Ok how do these work?

Here's the dbb code:

Code:
	wooden_short_wall_straight
	{
		full_health 125
		localised_name wall
		level
		{
			min_health 75
			battle_stats
			item		wooden_short_straight
			physical_info	info_walls/wooden_wall_short_straight_info.CAS
		}
		transition ; undamaged to damaged
		{
			duration 120
			physical_switch 30
			item wooden_short_straight_damaged_static
			{
				0 enable
				120 disable
			}
			item wooden_short_straight_damaged_anim
			{
				0 enable
				0 anim 50 0 5
				0 dust_anim 30 0.6 2 2 0 3
				120 disable
			}
		}
		level
		{
			min_health 1
			battle_stats
			item		wooden_short_straight_damaged_static wooden_short_straight_damaged_remains
			physical_info	info_walls/wooden_wall_short_straight_damaged_info.CAS
		}
		transition ; damaged to destroyed
		{
			duration 120
			kill_zone 5 wooden_wall_short_straight_destroyed_kill_zone_05.CAS
			physical_switch 30
			item wooden_short_straight_destroyed_static
			{
				0 enable
				120 disable
			}
			item wooden_short_straight_destroyed_anim
			{
				0 enable
				0 anim 50 0 5
				0 dust_anim 30 0.6 2 2 0 3
				120 disable
			}
		}
		level
		{
			min_health 0
			battle_stats
			item		wooden_short_straight_destroyed_static wooden_short_straight_destroyed_remains
			physical_info	info_walls/wooden_wall_short_straight_destroyed_info.CAS
		}
	}
And it corresponds to these item configurations:


Each wall corresponds to a level or transition (normal, damaging, damaged, destroying, destroyed).

I need to know how the red bits work. They correspond to the wierd looking things in the middle of the 2nd and 4th things. They're obviously some kind of animation call but I dont know what the numbers mean (transformations?, rotations?).

Any thoughts welcome.