Definitions

Introduction
Every definition starts with 21AE (which is displayed in an Hex-Editor as "!®". Next comes a 32-bit INT which shows the bytecount of the whole definition. (BA00 0000 = 186 bytes)

Each block or sub-block has its own bytecount.

Block 23AE is the label block, where the name of the definition is stored. (B2_poklop_03)

After the label, block 22AE defines the ID of the definition. 0600 0000 (ID 6) For an overview of all definitions check the table below.

Definition Overview
All following blocks and values differ from definiton to definition, depending on its ID. In the following definition types and values are listed that have been figured out yet. IDs which are not listed here are still unknown or undefined.

Mine (ID-2)
Only Label and ID defined, no further attributes available.

Door (ID-6)
Definitions for doors are commonly stored in scene2.bin.

Item (ID-11)
Only Label and ID defined, no further attributes available.

Debris (ID-12)
Only Label and ID defined, no further attributes available.

Stationary Weapon (ID-21)
Only Label and ID defined, no further attributes available.

Clock (ID-27)
Only Label and ID defined, no further attributes available.

Shoal of fish (ID-32)
Does not work for server clients.

Null actor (ID-33)
Only Label and ID defined, no further attributes available.

Wirecut (ID-35)
Only Label and ID defined, no further attributes available.

Spawnzone (ID-37)
If flags have to be captured in order or not is set in the mpmaplist code. e.g If mode="FRONTLINE" present, order matters.

Explosion (ID-38)
The definition can applied to any dummy or object. You can give the object any explosion sound and particle effect by editing its definition. The explosion can be controlled by script with following command line: