FS = "\t";
HEADER = 1;
RECCNT = OFF;
MTXCNT_OUT = 1;
MATCNT_OUT = 1;
ORD_IGNORE = 0;

{
	UINT tag;
	UNICODE class;
	UNICODE mesh;
	UINT cnt_tex1;
	UNICODE tex1[cnt_tex1];
	UINT cnt_tex2;
	UNICODE tex1[cnt_tex2];
	CNTR cnt_dtab1;
	UINT dtab1[cnt_dtab1];
	FLOAT npc_speed;
	UINT UNK_0;
	UINT cnt_snd1;
	UNICODE snd1[cnt_snd1];
	UINT cnt_snd2;
	UNICODE snd2[cnt_snd2];
	UINT cnt_snd3;
	UNICODE snd3[cnt_snd3];
	UINT UNK_1;
	CNTR cnt_dtab2;
	UINT dtab2[cnt_dtab2];
	UINT level_lim_dn;
	UINT level_lim_up;
	UNICODE effect;
	UINT UNK_2;
	FLOAT sound_rad;
	FLOAT sound_vol;
	FLOAT sound_rnd;
	UINT quest_be;
	UINT class_lim_?;
}
