Sly 2:Circle Button Interacts: Difference between revisions

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'''Circle button interacts''', such as pipes and door entrance triggers, have their own structs. However, unlike normal map objects, they only pool in specific circumstances, so the ones that don't pool have static map-specific addresses. Changes to these objects' structs take effect immediately and without a map reload. Unless otherwise specified, they can be found by using a pointer of 0x3E1B10 with an offset of 0x0 (NTSC-U PS2 release), which will take you to the struct of the interact you're closest to physically.
{{Infobox game mechanic
| image=
| caption=
| size=
}}
 
'''Circle button interacts''', such as pipes and door entrance triggers, have their own structs. However, unlike normal map objects, they don't pool, so they have static map-specific addresses. Some of them also contain pointers to objects they're supposed to be used with, making for an easy way to get around pooling in map object mods. Unless otherwise specified, changes to these objects' structs take effect immediately and without a map reload, and can be found by interacting with them using Sly and using the "last collision touched" pointer.
 
{{Needs images}}
 
== Poles ==
{{Infobox struct
| title=Pole Interact
| image=Sly2_pole_example.png
}}
 
Poles, or any object that acts like them (Sly holds his cane in his mouth) are objects independent of the actual pole model. They contain an invisible spline with varying amounts of points depending on the size and shape of the pole. Note that pole interacts attached to pool-able poles do pool along with them., These may alsoand stop working and/or despawn if moved too far away from their assigned pole object.:
 
The struct is relatively short. The pole right outside the Paris safehouse is used here as an example:
 
<gallery widths="300" heights="300>
Line 29 ⟶ 20:
Orange: The transform component for the entire spline, containing coordinates and rotation matrix. These don't need a map reload for changes to them to take effect. Note that some poles contain an extra transformation matrix above the normal one. If you want to make position changes to these, you'll need to change the first two set of coordinates. The first one controls the location Sly gravitates towards, the normal transform coordinates only control its position visually.
 
Magenta: Controls character-specific interactions when nearby. The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you climb the pole then jump off, an icon for that character will appear and follow you just like the sparkles do. The "00000001" dictates which character can use the pole. Setting it to 00000002 makes the makes it stop emitting blue sparkles and start emitting green sparkles, letting Bentley climb it with his unused climbing ability. Setting it to 00000004 does the same thing but purple particles and Murray. Setting it to 00000000 essentially disables the pole. Setting it to 000000FF makes the interact work with all characters, removing the need to use conditionals to let different characters use the interact. Values such as 3, 5, 6, and higher act like 1, 2, and 4, so the value's entire purpose is unknown. Poles are the only Thief Move-related circle button object other than Sneak Triggers that Bentley and Murray can interact with.
 
Cyan: Contains data related to the spline points, but not the actual positions themselves, including Sly's position on the pole. Needs more research.
Line 42 ⟶ 33:
{{Infobox struct
| title=Rope Interact
| image=Sly2_rope_example.png
}}
 
Ropes, or any object that acts like them (Sly runs/slides along them) are objects independent of the actual rope model. They contain an invisible spline with varying amounts of points depending on the size or shape of the pole.
 
The struct is slightly shorter than pole structs, however they contain more unknown data. A rope next to the Paris safehouse is used here as an example:
 
<gallery widths="300" heights="300220>
File:Sly2_rope_struct_firsthalf.png
File:Sly2_rope_struct_secondhalf.png
Line 61 ⟶ 53:
Magenta: Has not been researched.
 
Cyan: Contains data related to the spline points, but not the actual positions themselves. More data exists here that does not exist in pole structs, some of which resist change while Sly is interacting with the rope. This element needs more research. The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you walk along the rope then jump off, a Sly icon will appear and follow you just like the sparkles do. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparlessparkles for poles also do the same thing here. The "00000000" directly below this dictates whether the rope is a slidy rope. Changing this to 00000001 or higher will turn a normal rope into a slidy one, and vice versa.
 
Yellow: Contains the coordinates of each spline point relative to the center of the spline, however this is jumbled up with many other seemingly unrelated sets of coordinates which also resist change when Sly is interacting with the rope. Additionally, changes made to the points' relative coordinates don't act the same compared to poles, being adjusted in unusual and inconsistent amounts, and often in random directions despite modifying one axis. More research needed.
Line 70 ⟶ 62:
{{Infobox struct
| title=Spire Point Interact
| image=Sly2_spirepoint_example.png
}}
 
Spire Points, or any objects that act like them (Sly lands on them and can rotate) are objects independent of the actual spire point model.:
 
Their structs are one of the smallest out of all the Circle Button Interacts, usually fitting within a Cheat Engine memory viewer window:
 
<gallery widths="300" heights="300>
Line 84 ⟶ 75:
Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match.
 
Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you land on the spire point then jump off, a Sly icon will appear and hover over it. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparlessparkles for poles also do the same thing here.
 
Green: Has not been researched.
Line 93 ⟶ 84:
{{Infobox struct
| title=Cane Swing Interact
| image=Sly2_caneswing_example.png
}}
 
Cane Swings, as in the interact Sly latches onto to swing on a round hook, have the smallest interact structs in the game. While they are independent of the actual hook model, they don't work unless placed near them.
{{Empty section}}
 
<gallery widths="300" heights="220>
File:Sly2_caneswing_struct.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched.
 
Yellow: Transform component as well as some unique floats. There's only one set of coordinates here.
 
Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparkles for poles also do the same thing here.
 
{{clear}}
 
== Wall Hooks ==
{{Infobox struct
| title=Wall Hook Interact
| image=Sly2_wallhook_example.png
}}
 
Wall Hooks, as in the interact Sly latches onto to pull backwards and launch upwards, are like normal Cane Swings, but ever so slightly different. While they are independent of the actual hook model, they don't work unless placed near them.
{{Empty section}}
 
<gallery widths="300" heights="220>
File:Sly2_wallhook_struct.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched.
 
Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match.
 
Cyan: The second "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparkles for poles also do the same thing here.
 
{{clear}}
 
== Crawlspaces ==
{{Infobox struct
| title=Crawlspace Interact
| image=Sly2_crawlspace_example.png
}}
 
Crawlspaces, as in low-to-the-ground first person camera mode areas, only work if placed next to their intended crawlspace geometry, or perhaps any overhead geometry, potentially detected via raycast.
{{Empty section}}
 
<gallery widths="300" heights="300>
File:Sly2_crawlspace_interact_1.png
File:Sly2_crawlspace_interact_2.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched.
 
Yellow: Transform component as well as some unique floats. There's only one set of coordinates here.
 
Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.
 
Green: An extremely large undocumented region containing many floats, likely controlling a raycast upwards or other unknown information.
 
{{clear}}
 
== Logo Interact Triggers ==
{{Infobox struct
| title=Logo Interact
| image=Sly2_logointeract_example.png
}}
 
Logo Interact Triggers, as in a sparkly icon representing the current character rendered in the game world, is a simple standalone object. Note that any logo placed above an object for the sole purpose of marking a mission objective (i.e. Sly logo above the engine in Episode 8's TNT Run job) is not an interact.
{{Empty section}}
 
<gallery widths="300" heights="260>
File:Sly2_logointeract_struct.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.
 
Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match.
 
Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.
 
{{clear}}
 
== Sneak Triggers ==
{{Infobox struct
| title=Sneak Interact
| image=Sly2_sneaktrigger_example.png
}}
 
Sneak Triggers, as in segments of sparkles that the Cooper Gang can shimmy along, are individual objects not attached to the ledge, however they do rely on the collision directly underneath them to function.
{{Empty section}}
 
<gallery widths="300" heights="300>
File:Sly2_wallsneak_struct_1.png
File:Sly2_wallsneak_struct_2.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.
 
Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match. Some extra data appears to be present as welll.
 
Cyan: An region that appears to track what's on top of it. It constantly changes while not being interacted with, however responds to characters sneaking on it by only updating when they sneak along it.
 
Green: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you land on the spire point then jump off, a Sly icon will appear and hover over it. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.
 
Magenta: An unbelievably long undocumented region that follows a semi-regular pattern of unknown purpose. In fact, this region is so long that it extends onwards past the second screenshot for about 100 more lines, which is where the struct ends.
 
{{clear}}
Line 134 ⟶ 192:
{{Infobox struct
| title=Statue Sneak Point Interact
| image=Sly2_statuesneak_example.png
}}
 
Exclusive to a single job in Episode 4, these make Sly freeze in place (and slightly darken him, possibly as part of a cut mission element involving gray paint) to make him undetectable. Their initial animation is that of a wall sneak trigger, meaning they're likely the same thing, but with data for only one point. This allows Bentley and Murray to use them, but without the darkening or special stance.
{{Empty section}}
 
<gallery widths="300" heights="200>
File:Sly2_statuesneak_struct.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.
 
Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match. Some extra data appears to be present as welll.
 
Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you interact with the sneak point then stop, a Sly icon will appear and hover over it. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.
 
{{clear}}
 
== Ice Walls ==
{{Infobox struct
| title=Ice Wall Interact
| image=Sly2_icewall_example.png
}}
 
Exclusive to Episode 7, the interactable part of ice walls are a seperate object, and can be found with a special pointer that exists specifically for them, which is at an offset of 0x1F18 from Sly's struct.
 
<gallery widths="300" heights="300>
File:Sly2_icewall_struct_1.png
File:Sly2_icewall_struct_2.png
File:Sly2_icewall_struct_3.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.
 
Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match. Some extra data appears to be present as welll.
 
Cyan: An undocumented region of considerable length, which seems to contain a similar pattern to an undocumented region in Wall Sneak structs, but with some differences.
 
Magenta: Yet another undocumented region, possibly a complement to the previous one.
 
{{clear}}
 
 
{{Navbox Sly 2}}

Latest revision as of 02:07, 1 July 2024

Circle button interacts, such as pipes and door entrance triggers, have their own structs. However, unlike normal map objects, they only pool in specific circumstances, so the ones that don't pool have static map-specific addresses. Changes to these objects' structs take effect immediately and without a map reload. Unless otherwise specified, they can be found by using a pointer of 0x3E1B10 with an offset of 0x0 (NTSC-U PS2 release), which will take you to the struct of the interact you're closest to physically.

Poles

Pole Interact
Data Structure
 
GameSly 2: Band of Thieves

Poles, or any object that acts like them (Sly holds his cane in his mouth) are objects independent of the actual pole model. They contain an invisible spline with varying amounts of points depending on the size and shape of the pole. Note that pole interacts attached to pool-able poles do pool along with them, and stop working and/or despawn if moved too far away from their assigned pole object:

Green: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data, including the actual pole object, likely to borrow some properties from it. The specifics of the various pointers have not been thoroughly researched.

Dark Blue: Has not been researched.

Orange: The transform component for the entire spline, containing coordinates and rotation matrix. These don't need a map reload for changes to them to take effect. Note that some poles contain an extra transformation matrix above the normal one. If you want to make position changes to these, you'll need to change the first two set of coordinates. The first one controls the location Sly gravitates towards, the normal transform coordinates only control its position visually.

Magenta: Controls character-specific interactions when nearby. The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you climb the pole then jump off, an icon for that character will appear and follow you just like the sparkles do. The "00000001" dictates which character can use the pole. Setting it to 00000002 makes the makes it stop emitting blue sparkles and start emitting green sparkles, letting Bentley climb it with his unused climbing ability. Setting it to 00000004 does the same thing but purple particles and Murray. Setting it to 00000000 essentially disables the pole. Setting it to 000000FF makes the interact work with all characters, removing the need to use conditionals to let different characters use the interact. Values such as 3, 5, 6, and higher act like 1, 2, and 4, so the value's entire purpose is unknown.

Cyan: Contains data related to the spline points, but not the actual positions themselves, including Sly's position on the pole. Needs more research.

Yellow: Contains the coordinates of each spline point relative to the center of the spline.

Red: Has not been researched.

Ropes

Rope Interact
Data Structure
 
GameSly 2: Band of Thieves

Ropes, or any object that acts like them (Sly runs/slides along them) are objects independent of the actual rope model. They contain an invisible spline with varying amounts of points depending on the size or shape of the pole.

The struct is slightly shorter than pole structs, however they contain more unknown data:

Green: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data, including the actual rope object, likely to borrow some properties from it. The specifics of the various pointers have not been thoroughly researched.

Dark Blue: Has not been researched.

Orange: The transform component for the entire spline, containing coordinates and rotation matrix.

Magenta: Has not been researched.

Cyan: Contains data related to the spline points, but not the actual positions themselves. More data exists here that does not exist in pole structs, some of which resist change while Sly is interacting with the rope. This element needs more research. The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you walk along the rope then jump off, a Sly icon will appear and follow you just like the sparkles do. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparkles for poles also do the same thing here. The "00000000" directly below this dictates whether the rope is a slidy rope. Changing this to 00000001 or higher will turn a normal rope into a slidy one, and vice versa.

Yellow: Contains the coordinates of each spline point relative to the center of the spline, however this is jumbled up with many other seemingly unrelated sets of coordinates which also resist change when Sly is interacting with the rope. Additionally, changes made to the points' relative coordinates don't act the same compared to poles, being adjusted in unusual and inconsistent amounts, and often in random directions despite modifying one axis. More research needed.

Spire Points

Spire Point Interact
Data Structure
 
GameSly 2: Band of Thieves

Spire Points, or any objects that act like them (Sly lands on them and can rotate) are objects independent of the actual spire point model:

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched.

Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match.

Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you land on the spire point then jump off, a Sly icon will appear and hover over it. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparkles for poles also do the same thing here.

Green: Has not been researched.

Cane Swings

Cane Swing Interact
Data Structure
 
GameSly 2: Band of Thieves

Cane Swings, as in the interact Sly latches onto to swing on a round hook, have the smallest interact structs in the game. While they are independent of the actual hook model, they don't work unless placed near them.

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched.

Yellow: Transform component as well as some unique floats. There's only one set of coordinates here.

Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparkles for poles also do the same thing here.

Wall Hooks

Wall Hook Interact
Data Structure
 
GameSly 2: Band of Thieves

Wall Hooks, as in the interact Sly latches onto to pull backwards and launch upwards, are like normal Cane Swings, but ever so slightly different. While they are independent of the actual hook model, they don't work unless placed near them.

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched.

Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match.

Cyan: The second "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs, however since only Sly can use them, it doesn't appear to serve much of a purpose. The values that emit blue sparkles for poles also do the same thing here.

Crawlspaces

Crawlspace Interact
Data Structure
 
GameSly 2: Band of Thieves

Crawlspaces, as in low-to-the-ground first person camera mode areas, only work if placed next to their intended crawlspace geometry, or perhaps any overhead geometry, potentially detected via raycast.

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched.

Yellow: Transform component as well as some unique floats. There's only one set of coordinates here.

Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.

Green: An extremely large undocumented region containing many floats, likely controlling a raycast upwards or other unknown information.

Logo Interact Triggers

Logo Interact
Data Structure
 
GameSly 2: Band of Thieves

Logo Interact Triggers, as in a sparkly icon representing the current character rendered in the game world, is a simple standalone object. Note that any logo placed above an object for the sole purpose of marking a mission objective (i.e. Sly logo above the engine in Episode 8's TNT Run job) is not an interact.

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.

Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match.

Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.

Sneak Triggers

Sneak Interact
Data Structure
 
GameSly 2: Band of Thieves

Sneak Triggers, as in segments of sparkles that the Cooper Gang can shimmy along, are individual objects not attached to the ledge, however they do rely on the collision directly underneath them to function.

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.

Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match. Some extra data appears to be present as welll.

Cyan: An region that appears to track what's on top of it. It constantly changes while not being interacted with, however responds to characters sneaking on it by only updating when they sneak along it.

Green: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you land on the spire point then jump off, a Sly icon will appear and hover over it. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.

Magenta: An unbelievably long undocumented region that follows a semi-regular pattern of unknown purpose. In fact, this region is so long that it extends onwards past the second screenshot for about 100 more lines, which is where the struct ends.

Statue Sneak Points

Statue Sneak Point Interact
Data Structure
 
GameSly 2: Band of Thieves

Exclusive to a single job in Episode 4, these make Sly freeze in place (and slightly darken him, possibly as part of a cut mission element involving gray paint) to make him undetectable. Their initial animation is that of a wall sneak trigger, meaning they're likely the same thing, but with data for only one point. This allows Bentley and Murray to use them, but without the darkening or special stance.

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.

Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match. Some extra data appears to be present as welll.

Cyan: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you interact with the sneak point then stop, a Sly icon will appear and hover over it. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.

Ice Walls

Ice Wall Interact
Data Structure
 
GameSly 2: Band of Thieves

Exclusive to Episode 7, the interactable part of ice walls are a seperate object, and can be found with a special pointer that exists specifically for them, which is at an offset of 0x1F18 from Sly's struct.

Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.

Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match. Some extra data appears to be present as welll.

Cyan: An undocumented region of considerable length, which seems to contain a similar pattern to an undocumented region in Wall Sneak structs, but with some differences.

Magenta: Yet another undocumented region, possibly a complement to the previous one.