guards need their position inside a pair of waypoint boxes (else the game removes them): placing a guard gives it a box and event bit 0, check and inspector state with box around it button; exit and object checks use the engine's cell rule (tiles listed in the cell, swap models), tile cell from the map loader formula
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@@ -114,7 +114,9 @@ Order in the file:
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1. `u32 N (tiles), u32 W, u32 H` (grid)
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2. **A**: N × `{f32 x, f32 y, f32 z, u32 rot, u32 model, u32 animFlag}` (export space; x,z = cell centre .5).
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Only used to sort into the cell lists: cell = floor(x) + floor(−z)·W.
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Only used to sort into the cell lists: cell = ftol(x − 0.5) − ftol(z + 0.5)·W (ftol truncates; 0x42ad4a,
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constant 0x56e158 = 0.5) = floor(x) + floor(−z)·W for cell-centred tiles (all originals). The player/strat
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cell of the collision tests is x>>12, z>>12 (FUN_004036d0).
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3. u32 n + n×u32 (list, referenced by strats)
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4. u32 n + n×90 bytes (lights/cameras? – objects.md)
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5. u32 n + n×34 bytes (path nodes)
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