displayed in the interaction prompt.
 * Doors with infinite lock strength cannot be unlocked by lockpicks. Such doors are generally unlockable by a nanokey or security keypad. Doors with infinite lock strength, but non-infinite door strength, can also be destroyed.

Durability attributes
Doors and other movers have the following attributes that relate to their durability and destructibility:

Early in the game, a threshold of 50 is often used for obstructions that are not intended to be easily bypassed. In Battery Park, the soda machine that obstructs the back entrance to the underground section of Castle Clinton has a minimum damage threshold of 50. Similarly, in Brooklyn Bridge Station, the collapsed section that needs to be cleared for an optional objective similarly has a threshold of 50. While the game will lead the player to use explosives, it is in fact possible to clear the obstruction using other weapons that achieve 50 damage per hit.
 * Door strength: "Door strength" is the health analog for doors and other mover-class objects. Any door with a non-infinite door strength can be destroyed (subject to the minimum damage threshold described below). Each percentage point of door strength corresponds to 1 point of damage that the door can receive before breaking.
 * Door strength is displayed in-game only for locked doors.
 * Non-door mover-class objects also have a "door strength" property, but the door strength is usually not displayed in-game interface. Mover-class objects that belong to the breakable wall and breakable glass subclasses do not have any interaction labels in-game, by default.
 * Breakability: The bBreakable property defines whether a mover-class object is breakable or not. If the object is not breakable, it cannot be destroyed.
 * If a door or other mover-class object is both locked and non-breakable, it will be indicated as having an infinite door strength.
 * Minimum damage threshold: Mover-class objects often have a non-zero minimum damage threshold, meaning that attacks will register against the door only if they exceed the threshold in a single hit.
 * The minimum damage threshold is a hidden property, and should not be confused with the "door strength" property that is displayed in-game. While many doors that have high door strength also happen to have a high minimum damage threshold, the two properties are separate.
 * The "sabot" and "exploded" damage types do not have an exception to the minimum damage threshold of mover-class objects. For this reason, sabot shotgun rounds are no more effective against doors than are normal shotgun rounds.

The sniper rifle attains a damage of 50 at master skill level, which makes it useful against moderately durable locked doors. The Dragon's Tooth sword can also attain a similar level of damage using a combination of weapon skill and augmentations. However, doors and movers that have a minimum damage threshold of 75 (see list of examples below) can only be destroyed using explosive weaponry, such as a GEP Gun or LAM. For this reason, GEP Gun rockets and LAMs are often seen as a substitute for lockpicks.

High-threshold objects
Examples of objects with a minimum damage threshold greater than 50 are listed below.

Doors

 * On the surface level of the LaGuardia Airport, the fence gate leading to the electrical hazard has a minimum damage threshold of 60, despite having a lock strength of only 20%.
 * In Champs-Élysées in Paris, the door leading to the arms dealer's apartment has a minimum damage threshold of 75. Several other doors in the area also have a threshold of 75.
 * The two front doors of the Chateau DuClare have a minimum damage threshold of 75 (and a lock strength of 65%). By contrast, the wooden barricade at the back entrance has a minimum damage threshold of 0. The bedroom doors in the Chateau also have a minimum damage threshold of 75 (and a lock strength of 50%).
 * At the Knights Templar Cathedral, all doors on the exterior of the cathedral have a minimum damage threshold of 75 (and a lock strength of 90%). The gate leading out of the alley at the beginning of the map also has a minimum damage threshold of 75 (and a lock strength of 50%).

Other mover-class objects

 * In the sewers section of the Warehouse District, the breakable wall near the swimmable pipe has a minimum damage threshold of 75.
 * In the lower decks of the PRCS Wall Cloud, the tri-hull welds that must be destroyed have a minimum damage threshold of 60.
 * At the Vandenberg control room, the fan installation at the upper floor of the computer room has a minimum damage threshold of 75.

Trivia

 * The script for the class DeusExMover include code for an alternative implementation in which attacks below the minimum damage threshold would still affect the target, but only at 10% damage instead of full damage. However, this part of the script was commented out. As a result, the minimum damage threshold is an absolute minimum threshold for receiving damage.