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

{
	UINT tag;
	UINT id;
	UINT drop_type;
	UINT drop_anim_type;
	UINT drop_radius;
	UINT drop_height;
	UINT UNK_0;
	UNICODE drop_meshtex[2];
		ORD=OFF;
	UNICODE icon[9];
		ORD=OFF;
	INT  durability;
	UINT weight;
	UINT material;
	UINT crystallizable;
	UINT projectile_?;
	UINT body_part;
	UINT handness;
	MTX mt_pair;
	UINT item_sound_cnt;
	UNICODE item_sound[item_sound_cnt];
		ORD=OFF;
	UNICODE drop_sound;
		ORD=OFF;
	UNICODE equip_sound;
		ORD=OFF;
	UNICODE effect;
		ORD=OFF;
	UINT random_damage;
	UINT patt;
	UINT matt;
	UINT weapon_type;
	UINT crystal_type;
	UINT critical;
	INT hit_mod;
	INT avoid_mod;
	UINT shield_pdef;
	UINT shield_rate;
	UINT speed;
	UINT mp_consume;
	UINT SS_count;
	UINT SPS_count;
	UINT curvature;
	UINT UNK_2;
	INT is_hero;
	UINT UNK_3;
	UNICODE effA;
	UNICODE effB;
//		ENBBY = [(weapon_type,0),(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,1),(body_part,14),(handness,3)];
//		ENBBY = [(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,5)];
//		ENBBY = [(weapon_type,8)];
		ENBBY = [(body_part,14),(handness,3)];
		ENBBY = [(body_part,14),(handness,7)];
	FLOAT junk1A[5];
	FLOAT junk1B[5];
//		ENBBY = [(weapon_type,0),(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,1),(body_part,14),(handness,3)];
//		ENBBY = [(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,5)];
//		ENBBY = [(weapon_type,8)];
		ENBBY = [(body_part,14),(handness,3)];
		ENBBY = [(body_part,14),(handness,7)];
	UNICODE rangeA;
	UNICODE rangeB;
//		ENBBY = [(weapon_type,0),(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,1),(body_part,14),(handness,3)];
//		ENBBY = [(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,5)];
//		ENBBY = [(weapon_type,8)];
		ENBBY = [(body_part,14),(handness,3)];
		ENBBY = [(body_part,14),(handness,7)];
	FLOAT junk2A[6];
	FLOAT junk2B[6];
//		ENBBY = [(weapon_type,0),(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,1),(body_part,14),(handness,3)];
//		ENBBY = [(body_part,14),(handness,3)];
//		ENBBY = [(weapon_type,5)];
//		ENBBY = [(weapon_type,8)];
		ENBBY = [(body_part,14),(handness,3)];
		ENBBY = [(body_part,14),(handness,7)];
	INT junk3[4];
	UNICODE icons[4];
}

/*
	explicit support for bit fields would be useful
	hmmmm...
*/
