if i remember correctly the z value of squares is relative to to the world position of the scene.
here are the structures i used. but use with care, they may be outdated:
PHP Code:
class NavMesh
{ //Size=0x009C
public:
uint32_t id_World; //0x0000
uint32_t id_NavMesh; //0x0004
uint32_t id_SnoScene; //0x0008
Vec3 align_Pos; //0x000C
Vec2 zone_Min; //0x0018
Vec2 zone_Max; //0x0020
char _0x0028[116];
class Scene
{ //Size=0x02A8
public:
uint32_t id_Scene; //0x0000
uint32_t id_NavMesh; //0x0004
uint32_t id_World; //0x0008
char _0x000C[4];
int32_t grid_PosX; //0x0010
int32_t grid_PosY; //0x0014
char _0x0018[120];
uint32_t sizeX; //0x0090
uint32_t sizeY; //0x0094
char _0x0098[68];
uint32_t id_SnoScene; //0x00DC
char _0x00E0[160];
NavMesh * navMesh; //0x0180
char _0x0184[292];
so the correct z would be:
scene->navMesh.align_pos.z + square.z