uint UniqueID
bool HasDestionation
if(HasDestination){
byte RegionX
byte RegionY
short OffsetX
short OffsetZ
short OffsetY
IngameEndX = (RegionX-135)*192+(OffsetX/10)
IngameEndY = (RegionY-92)*192+(OffsetY/10)
}
else
{
byte unk
ushort Angle
}
bool HasSource
If(HasSource)
{
byte RegionX
byte RegionY
short OffsetX
float OffsetZ
short OffsetY
IngameStartX = (RegionX-135)*192+(OffsetX/100)
IngameStartY = (RegionY-92)*192+(OffsetY/100)
}
Something like this for B021.
7021 should have the same structure like the HasDestination