8006 position data:
0x0	type
	1	normal obj
	2	door
	3	guard
	4	weapon (pickup)
	5
	6	player

0x1	state	0 if not loaded
	1	activated?  usually set for monitors
	2	actually on screen
	4	possibly "use position data given here"...
	8	

0x2	blank
0x4	P->object data
0x8	xpos
0xC	ypos
0x10	zpos
0x14	room pointer
0x18	rotation

-----------
80073DC0	0xEC	slave object during movement routine (00000080 tag)
max of 20 (0x14)

0xCC	room#
0xCD	FFFF

0xE4	OBJdata

-----------
80075030	0x48	object position offset data (00000040 tag)
primarily only used to offset from another preset point
(only known use is by 0C hanging monitor type, but could be fiddled with)

0x0
0x4
0x8
0xC
0x10
0x14
0x18
0x1C
0x20
0x24
0x28
0x2C
0x30
0x34
0x38
0x3C
0x40
0x44	pointer to assigned 73dc0 slot (when applicable)

-----------
-----------
-----------
Guard data	0x1DC	P->8002CC64

offsets:
0x0		set by type 8E
0x1	guard ID	/*initial guard preset*/

0x2	accuracy? reaction time? ???
0x3	accuracy? reaction time? ???	

0x4	rounds fired from right gun?
0x5	rounds fired from left gun?
0x6	head
0x7	current action type
	1	standing
	2	freeze guard animation...
	3	wasting time (ie. swatting flies)
	4	dying
	5	fade-away (removed)
	6	getting shot
	7	limping sort of animation
	8	firing (standstill)
	9	firing (walking)
	A	firing (running or rolling)
	B	step to side
	C	hop to side
	D	run to side
	E	walk along path
	F	moving (any speed)
	10	surrendering
	11	freeze guard animation...
	12	look around self
	13	trigger alarm (activate object)
	14	throw grenade

0x8
0x9	?	set=0 when init. players (7F0201F0)
0xA	number of shots near guard (ie. over head)
0xB	# times shot

0xC	???	recalled by invis.multi, converted to float, added to 256...
0xD	accuracy? reaction time? ???
0xE	???	set to 0A by type 08
0xF	body

0x10	beligerancy	set by type 8D	higher=cooler animations (ie. grenade)
0x11	
0x12	bitflags
	x2xx	enable path
	x1xx	set when xyz pointer invalid
	xx4x	enable loop counter
	xx2x	eliminate guard

0x14	guard bitflags
	80000000
	40000000
	20000000
	10000000
	08000000
	04000000
	02000000
	01000000
	00800000
	00400000
	00200000	F8 unsets this (shot/shot at)
	00100000	scientist (civilian) flag
	00080000
	00040000
	00020000
	00010000
	00008000
	00004000
	00002000
	00001000
	00000800
	00000400
	00000200
	00000100
	00000080
	00000040
	00000020
	00000010	???	Doak-facility
	00000008	loaded - has been on screen?
	00000004	invisible.  used by DD to blank all guards
	00000002	currently doing action?
	00000001	use sunglasses (when applicable)
0x18	handle to position data
0x1C	handle to model data handle
0x20	???	CALLED BY ACTION61

0x28	???
0x2C	???	set to FFFFFFFF when fading guard, 0 when standing still
0x30	???	type 08 sets to 0; 0x14 of struck animation copied here
0x34	???	type 08 sets to 0
0x38	???	type 08 sets to 0
0x3C	???	type 08 sets to 2
0x40	???	type 08 sets this to 0, then 1.  sometimes=pathpreset addy

0x4C	0 when moving toward point; 1 when still
0x58	type of motion	???
0x59	dec distance counter	???
0x5A	distance from target

0xA4	[float] ?
0xA8	[float] ?
0xAC	[float] ?
0xB0	[float] ?
0xB4	[float] ?
0xB8	[float] ?
0xBC	(float) x position
0xC0	(float) y position
0xC4	(float) z position
0xC8	?	set=0 when init. players (7F0201EC)
0xCC	?	=val @ 8004837C during player init.
0xD0	(float) "reaction" time (ability to react to Bond and fire)
0xD4	?	set=0 when init. players
0xD8	[float] ?
0xDC	[float] ?
0xE0	[float] ?
0xE4	?	set=0 when init. players
0xE8	?	set=0 when init. players
0xEC	(float)	guard's hearing	(reaction time?)
	whenever you fire a gun, multiplies this vs "sound" and alarms if too high
0xF0	?	set=0 when init. players
0xF4	?	LOADED DURING PLAYER INIT, COPIED OT 0xF4+
0xF5	""
0xF6	""
0xF7	""
0xF8	?	LOADED DURING PLAYER INIT, COPIED OT 0xF4+
0xF9	""
0xFA	""
0xFB	""
0xFC	(float) damage recieved.  BA subtracts from this number, like AC-10
0x100	(float) health
0x104	pointer to action block controlling character
0x108	offset within action block
0x10A	action block return
0x10C	user byte #1
0x10D	user byte #2
0x10E	bitflags	guard type (80 sets scientist at least)
0x10F	set as random value
0x110	loop counter
0x114	preset of object to interact with (2328 preset)
0x116	FC target
0x118	FA target
0x11A	FB target

0x13C	[float] ?

0x140	[float] ?
0x144	[float] ?
0x148	[float] ?
0x14C	[float] ?
0x150	???	blanked in type 08
0x154	???	blanked in type 08
0x158	???	blanked in type 08
0x15C	???	blanked in type 08
0x160	handle to position data of right gun
0x164	handle to position data of left gun	used by type 62
0x168	?	set=0 when init. players
0x16C	?	set=0 when init. players
0x170	?	set=0 when init. players
0x174	?	set=0 when init. players
0x178	?	set=0 when init. players
0x17C	?	set=0 when init. players
0x180	?	set=0 when init. players	1BYTE

0x1AC	?	set=0 when init. players	1BYTE

0x1D8	handle to position data of hat
---------
---------
model data handle attached to guard (GUARD+1C)	0xBC
0x0
0x2
0x4	GUARDdata
0x8	body model load line
0xC	
0x10	actual model
0x14	(float) scale
0x20	



---------
---------
modifiers:
800528EC	multiplied by health check value

800528F4	multiplied by health set value
800528F8	multiplied by BA set value
---------
---------
BONDdata	0x2A80	P->8007A0B0
80079EE0, 80079EE4, 80079EE8, 80079EEC for players 1-4
[japan:	80079F50, 80079F54, 80079F58, 80079F5C]
[PAL:	800689F0, 800689F4, 800689F8, 800689FC]

0x0	???
0x4	xpos
0x8	ypos
0xC	zpos
0x10	another xpos
0x14	another xpos
0x18	another xpos
0x1C	xoffset?
0x20	yoffset?
0x24	zoffset?
0x28	another another xpos
0x2C	another another ypos
0x30	another another zpos
0x34	room pointer
0x38	current model x pos?
0x3C	current model y pos?
0x40	current model z pos?
0x44	prev. model x pos, copied from 0x38 [7F087664]
0x48	prev. model y pos, copied from 0x3C [7F087664]
0x4C	prev. model z pos, copied from 0x40 [7F087664]
0x50	X current room position
0x54	Y current room position
0x58	Z current room position

0x6C	number of civilians killed

0xA8	8006 position data	+4 in this leads to player's guarddata

0xB4	z position
0xB8	x position
0xC4	z position
0xC8	x position

0xD4	pointer to character's object instance
0xD8	player button control
0xDC	health in watch display?	(255-0 / 437F0000-00000000)
	[call 7F08A2EC to return F0 = health; breaks T6]
0xE0	body armor in watch display?
	[call 7F08A2FC to return F0 = health; breaks T6]



0x148	[float] lateral rotation 1st
0x14C	[float] lateral rot. correction degree	drains to +-0 at rest	(-left:+right)	movement only - not sight/turret!

0x158	[float] vertical rotation 1st

0x16C	[float] 1.0 if strafing (-left:+right)
0x170	[float] copy of +0x16C?
0x174	[float] speed	current rate of motion forward or back

0x18C	viewport alpha; these four words act as a timer to fade in/out character
0x190	degree of change (?)
0x194	TIMER; smaller = faster.  usually set to 1
0x198	final level

0x220	step in watch menu entry/exit animation
	0	start
	1	set while head going down and arm coming out
	2	starts the arm moving back to left; if not set, disappears
	3	set once zoom starts
0x224	x watch pos?  starts zoom when equal to 41A00000

0x230	???	used as base for a watch scale storage value; watch obj. instance?
0x244	???	watch scale destination

0x3D0	???	set by 7F0807B0 (A0)
0x3D4	???	set by 7F0807B0 (A1)
0x3D8	???	set by 7F0807B0 (A2)
0x3DC	[float] ???	set by 7F0807B0 (A3)

0x408	x position (from 8006)
0x40C	y position 
0x410	z position 
0x41C	cuff selected

0x424	1: dying (allow respawn)
0x428	1: fading to black

0x488	current tile address
0x48C	x position (from 8006)	used by the debug position feature
0x490	y position 
0x494	z position
0x498	used by pos. debug
0x4A0	used by pos. debug
0x4A4	x position (on-screen character?)
0x4A8	y position (on-screen, for sure)
0x4AC	z position (on-screen character?)
0x4B0	rotation laterally?
0x4B4	x position (from 8006)
0x4B8	y position (from 8006)
0x4BC	z position (from 8006)
	0x1E5D5C (2pl) in G5 also retains on-screen character position

0x4D8	current tile address

0x7F0	screen width?	c/o 7F09B1DC
0x7F2	screen height?
0x7F4	???	7F09B1F8 set both to 0 prior to folder menu handling
0x7F6	???	
0x7F8	!0 right gun visible
0x7FC	!0 left gun visible
0x800	right gun number
0x804	left gun number
0x810	0x20	copy of body's obj.header
0x830	0x20	copy of right weapon's obj.header

0x870	right weapon
0x874	right gun attack (f/ wep#)
0x878	previous right weapon
0x87C	right gun firing status
0x894	
0x898	right gun's current animation
	0	standby
	1	fire pistol	step 1	trigger
	2	fire pistol	step 2	gunfire
	3	fire pistol	step 3	recoil
	4	fire pistol	step 4	return to standby
	5	draw pistol	step 1	drop off-screen
	6	draw pistol	step 2	switch
	7	draw pistol	step 3	rise on-screen
	8	draw pistol	step 4
	9	draw pistol	step 5	return to standby
	A	draw rifle	step 1	drop off-screen
	B	draw rifle	step 2	switch
	C	draw rifle	step 3	rise on-screen
	D	fire rifle	step 1
	E	reload weapon	step 1	drop off-screen
	F	reload weapon	step 2	restore clip ammo
	10	reload weapon	step 3	rise on-screen
	11	slap (attack)	step 1	SE
	12	slap (attack)	step 2	damage
	13	slap (attack)	step 3	swing up+right, then slap down+left
	14	slap (attack)	step 1	SE
	15	slap (attack)	step 2	damage
	16	slap (attack)	step 3	swing up+left, then slap down+right
	17	chop (attack)	step 1	swing back
	18	chop (attack)	step 2	damage
	19	chop (attack)	step 3	follow through to standby
	1A	lift and fire	step 1	weapon to upper left + fire
	1B	lift and fire	step 2	drop back to standby
	1C	throw knife	step 1	swing back + release
	1D	throw knife	step 2	follow through to standby
	1E	slap (attack)	step 1	damage
	1F	slap (attack)	step 2	swing up+right, then slap down+left
	20	slap (attack)	step 1	damage
	21	slap (attack)	step 2	swing up+left, then slap down+right
	22	default to standby
0x89C	right gun clip ammo
0x8AC	right gun next weapon to draw
0x8B4	0 - trigger right gun animation

0xC18	left weapon
0xC1C	left gun attack (f/ wep#)
0xC20	previous left weapon
0xC24	left gun firing status
0xC40	left gun animation
0xC44	left gun clip ammo
0xC54	left gun next weapon to draw
0xC5C	0 - trigger left gun animation

0x1060	!0 if key analyzer used on GEkey.

0x1090	[float]	screen width?
0x1094	[float]	screen height?
0x1098	[float]	???
0x109C	[float]	???
0x10A0	[float]	???
0x10A4	[float]	???
0x10A8	[float]	???
0x10AC	[float]	1/2 screen width?
0x10B0	[float]	1/2 screen height?

0x1118	[float]	these four floats are copied when setting global visibility: no portals required
0x111C	[float]	
0x1120	[float]	
0x1124	[float]	

0x1130	0x11A8	ammo totals - 1 long per value

0x11BC	[float]	watch menu screen swap - current timer
0x11C0	[float]	end time; while running, only watch, not menu overlay, visible
0x11C4	[float]	watch menu current size
0x11C8	[float]	watch menu initial size
0x11CC	[float]	watch menu final size; must change this value to affect cur size
0x11D0	[float]	watch menu current size; unsure this one's use

0x11D8	???	set=0 by stationary intro camera
0x11DC	???	set=-1 by stationary intro camera
0x11E0	p->inventory (first in cycle)
0x11E4	p->inventory (right weapon? last in set?)
0x11E8	inventory...
	inventory format:
		0x0	4	availability
				-1 end of list
				0  not available
				1  right hand available
				2  pointer to item
				3  double weapon set
		0x4	4	right weapon code or p->obj.pos (8006)
		0x8	4	left weapon code (when applicable)
		0xC	4	p->next item in cycle
		0x10	4	p->previous item in cycle

0x11EC	1=all guns

0x11F4	p->???
	0x20	???
	0x24	???

0x1284	player's current animation

0x12B4	(byte) used in displaying text, after 12B5 test
0x12B5	(byte) used when testing if you can display a cheat text... screen?
0x12B6	(byte) 1= invincible
0x12B7	

0x29C8	selected page in MP in-game menu? 0-7
	0	awards
	1	player losses
	2	player kills
	3	scores
	4	pause
	5	exit
	6	exit: cancel / confirm
	7	waiting for players to exit

0x29E0	

0x2A3C	Health register.  Probably actual.  0xDC is likely for watch display
0x2A40	BA register.  Probably actual.  0xE0 is likely for watch display
0x2A44	-1
0x2A48	-1

0x2A50	!0 lock right gun model
0x2A54	!0 lock left gun model
0x2A58	control type (0 - honey, etc)

+-+-+-+-+-+
OBJECT INSTANCE ENTRIES
more specificaly, those for player characters:
pointer to entry @ playerdata+0xD4
size is variable; 0x40 minimum.  Add group# * 4 for each

0x2	2	group#, which amounts to # entries
0x4	4	pointer to guarddata(?)

0x8	4	pointer to body's header

0x14	4	[float]	scale

0xB8	4	[float] y offset, so midpoint isn't in the ground