Yes, its the "Z-Dimension"
Angle is the direction your character is facing.
Code:
4 ushort RegionID (=> XSec; YSec)
4 float XOffset
4 float ZOffset
4 float YOffset
1 byte DestinationFlag
1 byte MovementType(0 = Walking, 1 = Running)
if(DestinationFlag)
{
1 byte DestXSec
1 byte DestYSec
2 ushort DestX
2 ushort DestZ
2 ushort DestY
}
else
{
1 byte DirectionWalk (0 = SpinOnPoint, 1 = Sky-/ArrowKey-walking)
2 ushort Angle
}