use crate::dev::*;
define_record2! {
b"ARMO",
Armor, [
EditorId;
ObjectBounds;
ModelData;
PreviewTransform;
Description;
b"KSIZ", KeywordCount, u32;
b"KWDA", Keywords, Vec<FormId>;
b"MOD2", ModelPath2, ModelPath;
b"MOD3", ModelPath3, ModelPath;
b"MOD4", ModelPath4, ModelPath;
b"MOD5", ModelPath5, ModelPath;
b"MO2T", ModelTexture2, ModelTexture;
b"MO3T", ModelTexture3, ModelTexture;
b"MO4T", ModelTexture4, ModelTexture;
b"MO5T", ModelTexture5, ModelTexture;
b"MO2F", ModelFlags2, ModelFlags;
b"MO3F", ModelFlags3, ModelFlags;
b"MO4F", ModelFlags4, ModelFlags;
b"MO5F", ModelFlags5, ModelFlags;
b"MO2S", ModelMaterialSwap2, ModelMaterialSwap;
b"MO3S", ModelMaterialSwap3, ModelMaterialSwap;
b"MO4S", ModelMaterialSwap4, ModelMaterialSwap;
b"MO5S", ModelMaterialSwap5, ModelMaterialSwap;
VirtualMachineAdapter;
PickUpPutDown;
b"DATA", Data, u8; b"FNAM", Data2, u8;
b"DAMA", DamageResistances, u8; b"TNAM", TemplateArmor, FormId; b"INRD", InstancedNaming, u8;
b"EITM", ObjectEffect, u8; b"INDX", Unknown2, u8;
b"STOP", Unknown3, u8; b"OBTS", ObjectTemplate, u8; b"APPR", AttachParentSlots, u8; b"BAMT", AlternateBlockMaterial, u8; b"OBTE", ObjectTemplateExtra, u8; b"OBTF", ObjectTemplateFlags, u8;
FullName;
b"ETYP", EquipmentType, u8; b"BOD2", BipedBodyTemplate, u8; b"RNAM", Race, FormId; ]
}