| Offset |
Size |
Internal Name |
Value |
Description |
| 0x00 | 4 | | | Model Reference |
| 0x04 | 4 | | | |
| 0x08 | 4 | | | |
| 0x0C | 2 | | | |
| 0x0E | 2 | Frontal Armour | | |
| 0x10 | 2 | Side Armour | | |
| 0x12 | 2 | Rear Armour | | |
| 0x14 | 2 | Penalty | | |
| 0x16 | 1 | Collision Type | | |
| 0x17 | 1 | | | |
| 0x18 | 4 | | | Vehicle Name reference |
| 0x1C | 4 | | | First Weapon |
| 0x20 | 2 | Gun 1 Xposition | | |
| 0x22 | 2 | Gun 1 Yposition | | |
| 0x24 | 2 | Gun 1 Zpostiion | | |
| 0x26 | 2 | | | |
| 0x28 | 4 | | | Second Weapon |
| 0x2C | 2 | Gun 2 Xposition | | |
| 0x2E | 2 | Gun 2 Xposition | | |
| 0x30 | 2 | Gun 2 Xposition | | |
| 0x32 | 2 | Mass | | |
| 0x34 | 2 | | | |
| 0x36 | 2 | | | |
| 0x38 | 2 | | | |
| 0x3A | 2 | Hits | | Max health |
| 0x3C | 2 | Arc of Fire | | |
| 0x3E | 1 | Acceleration | | |
| 0x3F | 1 | | | |
| 0x40 | 2 | Max Speed | | |
| 0x42 | 2 | Min Speed | | A negative value is reversing max speed |
| 0x44 | 1 | Tension | | |
| 0x45 | 1 | Damping | | |
| 0x46 | 1 | Hill Climb | | |
| 0x47 | 1 | Water Drag | | |
| 0x48 | 2 | Max Steer | | |
| 0x4A | 2 | | | |
| 0x4C | 1 | | | Certain values allow vehicle to drive underwater |
| 0x4D | 1 | | | Certain values allow vertical take-off and landing |
| 0x4E | 1 | | | Water flag? (00 = Drive ON water, 01 = Drive UNDER water) |
| 0x4F | 1 | | | |
| 0x50 | 1 | Launch Angle | | |
| 0x51 | 1 | | | |
| 0x52 | 1 | Pivot Point | | |
| 0x53 | 1 | | | Detail prop |
| 0x54 | 2 | | | |
| 0x56 | 1 | Side Grip | | |
| 0x57 | 1 | Grip | | |
| 0x58 | 2 | | | |
| 0x5A | 1 | Steer Change | | |
| 0x5B | 1 | | | |
| 0x5C | 1 | Camera Min | | |
| 0x5D | 1 | Camera Max | | |
| 0x5E | 2 | | | Left/Right position of Adam in vehicle |
| 0x60 | 2 | | | Front/Back position of Adam in vehicle |
| 0x62 | 2 | | | |
| 0x64 | 1 | | | |
| 0x65 | 1 | Shadow Size | | |
| 0x66 | 2 | Steer Point | | |
| 0x68 | 4 | | | |
| 0x6C | 1 | Shadow X | | |
| 0x6D | 1 | Shadow Z | | |
| 0x6E | 2 | | | |
Note: Triggers and waves have no height value, waves spawn relative to the ground at that point, triggers check if the player is within the defined 2D bounding box, ignoring Y.