01	doors
	-see seperate list
----------------
02	global door scale modifier

format:
00000002 xxxxxxxx

x	converted to float and divided by 65536 (0x10000)
value is stored to 8002A3C0.
The value is used for door calculations.  Changing it will shrink/enlarge doors.
Why they ever made it is beyond me.

----------------
03	standard object 
almost all objects can be set to this type

example:
00:	01 00 00 03 00 60 27 33 00 00 01 E1 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 

SSSS 0003 oooo pxxx mm ii *f rr 00 00 ii 00
00:	two bytes.  scale as a hex percent.  ie: 03.80 is 3 1/2
02:	current state.  RESERVED for runtime.  kinda stupid setting it, but here's some settings
	8x	destroyed
	4x	datathief used on obj (activated?)
	2x
	1x
	x8	
	x4	respawn enabled
	x2
	x1	damaged
04:	object value
06:	preset value.  0000+ or 2710+ to use standard presets.
	FFFF, FFFE...FFxx to set this object inside the previous object. (solo only)
	if control nibble 4x is set at 0xB, then this number matches the ID of a guard
08:	binary flags:
	8x	indicates right-handed gun assignment
	4x	08 weapon does not provide ammunition when collected
	2x	indicates object in motion or special function is activated
	1x	indicates left-handed normal pickup or opposite alignment
	0x	indicates no control features set
	x8
	x4	(unknown) Jungle bushes
	x2	(unknown) pete grenade
	x1	indicates embedded crate or other object, creating a chain of boxes, for example
	x0	indicates normal preset, or beginning/end of chain

09:	flags:
	8x	
	4x	immobile
	2x	(unknown) Silo DAT tape
	1x	uncollectable
	x8	
	x4	allows object pickup (chr_name objects only)
	x2	invincibility
	x1	
0A:	binary flags:
	8x	indicates contained within another object (forward or back # objects = preset value)
	4x	indicates object does not use normal presets but is assigned to guard #preset
	2x	(unknown) part of forced collectable objects
	1x	think this sets object to absolute position.  (similar to 2xxx type)
	x8	something to do with free-standing glass (glass walls)
	x4	(unknown) streets buildings/roadblocks
	x2	seems to align image to preset values for glass
	x1	force collisions (2xxx presets, mostly)

0B:	binary flags:
0xxx presets:
	00	default, on ground
	x1	forced to ground
	x2	room upper limit, rotated y 90 degrees.  top faces direction, front faces up
	x4	room upper limit, upside-down
	x8	room upper limit, right side up
2xxx presets:
	x1	normal placement
	x2	rotated y 90 degrees.  top faces direction, front faces up. (use on obj 68-6B)
	x4	upside-down
	x8	in-air
	1x	scale object to fit completely within preset bounds
	2x	x set to preset bounds
	4x	y set to preset bounds
	8x	z set to preset bounds

0C:	8x	force maximum explosion radius
	4x
	2x	no AI interaction
	1x	1-way lock (back)
	x8	1-way lock (front)
	x4
	x2	Objects (rockets, mines, etc) do not collide with object
	x1	don't load 4 player
0D:	8x	don't load 3 player
	4x	don't load 2 player
	2x	immune to explosions (only gunfire damages object)
	1x	bulletproof
	x8	invisible! can't shoot, but can hit with rockets, bugs, etc.  not counted as a hit
	x4 
	x2	(unknown) streets buildings
	x1
0E:	8x	Can fire through object
	4x	immune to gunfire (Only explosives damage object)
	2x	Remove from game when destroyed (anything on top doesn't fall off!  Just Poof! gone)
	1x
	x8	only activate at close range
	x4
	x2	explode on contact with tank?
	x1	(unknown) jungle bush
0F:	8x	don't load on 007
	4x	don't load on 00 agent
	2x	don't load on secret agent
	1x	don't load on agent
	x8	don't load multiplayer (difficulty = -1)
	x4	disable activation text
	x2	lightweight (previous: 2xxx drops to ground when destroyed)
	x1	used on stuff in egyptian, sevx

64:	during gameplay, filled with bitflags when activated, etc.

74:	2 bytes.  amount of health.  multiple of 00E4 (approx 1 gunshot).  glassware is 000A


examples of usage:
invincible crate:
00:	01 00 00 03 00 57 00 10 00 02 01 E1 00 00 00 00 ...
crate resistant to all but explosives:
00:	01 00 00 03 00 57 00 10 00 00 01 E1 00 00 40 00 ...

dropped by a guard when killed
00:	01 00 00 03 00 57 00 10 00 00 40 00 00 00 00 00 ...
inside previous object
00:	01 00 00 03 00 57 FF FF 00 00 80 00 00 00 00 00 ...

several objects dropped by parent object (only first 0x10 are given)
#1	01 00 00 03 00 52 00 2C 00 00 01 01 00 00 00 00 ...	parent
#2	00 99 00 03 00 57 FF FF 00 00 80 01 00 00 00 00 ...	object 1 dropped by parent
#3	00 99 00 03 00 57 FF FE 00 00 80 01 00 00 00 00 ...	object 2 dropped by parent
#4	00 99 00 03 00 57 FF FD 00 00 80 01 00 00 00 00 ...	object 3 dropped by parent


embedded chain of objects, f/ caverns (only first 0x10 are given):
all are linked forward, not backward
#1	01 00 00 08 00 BC 00 02 10 00 80 00 00 00 00 00 ...	within monitor 1 (#3)
#2	01 00 00 08 00 BC 00 02 00 00 80 00 00 00 00 00 ...	within monitor 2 (#4)
#3	01 00 00 0A 00 4B 00 02 11 00 80 01 00 00 00 00 ...	monitor 1, within box 1 (#5)
#4	01 00 00 0A 00 4B 00 01 11 00 80 01 00 00 00 00 ...	monitor 2, within box 1 (#5)
#5	00 66 00 03 00 52 00 01 01 00 80 01 00 00 00 00 ...	box 1, within box 2 (#6)
#6	00 99 00 03 00 52 00 01 01 00 80 01 00 00 00 00 ...	box 2, within box 3 (#7)
#7	00 CC 00 03 00 52 00 01 01 00 80 01 00 00 00 00 ...	box 3, within box 4 (#8)
#8	01 00 00 03 00 52 00 9B 00 00 01 01 00 00 00 00 ...	box 4

padlocking a door:
lock	01 00 00 03 00 3F 27 5B 01 00 00 08 00 00 00 02 ...
handle1	00 00 00 26 FF FF FF FE FF FF FF FF 00 00 00 00 
handle2	00 00 00 26 FF FF FF FC FF FF FF FE 00 00 00 00 
then doors...

DAT pickup
02 00 00 03 01 10 00 3C 01 24 40 00 00 00 00 00 ...
+ pickup type rename
00000025 FFFFFFFF 00000049 ...

key holder (bunker2)
00:	01 00 00 03 01 26 27 5B 00 00 10 E8 00 00 01 00 


note:	first 0x80 is standard for most types
	any object can be assigned to be dropped by a guard.
----------------
04	key
keys, floppy disks, etc.

0x80 std, + key 

example
00:	01 00 00 04 00 56 00 39 00 00 40 00 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 00 06 

80:	lock bit values.  Door locks are masked with these values in order to open them.

note:	always followed traditionally by a type 25-rename block.

----------------
05	alarm
00-01, most other objects will also work
sounds an alarm when activated

0x80 std

01 00 00 05 00 01 27 56 00 00 00 02 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 

----------------
06	surveillance camera
0018 only
(autoguns can be exchanged for these, but they probably won't look right)

0x80 std + some funny stuff

00:	01 00 00 06 00 18 27 38 00 00 00 02 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 00 57 00 00 00 00 00 00 00 00 00 00 00 00 
90:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
A0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
B0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
C0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 15 55 
D0:	FF FF EA AB 00 00 00 00 00 00 00 00 00 00 00 F2 
E0:	00 00 00 00 00 00 00 00 FF FF FF 9C 

0x82	2byte	preset used to *center* camera.  This is the default middle position.  all rotation data is applied to this angle.
	*note: below seem like typical rotation values.  user might have ot fiddle with it a bit...  
0xCC	2byte	how far camera can rotate upward.  positive value (N/A)
0xCE	2byte	how far camera can rotate left from preset. positive value.
0xD0	2byte	how far camera can rotate downward.  negative value. (N/A)
0xD2	2byte	how far right it can rotate.  negative value.

0xDE	2byte	speed.  how fast the camera turns

0xE8	2byte	detection arc up/down from current position
0xEA	2byte	detection arc left/right from current position
This sets up the line of sight.  When bond is in the detection arc for five seconds, it triggers the alarm.  Set this high enough and the camera can look in teh opposite direction but still see you.
FFFF,FF9C are the default values

note: for free rotation left/right, set both to 0000
note: vertical rotation should be set to default.  Camera can't move this way.
	defaults should be 0000xxxxFFFFxxxx


----------------
07	ammo clip
0079-0086 specifically, though most objects will work

0x80 std
then 000000## which is type of ammo on pickup
adds default amount of ammo of given type number
can add ammo of any type, not just the first 13

example:
00:	01 00 00 07 00 7E FF FF 00 00 80 00 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 00 01 

80:	type of ammo on pickup.  Adds default pickup ammount for that type
	(same as amount of ammo on gun pickup)
note: this type is almost exclusively found inside other objects

----------------
08	weapon pickup
weapon objects specifically, or really most objects

all 08 types are invincible

0x80 contains some added tags
then ??FFFFFF 00000000
?? is replaced with inventory pickup value, or F# for multiplayer value.
next byte is also replaced if a linked weapon

normal example:
00:	02 00 00 08 01 4D 00 2A 00 00 00 01 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	58 FF FF FF 00 00 00 00 


inventory addition on pickup:
80:	58 FF FF FF 00 00 00 00 
multi example:
80:	...F0 FF FF FF 00 00 00 00
weapons are F0 - F7, for the 8 weaopns in each weapon set

linked guard weapons:  (xenia in jungle)
note:	0x8 settings 80+90 are used to designate right (80) and left (90) handed weapons that are EQUIPPED
right
00:	01 00 00 08 00 C5 00 00 80 00 40 00 00 00 00 00 ...
80:	...0E FF FF FF 00 00 00 00 
left
00:	01 00 00 08 00 B9 00 00 90 00 40 00 00 00 00 00 ...
80:	...18 FF FF FF 00 00 00 00 

linked pickups within a crate
note:	0x8 settings 00+10 are used to designate right (00) and left (10) handed weapon PICKUPS only
left
00:	01 00 00 08 00 BC 00 02 10 00 80 00 00 00 00 00 ...
80:	...0D FF FF FF 00 00 00 00 
right
00:	01 00 00 08 00 BC 00 02 00 00 80 00 00 00 00 00 ...
80:	...0D FF FF FF 00 00 00 00 

---------------
09	guards
use head/body values

example:
00000009 0000 0000 0004 0002 FFFFFFFF 03E8 0064 0000 FFFF 00000000 
path example:
00000009 0017 006E 0025 0401 FFFFFFFF 02EE 0032 0000 FFFF 00000000 

format:
00000009 iiii 0xxx bbbb aaaa pppp ???? llll rrrr ???? hhhh ????????
i	ID number
0xxx	0xxx preset to be spawned at
b	body
a	action/path assignment
p	preset of an object to trigger or other preset value (default FFFF)	set to 0x114.  !!Functions that use the preset 2328 are loading this value!!
?	unknown (default FFFF)
l	life (health).  1 bullet ~E4
r	reaction time
?	unknown (default FFFF)
h	head.  random=FFFF
?	guard flags (ie. sunglasses, etc)

---------------
0A	single monitor display
use the value of a object with a viewing pane (consoles, etc)
4D is specifically dedicated as a stand-alone viewscreen

0x80 std
then, fill to 0xF0
00000000 FFFFFFFF FFFFFFFF 000000##
## is animation sequence.

00:	01 00 00 0A 00 4B 00 02 11 00 80 01 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
90:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
A0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
B0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
C0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
D0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
E0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
F0:	00 00 00 00 FF FF FF FF FF FF FF FF 00 00 00 10 

if set to hanging rack:
preset remains at FFFF for all attached monitors
0xF4 is decremented 1 for each subsequent monitor (like you would normally to preset)
F8 is changed from FFFFFFFF to long value for that monitor.  ie. 00000000, 00000001, etc.
***see type 0C for example of proper notation

---------------
0B	multiple-screen displays
use an object with multiple viewing panes (ie. double consoles)
4E is dedicated as a stand-alone multi-viewscreen

0x80 std
last line...  10141414
four values, each one a different possible screen
can display up to four unique screens
first is primary, others are overlayed

00:	01 00 00 0B 00 4E 27 3C 60 00 00 62 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
90:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
A0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
B0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
C0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
D0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
E0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
F0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
100:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
110:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
120:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
130:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
140:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
150:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
160:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
170:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
180:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
190:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
1A0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
1B0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
1C0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
1D0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
1E0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
1F0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
200:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
210:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
220:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
230:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
240:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
250:	10 14 14 14 

---------------
0C	hanging monitor rack
4C !only!
must be followed by set number of 0A types, per example

0x80 std except 0x0B sets number of monitors to hang on rack

example:
01 00 00 0C 00 4C 00 33 00 00 00 04 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 

must be followed by number of 0A-type presets set at 0xB
example of 0A subobjects, first and last lines only given
00:	01 33 00 0A 00 4B FF FF 10 00 00 00 00 00 00 00 ...
F0:	00 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 xx 

00:	01 33 00 0A 00 4B FF FF 10 00 00 00 00 00 00 00 ...
F0:	00 00 00 00 FF FF FF FE 00 00 00 01 00 00 00 xx 

00:	01 33 00 0A 00 4B FF FF 10 00 00 00 00 00 00 00 ...
F0:	00 00 00 00 FF FF FF FD 00 00 00 02 00 00 00 xx 

00:	01 33 00 0A 00 4B FF FF 10 00 00 00 00 00 00 00 ...
F0:	00 00 00 00 FF FF FF FC 00 00 00 03 00 00 00 xx 

---------------
0D	autoguns
autogun models only
(0062,0124,012B only)

0x80 std + extra info

00:	01 00 00 0D 00 62 00 27 00 00 00 04 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 00 71 00 00 00 00 00 02 00 00 FF FE 00 00 
90:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
A0:	00 00 00 00 00 00 00 DA 00 0A 00 00 00 00 00 00 
B0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
C0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
D0:	00 00 00 00 00 00 00 00 

0x82	2byte	preset used to *center* gun.  aims at this when it doesn't aim at you.
	*note: below seem like typical rotation values.  user might have to fiddle with it a bit...  
0x88	2byte	how far gun can rotate upward.  positive value
0x8A	2byte	how far the gun can rotate left from preset. positive value.
0x8C	2byte	how far the gun can rotate downward.  negative value.
0x8E	2byte	how far right it can rotate.  negative value.

0xA6	2byte	speed.  how fast the turret turns
0xA8	2byte	distance before deactivating.  same as clipping/model distances

note: for free rotation left/right, set both to 0000
note: vertical rotation must be set or any non-ground autogun can't find Bond
	defaults should be 0000xxxxFFFFxxxx or 0002xxxxFFFExxxx. it doesn't really matter much

last note: this data is also shared by cameras.  They expand on this basic stuff.

---------------
0E	Link Pickups
any chr_name pickup

format:
0000000E xxxxxxxx yyyyyyyy
x	# objects to weapon pickup 1
y	# objects to weapon pickup 2

example:
00 00 00 0E FF FF FF FE FF FF FF FC 

might be possible to double weapons with this...
just to remove weird glitchiness of pickups in hard-to-reach areas

---------------
0F	???

unknown

format:
0000000F

---------------
10	???

unknown

format:
00000010

---------------
11	hat
D4-DF specific, possibly other objects as well

0x80 std.  always assigned to a guard!

example:
00:	01 00 00 11 00 D8 00 0B 00 00 40 00 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 

note: 	0x6 is always the id of the guard wearing the hat.
	0xA is always 40, indicating the hat is equipped.

---------------
12	Set Guard Attribute
Allows you to set special attributes to guards, such as "civilian" or capable of shooting guards

00000012 xxxxxxxx 000000yy
x	guard ID#
y	attribute to set

known attributes:
07	
3F	civilian (scientist)

---------------
13	switch
links player interaction between objects
interact with controlling object to open/close controlled door, for example

00000013 xxxxxxxx yyyyyyyy 00000000
x	# objects to controlling object
y	# objects to controlled object

examples:
	01 00 00 0B 01 50 27 66 00 02 01 02 00 00 08 00 
00 00 00 13 FF FF FF FF FF FF FF FD 00 00 00 00 
	01 00 00 0B 01 50 27 67 00 02 01 02 00 00 08 00 
00 00 00 13 FF FF FF FF FF FF FF FB 00 00 00 00 
	01 00 00 0B 01 50 27 68 00 02 01 02 00 00 08 00 
00 00 00 13 FF FF FF FF FF FF FF FA 00 00 00 00 
	01 00 00 0B 01 50 27 69 00 02 01 02 00 00 08 00 
00 00 00 13 FF FF FF FF FF FF FF F8 00 00 00 00 

used to link to these two doors:
01 00 00 01 00 B2 00 13 40 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 F3 33 00 01 00 00 00 00 00 10 
00 00 00 10 00 00 00 CC 00 0C 00 00 00 00 00 80 
00 00 05 DC 00 00 00 03 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 

01 00 00 01 00 B3 00 15 40 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 C0 00 00 00 C0 00 00 00 00 51 
00 00 00 51 00 00 02 22 00 00 00 04 00 00 00 00 
00 00 05 DC 00 00 00 03 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 

---------------
14	ammo box
0003-0007 specifically, although other objects will work

normal 0x80
then 13 sets of FFFF ####, where # specifies amount of ammo

example:
00:	00 99 00 14 00 05 00 31 00 00 00 01 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	FF FF 00 01 FF FF 00 02 FF FF 00 03 FF FF 00 04 
90:	FF FF 00 05 FF FF 00 06 FF FF 00 07 FF FF 00 08 
A0:	FF FF 00 09 FF FF 00 0A FF FF 00 0B FF FF 00 0C 
B0:	FF FF 00 0D 

ammo types are:
1	9mm Ammo
2	(beta) also 9mm Ammo
3	Rifle Ammo
4	Shotgun Cartridges
5	Hand Grenades
6	Rockets
7	Remote Mines
8	Proximity Mines
9	Timed Mines
A	Throwing Knives
B	Grenade Launcher Rounds
C	Magnum Rounds
D	Golden Bullets

note: in multiplayer, ammo amounts and types are set based on last defined weapon.
set all amounts to zero on multiplayer (unless doing something really crazy...)

---------------
15	body armour
0072 & 0073 specifically, although most objects will work

normal 0x80, 
then AAAA.aaaa 00000000
A.a is a hex percent, like 00028000, which is 2 1/2 times normal BA

example:
00:	01 80 00 15 00 73 00 00 00 00 00 01 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 01 00 00 00 00 00 00 

---------------
16	tag object
target object can be manipulated or read via this tag.

00000016 xxxx#### 00000000 00000000

xxxx	ID number used for this block.
####	number of objects forward (0001, 0002, etc) or backward (FFFF, FFFE, etc) to target block

______________
17	create mission objective
00000017 000000ii 0000TTTT 0000000*

00000017	start objective
000000..	objective number. just an ordered list, probably doesn't even use it
0000TTTT	text to display.  usually from stage text, but could be any loaded text bank
0000000*	minimum difficulty: 0=agent, 1=secret agent, 2=007 agent
______________
18	end objective
...00000018

end objective
______________
19	destroy object
00000019 0000xxxx

xxxx	value of corresponding 000000016 preset preceeding object to be destroyed
______________
1A	complete if return true
0000001A xxxxxxxx

objective is completed if value given is equal to return from block data type 9A
______________
1B	failed if return true
0000001B xxxxxxxx

objective is failed if value given is equal to return from block data type 9A

______________
1C	collect object
0000001C 0000xxxx

xxxx	value of corresponding 000000016 preset preceeding object to be collected
______________
1D	deposit object (no target)
0000001D 0000xxxx

xxxx	value of corresponding 00000016 preset preceeding object to be deposited
______________
1E	photograph object
0000001E 0000xxxx 00000000 00000000

xxxx	value of corresponding 00000016 preset preceeding object to photograph
______________
1F	NULL
0000001F
______________
20	enter room
00000020 0000xxxx 00000000 00000000

xxxx	preset within target room
______________
21	deposit object in room
00000021 000000xx 000000yy 00000000 00000000

xx	weapon index number of object to be thrown
yy	preset within target room
______________
22	copy item (modifier)
00000022 ...

use key analyzer on following objective
______________
23	watch menu objective text
00000023 0000000x 0000tttt 00000000
x	menu option to fill
t	text to display

menu options:
0	title of stage
1	overview
2	M briefing
3	Q briefing
4	Moneypenny

---------------
24	gas-releasing object
when destroyed, the stage fills with toxic gas

same as std 03 type.

---------------
25	rename function
renames inventory object

example:
00:	00 00 00 25 FF FF FF FF 00 00 00 51 00 00 0C 3A 
10:	00 00 0C 3B 00 00 0C 3C 00 00 0C 3D 00 00 0C 3E 
20:	00 00 00 00 00 00 00 00 

04:	target objects forward/back. if zero, affects all instances of that one object in inventory
08:	inventory value to alter
0C:	watch main top
10:	watch main bottom
14:	inventory select name
18:	on default pickup
1C:	interaction text (pick up, activate, open, etc.)

notes:	fields not entered will use defaults for that object
	can rename any item pickup (keys, weapons, etc)
	can also be used with doors or other objects, such as when you try to open a locked door

---------------
26	lock door
used to target padlock and open doors.  doors remain locked until first argument is destroyed

format:
00000026 yyyyyyyy xxxxxxxx 00000000
x	object # before/after to locking object
y	locked object # before/after


example:
00 00 00 26 FF FF FF FE FF FF FF FF 00 00 00 00 

linking this lock:
01 00 00 03 00 3F 27 5B 01 00 00 08 00 00 00 02 ...


to these two linked doors:
01 00 00 01 00 B4 00 0A 40 00 00 00 00 00 80 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
00 00 00 01 00 00 F3 33 00 01 00 00 00 00 00 51 
00 00 00 51 00 00 02 22 00 08 00 00 00 00 00 00 
00 00 05 DC 00 00 00 03 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 

01 00 00 01 00 B4 00 0B 40 00 00 00 00 00 80 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
FF FF FF FF 00 00 F3 33 00 01 00 00 00 00 00 51 
00 00 00 51 00 00 02 22 00 08 00 00 00 00 00 00 
00 00 05 DC 00 00 00 03 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 

---------------
27	wheeled vehicles
117-119, 121, 12D-131

0x80 std.  be sure to set flag

truck f/ dam:
00:	01 19 00 27 01 17 01 3D 20 02 01 01 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 04 0A 00 00 00 00 00 00 00 00 00 00 00 00 
90:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
A0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 


for movement...
06:	preset must be part of a path
08:	set to 0010xxxx
80:	jal to action block
---------------
28	aircraft
011A-011D, 0123 (cars will work, just not properly...)

example:
00:	00 40 00 28 01 1C 00 1F 30 22 01 01 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 00 0A 00 00 00 00 00 00 00 00 00 00 
80:	00 00 04 2A 00 00 00 00 00 00 00 00 00 00 00 00 
90:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
A0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
B0:	00 00 00 00 

for prop motion:
08:	set to 0010xxxx
80:	rate of motion.
(it may also be possible to move them along a path...)

helicopter in cradle...
02 4C 00 28 01 1A 00 93 10 02 00 08 00 08 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
00 00 04 21 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 


---------------
29	???
unknown

format:
00000029

---------------
2A	normal glass
0068 - 006B specifically, as well some other objects.  Defines the glass shatter effect

normal 0x80, although the 2xxx presets may require specific rotation...

example:
01 00 00 2A 00 68 27 10 04 00 0B 62 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
beaker
01 00 00 2A 01 36 00 C9 00 00 00 09 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 0A 00 00 00 00 00 00 00 00 00 00 

---------------
2B	Safe
00FE only, + 0125 for safe door

std 0x80

example:
00:	01 00 00 2B 00 FE 27 59 00 02 01 E8 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 

-safe door f/ bunker 2
01 00 00 01 01 25 00 4A 00 00 00 00 20 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 5A 00 00 03 E8 00 00 00 00 0F 5C 
00 00 0F 5C 00 01 00 00 00 08 00 05 00 00 00 30 
0F FF FF FF 00 00 00 10 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 

alert that safe is locked (basic "door is locked" text override:
00 00 00 25 FF FF FF FF 00 00 00 00 00 00 00 00 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 74 65 
00 00 00 00 00 00 00 00 

1st item in safe (first 0x10):
01 00 00 08 00 CC 00 2B 00 00 00 08 00 00 00 00 ...

link object into safe
00 00 00 2C FF FF FF FF FF FF FF FC FF FF FF FD 00 00 00 00 

2nd item in safe (first 0x10):
01 00 00 08 00 CC 00 2D 00 00 00 08 00 00 00 00 ...

link object into safe
00 00 00 2C FF FF FF FF FF FF FF FA FF FF FF FB 00 00 00 00 

probably not safe specific, but when one silencer is picked up, both are
00 00 00 0E FF FF FF FE FF FF FF FC 

3rd item in safe (first 0x10):
02 00 00 03 01 0E 00 2C 00 04 00 08 00 00 00 00 ...

link item into safe:
00 00 00 2C FF FF FF FF FF FF FF F7 FF FF FF F8 00 00 00 00 
+ rename
00 00 00 25 FF FF FF FE 00 00 00 42 ...



---------------
2C	Safe items
used to place items within a safe

format:
0000002C oooooooo xxxxxxxx yyyyyyyy 00000000
o	objects forward/back to object placed within safe
x	objects forward/back to safe object (00FE)
y	objects forward/back to safe door (0125)

example, f/ bunker 2 safe:
00 00 00 2C FF FF FF FF FF FF FF FC FF FF FF FD 00 00 00 00 


---------------
2D	tank
0120 only!

0x80 std.
0xD8 assigns amount of tank ammo to recieve

tank on runway
00:	01 14 00 2D 01 20 00 2C 00 02 01 01 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
90:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
A0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
B0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
C0:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
D0:	00 00 00 00 00 00 00 00 00 00 00 1E 00 00 00 00 

C6:	2 bytes.  set >0 for firing effect
D8:	tank ammo,  max=50 (0x32)

note: can not be used effectively multiplayer.
  Will not assign clipping change and correct player assignment.

---------------
2E	Cut-Scene Coordinates
sets coordinates and rotation for in/outro camera sequences
uses the same format as those 06 intro camera shots following object data

format:
00:	00 00 00 2E 00 0E 20 1F 00 01 0C F9 FF D5 75 25 
10:	00 03 25 07 00 06 2D B0 00 00 27 14 

04:	x coordinate offset
08:	y coordinate offset
0C:	z coordinate offset
10:	lateral rotation
14:	vertical rotation
18:	preset.  used to illuminate the correct room.

note - any vertical rotation around 0006xxxx will be near the horizon.

---------------
2F	Tinted Glass
sets opacity and visibility distance for tinted glass panels

format:
00:	01 00 00 2F 00 68 27 8A 10 00 02 62 00 00 00 00 
10:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
20:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
30:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
40:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
50:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
60:	00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
70:	00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00 
80:	00 00 01 90 00 00 02 58 00 00 00 00 FF FF FF FF 
90:	00 00 00 00 

80:	+/- 4byte	distance to full illumination
84:	+/- 4byte	distance before you can see through window
both distances use general model/clipping values.

The difference between the distances sets the fade for the glass.
setting a low first value and high second value makes a pane that gradually gets more visible.
setting the first value the same as the second will mean that once you reach the given distance the pane immediately becomes clear.
setting the first value negative can be used to make glass that never becomes visible. or only partially so.

---------------
30+	End Setup Object List
all invalid types indicate the end of the setup file
no arguments

format:
00000030