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 unk0_cnt;
	UNICODE unk0_tab[unk0_cnt];
	UINT cnt_snd1;
	UNICODE snd1[cnt_snd1];
	UINT cnt_snd2;
	UNICODE snd2[cnt_snd2];
	UINT cnt_snd3;
	UNICODE snd3[cnt_snd3];

	UINT rb_effect_on;
	UNICODE rb_effect;
		ENBBY = [(rb_effect_on,1)];
	FLOAT rb_effect_fl;
		ENBBY = [(rb_effect_on,1)];

	CNTR unk1_cnt;
	UINT unk1_tab[unk1_cnt];

//	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_?;
}

/*
	npcgrp from c5 seems to be more simple than c4's one
	wtf

	that unk_0 is just a gamble - counter or value is always 0 

	Interlude added something that look like a structure
	containing one UNICODE and one FLOAT.
	As it looks like enable / disable type of field only,
	simple on/off with enbby suffices, for now. Hard to tell what will
	happen in later times.
*/
