The map cell that placed the box
The box's local maximum corner
The box's local minimum corner
The centre of the cell the box belongs to, which its local space is relative to
The box's rotation, from local space into world space
The cell's quarter-turn rotation around Y, which ladders match the player's facing against
The mesh's short name, e.g. jump-pad
What kind of collision this box provides
A single oriented box in the collision world. Props decompose into several of these, one per box of their collision proxy