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Rev Author Line No. Line
10 pmbaty 1
// **************** RO1 (FORMERLY NIK) **********************************************************************************
5 pmbaty 2
1										// Reference number
3
0.35									// Height
4
250										// Points value
5
15										// Hit points
6
2,4031,4030								// Exploding noises
7
4040									// Falling noise
8
0.00002									// Acceleration
9
1										// Image index
10
IDENTITY.TAB
11
RO1.PIX
12
STDPED.MAT
13
2										// Index of fatal car-impact action
14
4										// Index of non-fatal car-impact action
15
1										// Index of after-non-fatal-impact action
16
5										// Index of fatal falling action
17
6										// Index of non-fatal falling action
18
3										// Index of giblets action
19
7										// Number of actions
20
// Action #0 - stand there, looking nervous
21
0,100								// Danger level, percentage chance
22
0,0									// Initial speed, looping speed
23
20.0									// Reaction time for this action
24
 
25
3									// Number of sequences for this action
26
90,8							// Max bearing, sequence index
27
270,4							// Max bearing, sequence index
28
360,8							// Max bearing, sequence index
10 pmbaty 29
// Action #1 - turn frightened and run like fuck
5 pmbaty 30
1,100								// Danger level, percentage chance
31
0,0.0008							// Initial speed, looping speed
32
0.05								// Reaction time for this action
33
1,4003							// Sounds
34
4									// Number of sequences for this action
35
90,0							// Max bearing, sequence index
36
180,1							// Max bearing, sequence index
37
270,2							// Max bearing, sequence index
38
360,3							// Max bearing, sequence index
10 pmbaty 39
// Action #2 - fatal car collision
5 pmbaty 40
1000,0								// Danger level, percentage chance
41
0,0									// Initial speed, looping speed
42
 
43
1,4013							// Sounds
44
1									// Number of sequences for this action
45
360,5							// Max bearing, sequence index
10 pmbaty 46
// Action #3 - turning into giblets
5 pmbaty 47
1000,0								// Danger level, percentage chance
48
0,0									// Initial speed, looping speed
49
 
50
 
51
1									// Number of sequences for this action
52
360,6							// Max bearing, sequence index
53
///Action #4 - non-fatal car collision
54
1000,0								// Danger level, percentage chance
55
0,0									// Initial speed, looping speed
56
 
57
1,4003							// Sounds
58
1									// Number of sequences for this action
59
360,7							// Max bearing, sequence index
60
// Action #5 - fatal ground collision
61
1000,0								// Danger level, percentage chance
62
0,0									// Initial speed, looping speed
63
 
64
1,4013							// Sounds
65
1									// Number of sequences for this action
66
360,5							// Max bearing, sequence index
10 pmbaty 67
// Action #6 - non-fatal ground collision
5 pmbaty 68
1000,0								// Danger level, percentage chance
69
0,0									// Initial speed, looping speed
70
 
71
1,4003							// Sounds
72
1									// Number of sequences for this action
73
360,7							// Max bearing, sequence index
74
9										// Number of sequences
10 pmbaty 75
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 76
collide								// Include this frame in collision calcs
77
speed								// Frame rate type
78
0.06,8								// Min frame rate, max frame rate,
79
4									// Number of initial frames
80
RO1SHK.PIX
81
0,0,flipped
82
RO1STL1.PIX
83
0,0,flipped
84
RO1SHK.PIX
85
0,0,not flipped
86
RO1TRN.PIX
87
0,0,not flipped
88
4									// Number of looping frames
89
RO1RUNA1.PIX
90
0,0,flipped
91
RO1RUNA2.PIX
92
0,0,flipped
93
RO1RUNA3.PIX
94
0,0,flipped
95
RO1RUNA2.PIX
96
0,0,flipped
10 pmbaty 97
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 98
collide								// Include this frame in collision calcs
99
speed								// Frame rate type
100
0.06,8								// Min frame rate, max frame rate,
101
4									// Number of initial frames
102
RO1SHK.PIX
103
0,0,flipped
104
RO1STL1.PIX
105
0,0,flipped
106
RO1SHK.PIX
107
0,0,not flipped
108
RO1TRN.PIX
109
0,0,not flipped
110
4									// Number of looping frames
111
RO1RUNT1.PIX
112
0,0,not flipped
113
RO1RUNT2.PIX
114
0,0,not flipped
115
RO1RUNT3.PIX
116
0,0,not flipped
117
RO1RUNT2.PIX
118
0,0,not flipped
10 pmbaty 119
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 120
collide								// Include this frame in collision calcs
121
speed								// Frame rate type
122
0.06,8								// Min frame rate, max frame rate,
123
4									// Number of initial frames
124
RO1SHK.PIX
125
0,0,flipped
126
RO1STL1.PIX
127
0,0,flipped
128
RO1SHK.PIX
129
0,0,not flipped
130
RO1TRN.PIX
131
0,0,not flipped
132
4									// Number of looping frames
133
RO1RUNT1.PIX
134
0,0,flipped
135
RO1RUNT2.PIX
136
0,0,flipped
137
RO1RUNT3.PIX
138
0,0,flipped
139
RO1RUNT2.PIX
140
0,0,flipped
141
// Sequence #3 - turn frightened and run away to their left
142
collide								// Include this frame in collision calcs
143
speed								// Frame rate type
144
0.06,8								// Min frame rate, max frame rate,
145
4									// Number of initial frames
146
RO1SHK.PIX
147
0,0,flipped
148
RO1STL1.PIX
149
0,0,flipped
150
RO1SHK.PIX
151
0,0,not flipped
152
RO1TRN.PIX
153
0,0,not flipped
154
4									// Number of looping frames
155
RO1RUNA1.PIX
156
0,0,not flipped
157
RO1RUNA2.PIX
158
0,0,not flipped
159
RO1RUNA3.PIX
160
0,0,not flipped
161
RO1RUNA2.PIX
162
0,0,not flipped
163
///Sequence #4 - stationary, looking from side to side
164
collide								// Include this frame in collision calcs
165
variable							// Frame rate type
166
1,6									// Min frame rate, max frame rate,
167
 
168
2									// Number of looping frames
169
RO1STL1.PIX
170
0,0,flipped
171
RO1STL2.PIX
172
0,0,flipped
10 pmbaty 173
// Sequence #5 - fatal collision with car
5 pmbaty 174
don't collide						// Exclude this frame in collision calcs
175
variable								// Frame rate type
176
12,12									// Min frame rate, max frame rate,
177
4									// Number of initial frames
178
RO1HIT1.PIX
179
0,0,not flipped
180
RO1HIT2.PIX
181
0,0,not flipped
182
RO1HIT3.PIX
183
0,0,not flipped
184
RO1HIT4.PIX
185
0,0,not flipped
186
2									// Number of looping frames
187
RO1DED1.PIX
188
0,0,not flipped
189
RO1DED2.PIX
190
0,0,not flipped
191
// Sequence #6 - turning into giblets
192
don't collide						// Exclude this frame in collision calcs
193
fixed								// Frame rate type
194
1									// Number of initial frames
195
GCHUNKS1.PIX
196
0,0,not flipped
197
 
10 pmbaty 198
// Sequence #7 - non-fatal collision with car
5 pmbaty 199
collide								// Include this frame in collision calcs
200
variable								// Frame rate type
201
12,12									// Min frame rate, max frame rate,
202
2									// Number of initial frames
203
RO1HIT1.PIX
204
0,0,not flipped
205
RO1HIT2.PIX
206
0,0,not flipped
207
 
10 pmbaty 208
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 209
collide								// Include this frame in collision calcs
210
variable							// Frame rate type
211
1,6									// Min frame rate, max frame rate,
212
 
213
2									// Number of looping frames
214
RO1BAK1.PIX
215
0,0,not flipped
216
RO1BAK2.PIX
217
0,0,flipped
218
NEXT PEDESTRIAN
10 pmbaty 219
// **************** RO2 (FORMERLY ???) **********************************************************************************
5 pmbaty 220
32										// Reference number
221
0.35									// Height
222
250										// Points value
223
15										// Hit points
224
2,4031,4030								// Exploding noises
225
4040									// Falling noise
226
0.00002									// Acceleration
227
1										// Image index
228
IDENTITY.TAB
229
RO2.PIX
230
STDPED.MAT
231
2										// Index of fatal car-impact action
232
4										// Index of non-fatal car-impact action
233
1										// Index of after-non-fatal-impact action
234
5										// Index of fatal falling action
235
6										// Index of non-fatal falling action
236
3										// Index of giblets action
237
7										// Number of actions
238
// Action #0 - stand there, looking nervous
239
0,100								// Danger level, percentage chance
240
0,0									// Initial speed, looping speed
241
20.0									// Reaction time for this action
242
 
243
3									// Number of sequences for this action
244
90,8							// Max bearing, sequence index
245
270,4							// Max bearing, sequence index
246
360,8							// Max bearing, sequence index
10 pmbaty 247
// Action #1 - turn frightened and run like fuck
5 pmbaty 248
1,100								// Danger level, percentage chance
249
0,0.0008							// Initial speed, looping speed
250
0.05								// Reaction time for this action
251
1,4003							// Sounds
252
4									// Number of sequences for this action
253
90,0							// Max bearing, sequence index
254
180,1							// Max bearing, sequence index
255
270,2							// Max bearing, sequence index
256
360,3							// Max bearing, sequence index
10 pmbaty 257
// Action #2 - fatal car collision
5 pmbaty 258
1000,0								// Danger level, percentage chance
259
0,0									// Initial speed, looping speed
260
 
261
1,4013							// Sounds
262
1									// Number of sequences for this action
263
360,5							// Max bearing, sequence index
10 pmbaty 264
// Action #3 - turning into giblets
5 pmbaty 265
1000,0								// Danger level, percentage chance
266
0,0									// Initial speed, looping speed
267
 
268
 
269
1									// Number of sequences for this action
270
360,6							// Max bearing, sequence index
271
///Action #4 - non-fatal car collision
272
1000,0								// Danger level, percentage chance
273
0,0									// Initial speed, looping speed
274
 
275
1,4003							// Sounds
276
1									// Number of sequences for this action
277
360,7							// Max bearing, sequence index
278
// Action #5 - fatal ground collision
279
1000,0								// Danger level, percentage chance
280
0,0									// Initial speed, looping speed
281
 
282
1,4013							// Sounds
283
1									// Number of sequences for this action
284
360,5							// Max bearing, sequence index
10 pmbaty 285
// Action #6 - non-fatal ground collision
5 pmbaty 286
1000,0								// Danger level, percentage chance
287
0,0									// Initial speed, looping speed
288
 
289
1,4003							// Sounds
290
1									// Number of sequences for this action
291
360,7							// Max bearing, sequence index
292
9										// Number of sequences
10 pmbaty 293
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 294
collide								// Include this frame in collision calcs
295
speed								// Frame rate type
296
0.06,8								// Min frame rate, max frame rate,
297
4									// Number of initial frames
298
RO2SHK.PIX
299
0,0,flipped
300
RO2STL1.PIX
301
0,0,flipped
302
RO2SHK.PIX
303
0,0,not flipped
304
RO2TRN.PIX
305
0,0,not flipped
306
4									// Number of looping frames
307
RO2RUNA1.PIX
308
0,0,flipped
309
RO2RUNA2.PIX
310
0,0,flipped
311
RO2RUNA3.PIX
312
0,0,flipped
313
RO2RUNA2.PIX
314
0,0,flipped
10 pmbaty 315
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 316
collide								// Include this frame in collision calcs
317
speed								// Frame rate type
318
0.06,8								// Min frame rate, max frame rate,
319
4									// Number of initial frames
320
RO2SHK.PIX
321
0,0,flipped
322
RO2STL1.PIX
323
0,0,flipped
324
RO2SHK.PIX
325
0,0,not flipped
326
RO2TRN.PIX
327
0,0,not flipped
328
4									// Number of looping frames
329
RO2RUNT1.PIX
330
0,0,not flipped
331
RO2RUNT2.PIX
332
0,0,not flipped
333
RO2RUNT3.PIX
334
0,0,not flipped
335
RO2RUNT2.PIX
336
0,0,not flipped
10 pmbaty 337
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 338
collide								// Include this frame in collision calcs
339
speed								// Frame rate type
340
0.06,8								// Min frame rate, max frame rate,
341
4									// Number of initial frames
342
RO2SHK.PIX
343
0,0,flipped
344
RO2STL1.PIX
345
0,0,flipped
346
RO2SHK.PIX
347
0,0,not flipped
348
RO2TRN.PIX
349
0,0,not flipped
350
4									// Number of looping frames
351
RO2RUNT1.PIX
352
0,0,flipped
353
RO2RUNT2.PIX
354
0,0,flipped
355
RO2RUNT3.PIX
356
0,0,flipped
357
RO2RUNT2.PIX
358
0,0,flipped
359
// Sequence #3 - turn frightened and run away to their left
360
collide								// Include this frame in collision calcs
361
speed								// Frame rate type
362
0.06,8								// Min frame rate, max frame rate,
363
4									// Number of initial frames
364
RO2SHK.PIX
365
0,0,flipped
366
RO2STL1.PIX
367
0,0,flipped
368
RO2SHK.PIX
369
0,0,not flipped
370
RO2TRN.PIX
371
0,0,not flipped
372
4									// Number of looping frames
373
RO2RUNA1.PIX
374
0,0,not flipped
375
RO2RUNA2.PIX
376
0,0,not flipped
377
RO2RUNA3.PIX
378
0,0,not flipped
379
RO2RUNA2.PIX
380
0,0,not flipped
381
///Sequence #4 - stationary, looking from side to side
382
collide								// Include this frame in collision calcs
383
variable							// Frame rate type
384
1,6									// Min frame rate, max frame rate,
385
 
386
2									// Number of looping frames
387
RO2STL1.PIX
388
0,0,flipped
389
RO2STL2.PIX
390
0,0,flipped
10 pmbaty 391
// Sequence #5 - fatal collision with car
5 pmbaty 392
don't collide						// Exclude this frame in collision calcs
393
variable								// Frame rate type
394
12,12									// Min frame rate, max frame rate,
395
4									// Number of initial frames
396
RO2HIT1.PIX
397
0,0,not flipped
398
RO2HIT2.PIX
399
0,0,not flipped
400
RO2HIT3.PIX
401
0,0,not flipped
402
RO2HIT4.PIX
403
0,0,not flipped
404
2									// Number of looping frames
405
R02DED1.PIX
406
0,0,not flipped
407
RO2DED2.PIX
408
0,0,not flipped
409
// Sequence #6 - turning into giblets
410
don't collide						// Exclude this frame in collision calcs
411
fixed								// Frame rate type
412
1									// Number of initial frames
413
GCHUNKS1.PIX
414
0,0,not flipped
415
 
10 pmbaty 416
// Sequence #7 - non-fatal collision with car
5 pmbaty 417
collide								// Include this frame in collision calcs
418
variable								// Frame rate type
419
12,12									// Min frame rate, max frame rate,
420
2									// Number of initial frames
421
RO2HIT1.PIX
422
0,0,not flipped
423
RO2HIT2.PIX
424
0,0,not flipped
425
 
10 pmbaty 426
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 427
collide								// Include this frame in collision calcs
428
variable							// Frame rate type
429
1,6									// Min frame rate, max frame rate,
430
 
431
2									// Number of looping frames
432
RO2BAK1.PIX
433
0,0,not flipped
434
RO2BAK2.PIX
435
0,0,flipped
436
NEXT PEDESTRIAN
10 pmbaty 437
// **************** RO3(FORMERLY ???) **********************************************************************************
5 pmbaty 438
2										// Reference number
439
0.35									// Height
440
250										// Points value
441
15										// Hit points
442
2,4031,4030								// Exploding noises
443
4040									// Falling noise
444
0.00002									// Acceleration
445
1										// Image index
446
IDENTITY.TAB
447
RO3.PIX
448
STDPED.MAT
449
2										// Index of fatal car-impact action
450
4										// Index of non-fatal car-impact action
451
1										// Index of after-non-fatal-impact action
452
5										// Index of fatal falling action
453
6										// Index of non-fatal falling action
454
3										// Index of giblets action
455
7										// Number of actions
456
// Action #0 - stand there, looking nervous
457
0,100								// Danger level, percentage chance
458
0,0									// Initial speed, looping speed
459
20.0									// Reaction time for this action
460
 
461
3									// Number of sequences for this action
462
90,8							// Max bearing, sequence index
463
270,4							// Max bearing, sequence index
464
360,8							// Max bearing, sequence index
10 pmbaty 465
// Action #1 - turn frightened and run like fuck
5 pmbaty 466
1,100								// Danger level, percentage chance
467
0,0.0008							// Initial speed, looping speed
468
0.05								// Reaction time for this action
469
1,4003							// Sounds
470
4									// Number of sequences for this action
471
90,0							// Max bearing, sequence index
472
180,1							// Max bearing, sequence index
473
270,2							// Max bearing, sequence index
474
360,3							// Max bearing, sequence index
10 pmbaty 475
// Action #2 - fatal car collision
5 pmbaty 476
1000,0								// Danger level, percentage chance
477
0,0									// Initial speed, looping speed
478
 
479
1,4013							// Sounds
480
1									// Number of sequences for this action
481
360,5							// Max bearing, sequence index
10 pmbaty 482
// Action #3 - turning into giblets
5 pmbaty 483
1000,0								// Danger level, percentage chance
484
0,0									// Initial speed, looping speed
485
 
486
 
487
1									// Number of sequences for this action
488
360,6							// Max bearing, sequence index
489
///Action #4 - non-fatal car collision
490
1000,0								// Danger level, percentage chance
491
0,0									// Initial speed, looping speed
492
 
493
1,4003							// Sounds
494
1									// Number of sequences for this action
495
360,7							// Max bearing, sequence index
496
// Action #5 - fatal ground collision
497
1000,0								// Danger level, percentage chance
498
0,0									// Initial speed, looping speed
499
 
500
1,4013							// Sounds
501
1									// Number of sequences for this action
502
360,5							// Max bearing, sequence index
10 pmbaty 503
// Action #6 - non-fatal ground collision
5 pmbaty 504
1000,0								// Danger level, percentage chance
505
0,0									// Initial speed, looping speed
506
 
507
1,4003							// Sounds
508
1									// Number of sequences for this action
509
360,7							// Max bearing, sequence index
510
9										// Number of sequences
10 pmbaty 511
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 512
collide								// Include this frame in collision calcs
513
speed								// Frame rate type
514
0.06,8								// Min frame rate, max frame rate,
515
4									// Number of initial frames
516
RO3SHK.PIX
517
0,0,flipped
518
RO3STL1.PIX
519
0,0,flipped
520
RO3SHK.PIX
521
0,0,not flipped
522
RO3TRN.PIX
523
0,0,not flipped
524
4									// Number of looping frames
525
RO3RUNA1.PIX
526
0,0,flipped
527
RO3RUNA2.PIX
528
0,0,flipped
529
RO3RUNA3.PIX
530
0,0,flipped
531
RO3RUNA2.PIX
532
0,0,flipped
10 pmbaty 533
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 534
collide								// Include this frame in collision calcs
535
speed								// Frame rate type
536
0.06,8								// Min frame rate, max frame rate,
537
4									// Number of initial frames
538
RO3SHK.PIX
539
0,0,flipped
540
RO3STL1.PIX
541
0,0,flipped
542
RO3SHK.PIX
543
0,0,not flipped
544
RO3TRN.PIX
545
0,0,not flipped
546
4									// Number of looping frames
547
RO3RUNT1.PIX
548
0,0,not flipped
549
RO3RUNT2.PIX
550
0,0,not flipped
551
RO3RUNT3.PIX
552
0,0,not flipped
553
RO3RUNT2.PIX
554
0,0,not flipped
10 pmbaty 555
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 556
collide								// Include this frame in collision calcs
557
speed								// Frame rate type
558
0.06,8								// Min frame rate, max frame rate,
559
4									// Number of initial frames
560
RO3SHK.PIX
561
0,0,flipped
562
RO3STL1.PIX
563
0,0,flipped
564
RO3SHK.PIX
565
0,0,not flipped
566
RO3TRN.PIX
567
0,0,not flipped
568
4									// Number of looping frames
569
RO3RUNT1.PIX
570
0,0,flipped
571
RO3RUNT2.PIX
572
0,0,flipped
573
RO3RUNT3.PIX
574
0,0,flipped
575
RO3RUNT2.PIX
576
0,0,flipped
577
// Sequence #3 - turn frightened and run away to their left
578
collide								// Include this frame in collision calcs
579
speed								// Frame rate type
580
0.06,8								// Min frame rate, max frame rate,
581
4									// Number of initial frames
582
RO3SHK.PIX
583
0,0,flipped
584
RO3STL1.PIX
585
0,0,flipped
586
RO3SHK.PIX
587
0,0,not flipped
588
RO3TRN.PIX
589
0,0,not flipped
590
4									// Number of looping frames
591
RO3RUNA1.PIX
592
0,0,not flipped
593
RO3RUNA2.PIX
594
0,0,not flipped
595
RO3RUNA3.PIX
596
0,0,not flipped
597
RO3RUNA2.PIX
598
0,0,not flipped
599
///Sequence #4 - stationary, looking from side to side
600
collide								// Include this frame in collision calcs
601
variable							// Frame rate type
602
1,6									// Min frame rate, max frame rate,
603
 
604
2									// Number of looping frames
605
RO3STL1.PIX
606
0,0,flipped
607
RO3STL2.PIX
608
0,0,flipped
10 pmbaty 609
// Sequence #5 - fatal collision with car
5 pmbaty 610
don't collide						// Exclude this frame in collision calcs
611
variable								// Frame rate type
612
12,12									// Min frame rate, max frame rate,
613
4									// Number of initial frames
614
RO3HIT1.PIX
615
0,0,not flipped
616
RO3HIT2.PIX
617
0,0,not flipped
618
RO3HIT3.PIX
619
0,0,not flipped
620
RO3HIT4.PIX
621
0,0,not flipped
622
2									// Number of looping frames
623
R03DED1.PIX
624
0,0,not flipped
625
RO3DED2.PIX
626
0,0,not flipped
627
// Sequence #6 - turning into giblets
628
don't collide						// Exclude this frame in collision calcs
629
fixed								// Frame rate type
630
1									// Number of initial frames
631
GCHUNKS1.PIX
632
0,0,not flipped
633
 
10 pmbaty 634
// Sequence #7 - non-fatal collision with car
5 pmbaty 635
collide								// Include this frame in collision calcs
636
variable								// Frame rate type
637
12,12									// Min frame rate, max frame rate,
638
2									// Number of initial frames
639
RO3HIT1.PIX
640
0,0,not flipped
641
RO3HIT2.PIX
642
0,0,not flipped
643
 
10 pmbaty 644
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 645
collide								// Include this frame in collision calcs
646
variable							// Frame rate type
647
1,6									// Min frame rate, max frame rate,
648
 
649
2									// Number of looping frames
650
RO3BAK1.PIX
651
0,0,not flipped
652
RO3BAK2.PIX
653
0,0,flipped
654
NEXT PEDESTRIAN
10 pmbaty 655
// **************** RO4(FORMERLY ???) **********************************************************************************
5 pmbaty 656
3										// Reference number
657
0.35									// Height
658
250										// Points value
659
15										// Hit points
660
2,4031,4030								// Exploding noises
661
4040									// Falling noise
662
0.00002									// Acceleration
663
1										// Image index
664
IDENTITY.TAB
665
RO4.PIX
666
STDPED.MAT
667
2										// Index of fatal car-impact action
668
4										// Index of non-fatal car-impact action
669
1										// Index of after-non-fatal-impact action
670
5										// Index of fatal falling action
671
6										// Index of non-fatal falling action
672
3										// Index of giblets action
673
7										// Number of actions
674
// Action #0 - stand there, looking nervous
675
0,100								// Danger level, percentage chance
676
0,0									// Initial speed, looping speed
677
20.0									// Reaction time for this action
678
 
679
3									// Number of sequences for this action
680
90,8							// Max bearing, sequence index
681
270,4							// Max bearing, sequence index
682
360,8							// Max bearing, sequence index
10 pmbaty 683
// Action #1 - turn frightened and run like fuck
5 pmbaty 684
1,100								// Danger level, percentage chance
685
0,0.0008							// Initial speed, looping speed
686
0.05								// Reaction time for this action
687
1,4003							// Sounds
688
4									// Number of sequences for this action
689
90,0							// Max bearing, sequence index
690
180,1							// Max bearing, sequence index
691
270,2							// Max bearing, sequence index
692
360,3							// Max bearing, sequence index
10 pmbaty 693
// Action #2 - fatal car collision
5 pmbaty 694
1000,0								// Danger level, percentage chance
695
0,0									// Initial speed, looping speed
696
 
697
1,4013							// Sounds
698
1									// Number of sequences for this action
699
360,5							// Max bearing, sequence index
10 pmbaty 700
// Action #3 - turning into giblets
5 pmbaty 701
1000,0								// Danger level, percentage chance
702
0,0									// Initial speed, looping speed
703
 
704
 
705
1									// Number of sequences for this action
706
360,6							// Max bearing, sequence index
707
///Action #4 - non-fatal car collision
708
1000,0								// Danger level, percentage chance
709
0,0									// Initial speed, looping speed
710
 
711
1,4003							// Sounds
712
1									// Number of sequences for this action
713
360,7							// Max bearing, sequence index
714
// Action #5 - fatal ground collision
715
1000,0								// Danger level, percentage chance
716
0,0									// Initial speed, looping speed
717
 
718
1,4013							// Sounds
719
1									// Number of sequences for this action
720
360,5							// Max bearing, sequence index
10 pmbaty 721
// Action #6 - non-fatal ground collision
5 pmbaty 722
1000,0								// Danger level, percentage chance
723
0,0									// Initial speed, looping speed
724
 
725
1,4003							// Sounds
726
1									// Number of sequences for this action
727
360,7							// Max bearing, sequence index
728
9										// Number of sequences
10 pmbaty 729
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 730
collide								// Include this frame in collision calcs
731
speed								// Frame rate type
732
0.06,8								// Min frame rate, max frame rate,
733
4									// Number of initial frames
734
RO4SHK.PIX
735
0,0,flipped
736
RO4STL1.PIX
737
0,0,flipped
738
RO4SHK.PIX
739
0,0,not flipped
740
RO4TRN.PIX
741
0,0,not flipped
742
4									// Number of looping frames
743
RO4RUNA1.PIX
744
0,0,flipped
745
RO4RUNA2.PIX
746
0,0,flipped
747
RO4RUNA3.PIX
748
0,0,flipped
749
RO4RUNA2.PIX
750
0,0,flipped
10 pmbaty 751
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 752
collide								// Include this frame in collision calcs
753
speed								// Frame rate type
754
0.06,8								// Min frame rate, max frame rate,
755
4									// Number of initial frames
756
RO4SHK.PIX
757
0,0,flipped
758
RO4STL1.PIX
759
0,0,flipped
760
RO4SHK.PIX
761
0,0,not flipped
762
RO4TRN.PIX
763
0,0,not flipped
764
4									// Number of looping frames
765
RO4RUNT1.PIX
766
0,0,not flipped
767
RO4RUNT2.PIX
768
0,0,not flipped
769
RO4RUNT3.PIX
770
0,0,not flipped
771
RO4RUNT2.PIX
772
0,0,not flipped
10 pmbaty 773
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 774
collide								// Include this frame in collision calcs
775
speed								// Frame rate type
776
0.06,8								// Min frame rate, max frame rate,
777
4									// Number of initial frames
778
RO4SHK.PIX
779
0,0,flipped
780
RO4STL1.PIX
781
0,0,flipped
782
RO4SHK.PIX
783
0,0,not flipped
784
RO4TRN.PIX
785
0,0,not flipped
786
4									// Number of looping frames
787
RO4RUNT1.PIX
788
0,0,flipped
789
RO4RUNT2.PIX
790
0,0,flipped
791
RO4RUNT3.PIX
792
0,0,flipped
793
RO4RUNT2.PIX
794
0,0,flipped
795
// Sequence #3 - turn frightened and run away to their left
796
collide								// Include this frame in collision calcs
797
speed								// Frame rate type
798
0.06,8								// Min frame rate, max frame rate,
799
4									// Number of initial frames
800
RO4SHK.PIX
801
0,0,flipped
802
RO4STL1.PIX
803
0,0,flipped
804
RO4SHK.PIX
805
0,0,not flipped
806
RO4TRN.PIX
807
0,0,not flipped
808
4									// Number of looping frames
809
RO4RUNA1.PIX
810
0,0,not flipped
811
RO4RUNA2.PIX
812
0,0,not flipped
813
RO4RUNA3.PIX
814
0,0,not flipped
815
RO4RUNA2.PIX
816
0,0,not flipped
817
///Sequence #4 - stationary, looking from side to side
818
collide								// Include this frame in collision calcs
819
variable							// Frame rate type
820
1,6									// Min frame rate, max frame rate,
821
 
822
2									// Number of looping frames
823
RO4STL1.PIX
824
0,0,flipped
825
RO4STL2.PIX
826
0,0,flipped
10 pmbaty 827
// Sequence #5 - fatal collision with car
5 pmbaty 828
don't collide						// Exclude this frame in collision calcs
829
variable								// Frame rate type
830
12,12									// Min frame rate, max frame rate,
831
4									// Number of initial frames
832
RO4HIT1.PIX
833
0,0,not flipped
834
RO4HIT2.PIX
835
0,0,not flipped
836
RO4HIT3.PIX
837
0,0,not flipped
838
RO4HIT4.PIX
839
0,0,not flipped
840
2									// Number of looping frames
841
R04DED1.PIX
842
0,0,not flipped
843
RO4DED2.PIX
844
0,0,not flipped
845
// Sequence #6 - turning into giblets
846
don't collide						// Exclude this frame in collision calcs
847
fixed								// Frame rate type
848
1									// Number of initial frames
849
GCHUNKS1.PIX
850
0,0,not flipped
851
 
10 pmbaty 852
// Sequence #7 - non-fatal collision with car
5 pmbaty 853
collide								// Include this frame in collision calcs
854
variable								// Frame rate type
855
12,12									// Min frame rate, max frame rate,
856
2									// Number of initial frames
857
RO4HIT1.PIX
858
0,0,not flipped
859
RO4HIT2.PIX
860
0,0,not flipped
861
 
10 pmbaty 862
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 863
collide								// Include this frame in collision calcs
864
variable							// Frame rate type
865
1,6									// Min frame rate, max frame rate,
866
 
867
2									// Number of looping frames
868
RO4BAK1.PIX
869
0,0,not flipped
870
RO4BAK2.PIX
871
0,0,flipped
872
NEXT PEDESTRIAN
10 pmbaty 873
// **************** RO5 (FORMERLY ANN OR AN) ****************************************************************************
5 pmbaty 874
4										// Reference number
875
0.35									// Height
876
250										// Points value
877
15										// Hit points
878
2,4031,4030								// Exploding noises
879
4040									// Falling noise
880
0.00002									// Acceleration
881
1										// Image index
882
IDENTITY.TAB
883
RO5.PIX
884
STDPED.MAT
885
2										// Index of fatal car-impact action
886
4										// Index of non-fatal car-impact action
887
1										// Index of after-non-fatal-impact action
888
5										// Index of fatal falling action
889
6										// Index of non-fatal falling action
890
3										// Index of giblets action
891
7										// Number of actions
892
// Action #0 - stand there, looking nervous
893
0,100								// Danger level, percentage chance
894
0,0									// Initial speed, looping speed
895
20.0									// Reaction time for this action
896
 
897
3									// Number of sequences for this action
898
90,8							// Max bearing, sequence index
899
270,4							// Max bearing, sequence index
900
360,8							// Max bearing, sequence index
10 pmbaty 901
// Action #1 - turn frightened and run like fuck
5 pmbaty 902
1,100								// Danger level, percentage chance
903
0,0.0008							// Initial speed, looping speed
904
0.05								// Reaction time for this action
905
1,4003							// Sounds
906
4									// Number of sequences for this action
907
90,0							// Max bearing, sequence index
908
180,1							// Max bearing, sequence index
909
270,2							// Max bearing, sequence index
910
360,3							// Max bearing, sequence index
10 pmbaty 911
// Action #2 - fatal car collision
5 pmbaty 912
1000,0								// Danger level, percentage chance
913
0,0									// Initial speed, looping speed
914
 
915
1,4013							// Sounds
916
1									// Number of sequences for this action
917
360,5							// Max bearing, sequence index
10 pmbaty 918
// Action #3 - turning into giblets
5 pmbaty 919
1000,0								// Danger level, percentage chance
920
0,0									// Initial speed, looping speed
921
 
922
 
923
1									// Number of sequences for this action
924
360,6							// Max bearing, sequence index
925
///Action #4 - non-fatal car collision
926
1000,0								// Danger level, percentage chance
927
0,0									// Initial speed, looping speed
928
 
929
1,4003							// Sounds
930
1									// Number of sequences for this action
931
360,7							// Max bearing, sequence index
932
// Action #5 - fatal ground collision
933
1000,0								// Danger level, percentage chance
934
0,0									// Initial speed, looping speed
935
 
936
1,4013							// Sounds
937
1									// Number of sequences for this action
938
360,5							// Max bearing, sequence index
10 pmbaty 939
// Action #6 - non-fatal ground collision
5 pmbaty 940
1000,0								// Danger level, percentage chance
941
0,0									// Initial speed, looping speed
942
 
943
1,4003							// Sounds
944
1									// Number of sequences for this action
945
360,7							// Max bearing, sequence index
946
9										// Number of sequences
10 pmbaty 947
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 948
collide								// Include this frame in collision calcs
949
speed								// Frame rate type
950
0.06,8								// Min frame rate, max frame rate,
951
4									// Number of initial frames
952
RO5SHK.PIX
953
0,0,flipped
954
RO5STL1.PIX
955
0,0,flipped
956
RO5SHK.PIX
957
0,0,not flipped
958
RO5TRN.PIX
959
0,0,not flipped
960
4									// Number of looping frames
961
RO5RUNA1.PIX
962
0,0,flipped
963
RO5RUNA2.PIX
964
0,0,flipped
965
RO5RUNA3.PIX
966
0,0,flipped
967
RO5RUNA2.PIX
968
0,0,flipped
10 pmbaty 969
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 970
collide								// Include this frame in collision calcs
971
speed								// Frame rate type
972
0.06,8								// Min frame rate, max frame rate,
973
4									// Number of initial frames
974
RO5SHK.PIX
975
0,0,flipped
976
RO5STL1.PIX
977
0,0,flipped
978
RO5SHK.PIX
979
0,0,not flipped
980
RO5TRN.PIX
981
0,0,not flipped
982
4									// Number of looping frames
983
RO5RUNT1.PIX
984
0,0,not flipped
985
RO5RUNT2.PIX
986
0,0,not flipped
987
RO5RUNT3.PIX
988
0,0,not flipped
989
RO5RUNT2.PIX
990
0,0,not flipped
10 pmbaty 991
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 992
collide								// Include this frame in collision calcs
993
speed								// Frame rate type
994
0.06,8								// Min frame rate, max frame rate,
995
4									// Number of initial frames
996
RO5SHK.PIX
997
0,0,flipped
998
RO5STL1.PIX
999
0,0,flipped
1000
RO5SHK.PIX
1001
0,0,not flipped
1002
RO5TRN.PIX
1003
0,0,not flipped
1004
4									// Number of looping frames
1005
RO5RUNT1.PIX
1006
0,0,flipped
1007
RO5RUNT2.PIX
1008
0,0,flipped
1009
RO5RUNT3.PIX
1010
0,0,flipped
1011
RO5RUNT2.PIX
1012
0,0,flipped
1013
// Sequence #3 - turn frightened and run away to their left
1014
collide								// Include this frame in collision calcs
1015
speed								// Frame rate type
1016
0.06,8								// Min frame rate, max frame rate,
1017
4									// Number of initial frames
1018
RO5SHK.PIX
1019
0,0,flipped
1020
RO5STL1.PIX
1021
0,0,flipped
1022
RO5SHK.PIX
1023
0,0,not flipped
1024
RO5TRN.PIX
1025
0,0,not flipped
1026
4									// Number of looping frames
1027
RO5RUNA1.PIX
1028
0,0,not flipped
1029
RO5RUNA2.PIX
1030
0,0,not flipped
1031
RO5RUNA3.PIX
1032
0,0,not flipped
1033
RO5RUNA2.PIX
1034
0,0,not flipped
1035
///Sequence #4 - stationary, looking from side to side
1036
collide								// Include this frame in collision calcs
1037
variable							// Frame rate type
1038
1,6									// Min frame rate, max frame rate,
1039
 
1040
2									// Number of looping frames
1041
RO5STL1.PIX
1042
0,0,flipped
1043
RO5STL2.PIX
1044
0,0,flipped
10 pmbaty 1045
// Sequence #5 - fatal collision with car
5 pmbaty 1046
don't collide						// Exclude this frame in collision calcs
1047
variable								// Frame rate type
1048
12,12									// Min frame rate, max frame rate,
1049
4									// Number of initial frames
1050
RO5HIT1.PIX
1051
0,0,not flipped
1052
RO5HIT2.PIX
1053
0,0,not flipped
1054
RO5HIT3.PIX
1055
0,0,not flipped
1056
RO5HIT4.PIX
1057
0,0,not flipped
1058
2									// Number of looping frames
1059
R05DED1.PIX
1060
0,0,not flipped
1061
RO5DED2.PIX
1062
0,0,not flipped
1063
// Sequence #6 - turning into giblets
1064
don't collide						// Exclude this frame in collision calcs
1065
fixed								// Frame rate type
1066
1									// Number of initial frames
1067
GCHUNKS1.PIX
1068
0,0,not flipped
1069
 
10 pmbaty 1070
// Sequence #7 - non-fatal collision with car
5 pmbaty 1071
collide								// Include this frame in collision calcs
1072
variable								// Frame rate type
1073
12,12									// Min frame rate, max frame rate,
1074
2									// Number of initial frames
1075
RO5HIT1.PIX
1076
0,0,not flipped
1077
RO5HIT2.PIX
1078
0,0,not flipped
1079
 
10 pmbaty 1080
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 1081
collide								// Include this frame in collision calcs
1082
variable							// Frame rate type
1083
1,6									// Min frame rate, max frame rate,
1084
 
1085
2									// Number of looping frames
1086
RO5BAK1.PIX
1087
0,0,not flipped
1088
RO5BAK2.PIX
1089
0,0,flipped
1090
NEXT PEDESTRIAN
10 pmbaty 1091
// **************** RO6(FORMERLY PER) ************************************************************************************
5 pmbaty 1092
5										// Reference number
1093
0.35									// Height
1094
250										// Points value
1095
15										// Hit points
1096
2,4031,4030								// Exploding noises
1097
4040									// Falling noise
1098
0.00002									// Acceleration
1099
1										// Image index
1100
IDENTITY.TAB
1101
RO6.PIX
1102
STDPED.MAT
1103
2										// Index of fatal car-impact action
1104
4										// Index of non-fatal car-impact action
1105
1										// Index of after-non-fatal-impact action
1106
5										// Index of fatal falling action
1107
6										// Index of non-fatal falling action
1108
3										// Index of giblets action
1109
7										// Number of actions
1110
// Action #0 - stand there, looking nervous
1111
0,100								// Danger level, percentage chance
1112
0,0									// Initial speed, looping speed
1113
20.0									// Reaction time for this action
1114
 
1115
3									// Number of sequences for this action
1116
90,8							// Max bearing, sequence index
1117
270,4							// Max bearing, sequence index
1118
360,8							// Max bearing, sequence index
10 pmbaty 1119
// Action #1 - turn frightened and run like fuck
5 pmbaty 1120
1,100								// Danger level, percentage chance
1121
0,0.0008							// Initial speed, looping speed
1122
0.05								// Reaction time for this action
1123
1,4003							// Sounds
1124
4									// Number of sequences for this action
1125
90,0							// Max bearing, sequence index
1126
180,1							// Max bearing, sequence index
1127
270,2							// Max bearing, sequence index
1128
360,3							// Max bearing, sequence index
10 pmbaty 1129
// Action #2 - fatal car collision
5 pmbaty 1130
1000,0								// Danger level, percentage chance
1131
0,0									// Initial speed, looping speed
1132
 
1133
1,4013							// Sounds
1134
1									// Number of sequences for this action
1135
360,5							// Max bearing, sequence index
10 pmbaty 1136
// Action #3 - turning into giblets
5 pmbaty 1137
1000,0								// Danger level, percentage chance
1138
0,0									// Initial speed, looping speed
1139
 
1140
 
1141
1									// Number of sequences for this action
1142
360,6							// Max bearing, sequence index
1143
///Action #4 - non-fatal car collision
1144
1000,0								// Danger level, percentage chance
1145
0,0									// Initial speed, looping speed
1146
 
1147
1,4003							// Sounds
1148
1									// Number of sequences for this action
1149
360,7							// Max bearing, sequence index
1150
// Action #5 - fatal ground collision
1151
1000,0								// Danger level, percentage chance
1152
0,0									// Initial speed, looping speed
1153
 
1154
1,4013							// Sounds
1155
1									// Number of sequences for this action
1156
360,5							// Max bearing, sequence index
10 pmbaty 1157
// Action #6 - non-fatal ground collision
5 pmbaty 1158
1000,0								// Danger level, percentage chance
1159
0,0									// Initial speed, looping speed
1160
 
1161
1,4003							// Sounds
1162
1									// Number of sequences for this action
1163
360,7							// Max bearing, sequence index
1164
9										// Number of sequences
10 pmbaty 1165
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 1166
collide								// Include this frame in collision calcs
1167
speed								// Frame rate type
1168
0.06,8								// Min frame rate, max frame rate,
1169
4									// Number of initial frames
1170
RO6SHK.PIX
1171
0,0,flipped
1172
RO6STL1.PIX
1173
0,0,flipped
1174
RO6SHK.PIX
1175
0,0,not flipped
1176
RO6TRN.PIX
1177
0,0,not flipped
1178
4									// Number of looping frames
1179
RO6RUNA1.PIX
1180
0,0,flipped
1181
RO6RUNA2.PIX
1182
0,0,flipped
1183
RO6RUNA3.PIX
1184
0,0,flipped
1185
RO6RUNA2.PIX
1186
0,0,flipped
10 pmbaty 1187
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 1188
collide								// Include this frame in collision calcs
1189
speed								// Frame rate type
1190
0.06,8								// Min frame rate, max frame rate,
1191
4									// Number of initial frames
1192
RO6SHK.PIX
1193
0,0,flipped
1194
RO6STL1.PIX
1195
0,0,flipped
1196
RO6SHK.PIX
1197
0,0,not flipped
1198
RO6TRN.PIX
1199
0,0,not flipped
1200
4									// Number of looping frames
1201
RO6RUNT1.PIX
1202
0,0,not flipped
1203
RO6RUNT2.PIX
1204
0,0,not flipped
1205
RO6RUNT3.PIX
1206
0,0,not flipped
1207
RO6RUNT2.PIX
1208
0,0,not flipped
10 pmbaty 1209
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 1210
collide								// Include this frame in collision calcs
1211
speed								// Frame rate type
1212
0.06,8								// Min frame rate, max frame rate,
1213
4									// Number of initial frames
1214
RO6SHK.PIX
1215
0,0,flipped
1216
RO6STL1.PIX
1217
0,0,flipped
1218
RO6SHK.PIX
1219
0,0,not flipped
1220
RO6TRN.PIX
1221
0,0,not flipped
1222
4									// Number of looping frames
1223
RO6RUNT1.PIX
1224
0,0,flipped
1225
RO6RUNT2.PIX
1226
0,0,flipped
1227
RO6RUNT3.PIX
1228
0,0,flipped
1229
RO6RUNT2.PIX
1230
0,0,flipped
1231
// Sequence #3 - turn frightened and run away to their left
1232
collide								// Include this frame in collision calcs
1233
speed								// Frame rate type
1234
0.06,8								// Min frame rate, max frame rate,
1235
4									// Number of initial frames
1236
RO6SHK.PIX
1237
0,0,flipped
1238
RO6STL1.PIX
1239
0,0,flipped
1240
RO6SHK.PIX
1241
0,0,not flipped
1242
RO6TRN.PIX
1243
0,0,not flipped
1244
4									// Number of looping frames
1245
RO6RUNA1.PIX
1246
0,0,not flipped
1247
RO6RUNA2.PIX
1248
0,0,not flipped
1249
RO6RUNA3.PIX
1250
0,0,not flipped
1251
RO6RUNA2.PIX
1252
0,0,not flipped
1253
///Sequence #4 - stationary, looking from side to side
1254
collide								// Include this frame in collision calcs
1255
variable							// Frame rate type
1256
1,6									// Min frame rate, max frame rate,
1257
 
1258
2									// Number of looping frames
1259
RO6STL1.PIX
1260
0,0,flipped
1261
RO6STL2.PIX
1262
0,0,flipped
10 pmbaty 1263
// Sequence #5 - fatal collision with car
5 pmbaty 1264
don't collide						// Exclude this frame in collision calcs
1265
variable								// Frame rate type
1266
12,12									// Min frame rate, max frame rate,
1267
4									// Number of initial frames
1268
RO6HIT1.PIX
1269
0,0,not flipped
1270
RO6HIT2.PIX
1271
0,0,not flipped
1272
RO6HIT3.PIX
1273
0,0,not flipped
1274
RO6HIT4.PIX
1275
0,0,not flipped
1276
2									// Number of looping frames
1277
R06DED1.PIX
1278
0,0,not flipped
1279
RO6DED2.PIX
1280
0,0,not flipped
1281
// Sequence #6 - turning into giblets
1282
don't collide						// Exclude this frame in collision calcs
1283
fixed								// Frame rate type
1284
1									// Number of initial frames
1285
GCHUNKS1.PIX
1286
0,0,not flipped
1287
 
10 pmbaty 1288
// Sequence #7 - non-fatal collision with car
5 pmbaty 1289
collide								// Include this frame in collision calcs
1290
variable								// Frame rate type
1291
12,12									// Min frame rate, max frame rate,
1292
2									// Number of initial frames
1293
RO6HIT1.PIX
1294
0,0,not flipped
1295
RO6HIT2.PIX
1296
0,0,not flipped
1297
 
10 pmbaty 1298
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 1299
collide								// Include this frame in collision calcs
1300
variable							// Frame rate type
1301
1,6									// Min frame rate, max frame rate,
1302
 
1303
2									// Number of looping frames
1304
RO6BAK1.PIX
1305
0,0,not flipped
1306
RO6BAK2.PIX
1307
0,0,flipped
1308
NEXT PEDESTRIAN
10 pmbaty 1309
// **************** RO7(FORMERLY PRS) **********************************************************************************
5 pmbaty 1310
6										// Reference number
1311
0.35									// Height
1312
250										// Points value
1313
15										// Hit points
1314
2,4031,4030								// Exploding noises
1315
4040									// Falling noise
1316
0.00002									// Acceleration
1317
1										// Image index
1318
IDENTITY.TAB
1319
RO7.PIX
1320
STDPED.MAT
1321
2										// Index of fatal car-impact action
1322
4										// Index of non-fatal car-impact action
1323
1										// Index of after-non-fatal-impact action
1324
5										// Index of fatal falling action
1325
6										// Index of non-fatal falling action
1326
3										// Index of giblets action
1327
7										// Number of actions
1328
// Action #0 - stand there, looking nervous
1329
0,100								// Danger level, percentage chance
1330
0,0									// Initial speed, looping speed
1331
20.0									// Reaction time for this action
1332
 
1333
3									// Number of sequences for this action
1334
90,8							// Max bearing, sequence index
1335
270,4							// Max bearing, sequence index
1336
360,8							// Max bearing, sequence index
10 pmbaty 1337
// Action #1 - turn frightened and run like fuck
5 pmbaty 1338
1,100								// Danger level, percentage chance
1339
0,0.0008							// Initial speed, looping speed
1340
0.05								// Reaction time for this action
1341
1,4003							// Sounds
1342
4									// Number of sequences for this action
1343
90,0							// Max bearing, sequence index
1344
180,1							// Max bearing, sequence index
1345
270,2							// Max bearing, sequence index
1346
360,3							// Max bearing, sequence index
10 pmbaty 1347
// Action #2 - fatal car collision
5 pmbaty 1348
1000,0								// Danger level, percentage chance
1349
0,0									// Initial speed, looping speed
1350
 
1351
1,4013							// Sounds
1352
1									// Number of sequences for this action
1353
360,5							// Max bearing, sequence index
10 pmbaty 1354
// Action #3 - turning into giblets
5 pmbaty 1355
1000,0								// Danger level, percentage chance
1356
0,0									// Initial speed, looping speed
1357
 
1358
 
1359
1									// Number of sequences for this action
1360
360,6							// Max bearing, sequence index
1361
///Action #4 - non-fatal car collision
1362
1000,0								// Danger level, percentage chance
1363
0,0									// Initial speed, looping speed
1364
 
1365
1,4003							// Sounds
1366
1									// Number of sequences for this action
1367
360,7							// Max bearing, sequence index
1368
// Action #5 - fatal ground collision
1369
1000,0								// Danger level, percentage chance
1370
0,0									// Initial speed, looping speed
1371
 
1372
1,4013							// Sounds
1373
1									// Number of sequences for this action
1374
360,5							// Max bearing, sequence index
10 pmbaty 1375
// Action #6 - non-fatal ground collision
5 pmbaty 1376
1000,0								// Danger level, percentage chance
1377
0,0									// Initial speed, looping speed
1378
 
1379
1,4003							// Sounds
1380
1									// Number of sequences for this action
1381
360,7							// Max bearing, sequence index
1382
9										// Number of sequences
10 pmbaty 1383
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 1384
collide								// Include this frame in collision calcs
1385
speed								// Frame rate type
1386
0.06,8								// Min frame rate, max frame rate,
1387
4									// Number of initial frames
1388
RO7SHK.PIX
1389
0,0,flipped
1390
RO7STL1.PIX
1391
0,0,flipped
1392
RO7SHK.PIX
1393
0,0,not flipped
1394
RO7TRN.PIX
1395
0,0,not flipped
1396
4									// Number of looping frames
1397
RO7RUNA1.PIX
1398
0,0,flipped
1399
RO7RUNA2.PIX
1400
0,0,flipped
1401
RO7RUNA3.PIX
1402
0,0,flipped
1403
RO7RUNA2.PIX
1404
0,0,flipped
10 pmbaty 1405
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 1406
collide								// Include this frame in collision calcs
1407
speed								// Frame rate type
1408
0.06,8								// Min frame rate, max frame rate,
1409
4									// Number of initial frames
1410
RO7SHK.PIX
1411
0,0,flipped
1412
RO7STL1.PIX
1413
0,0,flipped
1414
RO7SHK.PIX
1415
0,0,not flipped
1416
RO7TRN.PIX
1417
0,0,not flipped
1418
4									// Number of looping frames
1419
RO7RUNT1.PIX
1420
0,0,not flipped
1421
RO7RUNT2.PIX
1422
0,0,not flipped
1423
RO7RUNT3.PIX
1424
0,0,not flipped
1425
RO7RUNT2.PIX
1426
0,0,not flipped
10 pmbaty 1427
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 1428
collide								// Include this frame in collision calcs
1429
speed								// Frame rate type
1430
0.06,8								// Min frame rate, max frame rate,
1431
4									// Number of initial frames
1432
RO7SHK.PIX
1433
0,0,flipped
1434
RO7STL1.PIX
1435
0,0,flipped
1436
RO7SHK.PIX
1437
0,0,not flipped
1438
RO7TRN.PIX
1439
0,0,not flipped
1440
4									// Number of looping frames
1441
RO7RUNT1.PIX
1442
0,0,flipped
1443
RO7RUNT2.PIX
1444
0,0,flipped
1445
RO7RUNT3.PIX
1446
0,0,flipped
1447
RO7RUNT2.PIX
1448
0,0,flipped
1449
// Sequence #3 - turn frightened and run away to their left
1450
collide								// Include this frame in collision calcs
1451
speed								// Frame rate type
1452
0.06,8								// Min frame rate, max frame rate,
1453
4									// Number of initial frames
1454
RO7SHK.PIX
1455
0,0,flipped
1456
RO7STL1.PIX
1457
0,0,flipped
1458
RO7SHK.PIX
1459
0,0,not flipped
1460
RO7TRN.PIX
1461
0,0,not flipped
1462
4									// Number of looping frames
1463
RO7RUNA1.PIX
1464
0,0,not flipped
1465
RO7RUNA2.PIX
1466
0,0,not flipped
1467
RO7RUNA3.PIX
1468
0,0,not flipped
1469
RO7RUNA2.PIX
1470
0,0,not flipped
1471
///Sequence #4 - stationary, looking from side to side
1472
collide								// Include this frame in collision calcs
1473
variable							// Frame rate type
1474
1,6									// Min frame rate, max frame rate,
1475
 
1476
2									// Number of looping frames
1477
RO7STL1.PIX
1478
0,0,flipped
1479
RO7STL2.PIX
1480
0,0,flipped
10 pmbaty 1481
// Sequence #5 - fatal collision with car
5 pmbaty 1482
don't collide						// Exclude this frame in collision calcs
1483
variable								// Frame rate type
1484
12,12									// Min frame rate, max frame rate,
1485
4									// Number of initial frames
1486
RO7HIT1.PIX
1487
0,0,not flipped
1488
RO7HIT2.PIX
1489
0,0,not flipped
1490
RO7HIT3.PIX
1491
0,0,not flipped
1492
RO7HIT4.PIX
1493
0,0,not flipped
1494
2									// Number of looping frames
1495
RO7DED1.PIX
1496
0,0,not flipped
1497
RO7DED2.PIX
1498
0,0,not flipped
1499
// Sequence #6 - turning into giblets
1500
don't collide						// Exclude this frame in collision calcs
1501
fixed								// Frame rate type
1502
1									// Number of initial frames
1503
GCHUNKS1.PIX
1504
0,0,not flipped
1505
 
10 pmbaty 1506
// Sequence #7 - non-fatal collision with car
5 pmbaty 1507
collide								// Include this frame in collision calcs
1508
variable								// Frame rate type
1509
12,12									// Min frame rate, max frame rate,
1510
2									// Number of initial frames
1511
RO7HIT1.PIX
1512
0,0,not flipped
1513
RO7HIT2.PIX
1514
0,0,not flipped
1515
 
10 pmbaty 1516
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 1517
collide								// Include this frame in collision calcs
1518
variable							// Frame rate type
1519
1,6									// Min frame rate, max frame rate,
1520
 
1521
2									// Number of looping frames
1522
RO7BAK1.PIX
1523
0,0,not flipped
1524
RO7BAK2.PIX
1525
0,0,flipped
1526
NEXT PEDESTRIAN
10 pmbaty 1527
// **************** RO8(FORMERLY ???) **********************************************************************************
5 pmbaty 1528
7										// Reference number
1529
0.35									// Height
1530
250										// Points value
1531
15										// Hit points
1532
2,4031,4030								// Exploding noises
1533
4040									// Falling noise
1534
0.00002									// Acceleration
1535
1										// Image index
1536
IDENTITY.TAB
1537
RO8.PIX
1538
STDPED.MAT
1539
2										// Index of fatal car-impact action
1540
4										// Index of non-fatal car-impact action
1541
1										// Index of after-non-fatal-impact action
1542
5										// Index of fatal falling action
1543
6										// Index of non-fatal falling action
1544
3										// Index of giblets action
1545
7										// Number of actions
1546
// Action #0 - stand there, looking nervous
1547
0,100								// Danger level, percentage chance
1548
0,0									// Initial speed, looping speed
1549
20.0									// Reaction time for this action
1550
 
1551
3									// Number of sequences for this action
1552
90,8							// Max bearing, sequence index
1553
270,4							// Max bearing, sequence index
1554
360,8							// Max bearing, sequence index
10 pmbaty 1555
// Action #1 - turn frightened and run like fuck
5 pmbaty 1556
1,100								// Danger level, percentage chance
1557
0,0.0008							// Initial speed, looping speed
1558
0.05								// Reaction time for this action
1559
1,4003							// Sounds
1560
4									// Number of sequences for this action
1561
90,0							// Max bearing, sequence index
1562
180,1							// Max bearing, sequence index
1563
270,2							// Max bearing, sequence index
1564
360,3							// Max bearing, sequence index
10 pmbaty 1565
// Action #2 - fatal car collision
5 pmbaty 1566
1000,0								// Danger level, percentage chance
1567
0,0									// Initial speed, looping speed
1568
 
1569
1,4013							// Sounds
1570
1									// Number of sequences for this action
1571
360,5							// Max bearing, sequence index
10 pmbaty 1572
// Action #3 - turning into giblets
5 pmbaty 1573
1000,0								// Danger level, percentage chance
1574
0,0									// Initial speed, looping speed
1575
 
1576
 
1577
1									// Number of sequences for this action
1578
360,6							// Max bearing, sequence index
1579
///Action #4 - non-fatal car collision
1580
1000,0								// Danger level, percentage chance
1581
0,0									// Initial speed, looping speed
1582
 
1583
1,4003							// Sounds
1584
1									// Number of sequences for this action
1585
360,7							// Max bearing, sequence index
1586
// Action #5 - fatal ground collision
1587
1000,0								// Danger level, percentage chance
1588
0,0									// Initial speed, looping speed
1589
 
1590
1,4013							// Sounds
1591
1									// Number of sequences for this action
1592
360,5							// Max bearing, sequence index
10 pmbaty 1593
// Action #6 - non-fatal ground collision
5 pmbaty 1594
1000,0								// Danger level, percentage chance
1595
0,0									// Initial speed, looping speed
1596
 
1597
1,4003							// Sounds
1598
1									// Number of sequences for this action
1599
360,7							// Max bearing, sequence index
1600
9										// Number of sequences
10 pmbaty 1601
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 1602
collide								// Include this frame in collision calcs
1603
speed								// Frame rate type
1604
0.06,8								// Min frame rate, max frame rate,
1605
4									// Number of initial frames
1606
RO8SHK.PIX
1607
0,0,flipped
1608
RO8STL1.PIX
1609
0,0,flipped
1610
RO8SHK.PIX
1611
0,0,not flipped
1612
RO8TRN.PIX
1613
0,0,not flipped
1614
4									// Number of looping frames
1615
RO8RUNA1.PIX
1616
0,0,flipped
1617
RO8RUNA2.PIX
1618
0,0,flipped
1619
RO8RUNA3.PIX
1620
0,0,flipped
1621
RO8RUNA2.PIX
1622
0,0,flipped
10 pmbaty 1623
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 1624
collide								// Include this frame in collision calcs
1625
speed								// Frame rate type
1626
0.06,8								// Min frame rate, max frame rate,
1627
4									// Number of initial frames
1628
RO8SHK.PIX
1629
0,0,flipped
1630
RO8STL1.PIX
1631
0,0,flipped
1632
RO8SHK.PIX
1633
0,0,not flipped
1634
RO8TRN.PIX
1635
0,0,not flipped
1636
4									// Number of looping frames
1637
RO8RUNT1.PIX
1638
0,0,not flipped
1639
RO8RUNT2.PIX
1640
0,0,not flipped
1641
RO8RUNT3.PIX
1642
0,0,not flipped
1643
RO8RUNT2.PIX
1644
0,0,not flipped
10 pmbaty 1645
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 1646
collide								// Include this frame in collision calcs
1647
speed								// Frame rate type
1648
0.06,8								// Min frame rate, max frame rate,
1649
4									// Number of initial frames
1650
RO8SHK.PIX
1651
0,0,flipped
1652
RO8STL1.PIX
1653
0,0,flipped
1654
RO8SHK.PIX
1655
0,0,not flipped
1656
RO8TRN.PIX
1657
0,0,not flipped
1658
4									// Number of looping frames
1659
RO8RUNT1.PIX
1660
0,0,flipped
1661
RO8RUNT2.PIX
1662
0,0,flipped
1663
RO8RUNT3.PIX
1664
0,0,flipped
1665
RO8RUNT2.PIX
1666
0,0,flipped
1667
// Sequence #3 - turn frightened and run away to their left
1668
collide								// Include this frame in collision calcs
1669
speed								// Frame rate type
1670
0.06,8								// Min frame rate, max frame rate,
1671
4									// Number of initial frames
1672
RO8SHK.PIX
1673
0,0,flipped
1674
RO8STL1.PIX
1675
0,0,flipped
1676
RO8SHK.PIX
1677
0,0,not flipped
1678
RO8TRN.PIX
1679
0,0,not flipped
1680
4									// Number of looping frames
1681
RO8RUNA1.PIX
1682
0,0,not flipped
1683
RO8RUNA2.PIX
1684
0,0,not flipped
1685
RO8RUNA3.PIX
1686
0,0,not flipped
1687
RO8RUNA2.PIX
1688
0,0,not flipped
1689
///Sequence #4 - stationary, looking from side to side
1690
collide								// Include this frame in collision calcs
1691
variable							// Frame rate type
1692
1,6									// Min frame rate, max frame rate,
1693
 
1694
2									// Number of looping frames
1695
RO8STL1.PIX
1696
0,0,flipped
1697
RO8STL2.PIX
1698
0,0,flipped
10 pmbaty 1699
// Sequence #5 - fatal collision with car
5 pmbaty 1700
don't collide						// Exclude this frame in collision calcs
1701
variable								// Frame rate type
1702
12,12									// Min frame rate, max frame rate,
1703
4									// Number of initial frames
1704
RO8HIT1.PIX
1705
0,0,not flipped
1706
RO8HIT2.PIX
1707
0,0,not flipped
1708
RO8HIT3.PIX
1709
0,0,not flipped
1710
RO8HIT4.PIX
1711
0,0,not flipped
1712
2									// Number of looping frames
1713
R08DED1.PIX
1714
0,0,not flipped
1715
RO8DED2.PIX
1716
0,0,not flipped
1717
// Sequence #6 - turning into giblets
1718
don't collide						// Exclude this frame in collision calcs
1719
fixed								// Frame rate type
1720
1									// Number of initial frames
1721
GCHUNKS1.PIX
1722
0,0,not flipped
1723
 
10 pmbaty 1724
// Sequence #7 - non-fatal collision with car
5 pmbaty 1725
collide								// Include this frame in collision calcs
1726
variable								// Frame rate type
1727
12,12									// Min frame rate, max frame rate,
1728
2									// Number of initial frames
1729
RO8HIT1.PIX
1730
0,0,not flipped
1731
RO8HIT2.PIX
1732
0,0,not flipped
1733
 
10 pmbaty 1734
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 1735
collide								// Include this frame in collision calcs
1736
variable							// Frame rate type
1737
1,6									// Min frame rate, max frame rate,
1738
 
1739
2									// Number of looping frames
1740
RO8BAK1.PIX
1741
0,0,not flipped
1742
RO8BAK2.PIX
1743
0,0,flipped
1744
NEXT PEDESTRIAN
10 pmbaty 1745
// **************** RO1(FORMERLY CAM) **********************************************************************************
5 pmbaty 1746
8										// Reference number
1747
0.35									// Height
1748
250										// Points value
1749
15										// Hit points
1750
2,4031,4030								// Exploding noises
1751
4040									// Falling noise
1752
0.00002									// Acceleration
1753
1										// Image index
1754
IDENTITY.TAB
1755
RO1.PIX
1756
STDPED.MAT
1757
2										// Index of fatal car-impact action
1758
4										// Index of non-fatal car-impact action
1759
1										// Index of after-non-fatal-impact action
1760
5										// Index of fatal falling action
1761
6										// Index of non-fatal falling action
1762
3										// Index of giblets action
1763
7										// Number of actions
1764
// Action #0 - stand there, looking nervous
1765
0,100								// Danger level, percentage chance
1766
0,0									// Initial speed, looping speed
1767
20.0									// Reaction time for this action
1768
 
1769
3									// Number of sequences for this action
1770
90,8							// Max bearing, sequence index
1771
270,4							// Max bearing, sequence index
1772
360,8							// Max bearing, sequence index
10 pmbaty 1773
// Action #1 - turn frightened and run like fuck
5 pmbaty 1774
1,100								// Danger level, percentage chance
1775
0,0.0008							// Initial speed, looping speed
1776
0.05								// Reaction time for this action
1777
1,4003							// Sounds
1778
4									// Number of sequences for this action
1779
90,0							// Max bearing, sequence index
1780
180,1							// Max bearing, sequence index
1781
270,2							// Max bearing, sequence index
1782
360,3							// Max bearing, sequence index
10 pmbaty 1783
// Action #2 - fatal car collision
5 pmbaty 1784
1000,0								// Danger level, percentage chance
1785
0,0									// Initial speed, looping speed
1786
 
1787
1,4013							// Sounds
1788
1									// Number of sequences for this action
1789
360,5							// Max bearing, sequence index
10 pmbaty 1790
// Action #3 - turning into giblets
5 pmbaty 1791
1000,0								// Danger level, percentage chance
1792
0,0									// Initial speed, looping speed
1793
 
1794
 
1795
1									// Number of sequences for this action
1796
360,6							// Max bearing, sequence index
1797
///Action #4 - non-fatal car collision
1798
1000,0								// Danger level, percentage chance
1799
0,0									// Initial speed, looping speed
1800
 
1801
1,4003							// Sounds
1802
1									// Number of sequences for this action
1803
360,7							// Max bearing, sequence index
1804
// Action #5 - fatal ground collision
1805
1000,0								// Danger level, percentage chance
1806
0,0									// Initial speed, looping speed
1807
 
1808
1,4013							// Sounds
1809
1									// Number of sequences for this action
1810
360,5							// Max bearing, sequence index
10 pmbaty 1811
// Action #6 - non-fatal ground collision
5 pmbaty 1812
1000,0								// Danger level, percentage chance
1813
0,0									// Initial speed, looping speed
1814
 
1815
1,4003							// Sounds
1816
1									// Number of sequences for this action
1817
360,7							// Max bearing, sequence index
1818
9										// Number of sequences
10 pmbaty 1819
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 1820
collide								// Include this frame in collision calcs
1821
speed								// Frame rate type
1822
0.06,8								// Min frame rate, max frame rate,
1823
4									// Number of initial frames
1824
RO1SHK.PIX
1825
0,0,flipped
1826
RO1STL1.PIX
1827
0,0,flipped
1828
RO1SHK.PIX
1829
0,0,not flipped
1830
RO1TRN.PIX
1831
0,0,not flipped
1832
4									// Number of looping frames
1833
RO1RUNA1.PIX
1834
0,0,flipped
1835
RO1RUNA2.PIX
1836
0,0,flipped
1837
RO1RUNA3.PIX
1838
0,0,flipped
1839
RO1RUNA2.PIX
1840
0,0,flipped
10 pmbaty 1841
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 1842
collide								// Include this frame in collision calcs
1843
speed								// Frame rate type
1844
0.06,8								// Min frame rate, max frame rate,
1845
4									// Number of initial frames
1846
RO1SHK.PIX
1847
0,0,flipped
1848
RO1STL1.PIX
1849
0,0,flipped
1850
RO1SHK.PIX
1851
0,0,not flipped
1852
RO1TRN.PIX
1853
0,0,not flipped
1854
4									// Number of looping frames
1855
RO1RUNT1.PIX
1856
0,0,not flipped
1857
RO1RUNT2.PIX
1858
0,0,not flipped
1859
RO1RUNT3.PIX
1860
0,0,not flipped
1861
RO1RUNT2.PIX
1862
0,0,not flipped
10 pmbaty 1863
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 1864
collide								// Include this frame in collision calcs
1865
speed								// Frame rate type
1866
0.06,8								// Min frame rate, max frame rate,
1867
4									// Number of initial frames
1868
RO1SHK.PIX
1869
0,0,flipped
1870
RO1STL1.PIX
1871
0,0,flipped
1872
RO1SHK.PIX
1873
0,0,not flipped
1874
RO1TRN.PIX
1875
0,0,not flipped
1876
4									// Number of looping frames
1877
RO1RUNT1.PIX
1878
0,0,flipped
1879
RO1RUNT2.PIX
1880
0,0,flipped
1881
RO1RUNT3.PIX
1882
0,0,flipped
1883
RO1RUNT2.PIX
1884
0,0,flipped
1885
// Sequence #3 - turn frightened and run away to their left
1886
collide								// Include this frame in collision calcs
1887
speed								// Frame rate type
1888
0.06,8								// Min frame rate, max frame rate,
1889
4									// Number of initial frames
1890
RO1SHK.PIX
1891
0,0,flipped
1892
RO1STL1.PIX
1893
0,0,flipped
1894
RO1SHK.PIX
1895
0,0,not flipped
1896
RO1TRN.PIX
1897
0,0,not flipped
1898
4									// Number of looping frames
1899
RO1RUNA1.PIX
1900
0,0,not flipped
1901
RO1RUNA2.PIX
1902
0,0,not flipped
1903
RO1RUNA3.PIX
1904
0,0,not flipped
1905
RO1RUNA2.PIX
1906
0,0,not flipped
1907
///Sequence #4 - stationary, looking from side to side
1908
collide								// Include this frame in collision calcs
1909
variable							// Frame rate type
1910
1,6									// Min frame rate, max frame rate,
1911
 
1912
2									// Number of looping frames
1913
RO1STL1.PIX
1914
0,0,flipped
1915
RO1STL2.PIX
1916
0,0,flipped
10 pmbaty 1917
// Sequence #5 - fatal collision with car
5 pmbaty 1918
don't collide						// Exclude this frame in collision calcs
1919
variable								// Frame rate type
1920
12,12									// Min frame rate, max frame rate,
1921
4									// Number of initial frames
1922
RO1HIT1.PIX
1923
0,0,not flipped
1924
RO1HIT2.PIX
1925
0,0,not flipped
1926
RO1HIT3.PIX
1927
0,0,not flipped
1928
RO1HIT4.PIX
1929
0,0,not flipped
1930
2									// Number of looping frames
1931
RO1DED1.PIX
1932
0,0,not flipped
1933
RO1DED2.PIX
1934
0,0,not flipped
1935
// Sequence #6 - turning into giblets
1936
don't collide						// Exclude this frame in collision calcs
1937
fixed								// Frame rate type
1938
1									// Number of initial frames
1939
GCHUNKS1.PIX
1940
0,0,not flipped
1941
 
10 pmbaty 1942
// Sequence #7 - non-fatal collision with car
5 pmbaty 1943
collide								// Include this frame in collision calcs
1944
variable								// Frame rate type
1945
12,12									// Min frame rate, max frame rate,
1946
2									// Number of initial frames
1947
RO1HIT1.PIX
1948
0,0,not flipped
1949
RO1HIT2.PIX
1950
0,0,not flipped
1951
 
10 pmbaty 1952
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 1953
collide								// Include this frame in collision calcs
1954
variable							// Frame rate type
1955
1,6									// Min frame rate, max frame rate,
1956
 
1957
2									// Number of looping frames
1958
RO1BAK1.PIX
1959
0,0,not flipped
1960
RO1BAK2.PIX
1961
0,0,flipped
1962
NEXT PEDESTRIAN
10 pmbaty 1963
// **************** RO2 (FORMERLY CW0) **********************************************************************************
5 pmbaty 1964
9										// Reference number
1965
0.35									// Height
1966
250										// Points value
1967
15										// Hit points
1968
2,4031,4030								// Exploding noises
1969
4040									// Falling noise
1970
0.00002									// Acceleration
1971
1										// Image index
1972
IDENTITY.TAB
1973
RO2.PIX
1974
STDPED.MAT
1975
2										// Index of fatal car-impact action
1976
4										// Index of non-fatal car-impact action
1977
1										// Index of after-non-fatal-impact action
1978
5										// Index of fatal falling action
1979
6										// Index of non-fatal falling action
1980
3										// Index of giblets action
1981
7										// Number of actions
1982
// Action #0 - stand there, looking nervous
1983
0,100								// Danger level, percentage chance
1984
0,0									// Initial speed, looping speed
1985
20.0									// Reaction time for this action
1986
 
1987
3									// Number of sequences for this action
1988
90,8							// Max bearing, sequence index
1989
270,4							// Max bearing, sequence index
1990
360,8							// Max bearing, sequence index
10 pmbaty 1991
// Action #1 - turn frightened and run like fuck
5 pmbaty 1992
1,100								// Danger level, percentage chance
1993
0,0.0008							// Initial speed, looping speed
1994
0.05								// Reaction time for this action
1995
1,4003							// Sounds
1996
4									// Number of sequences for this action
1997
90,0							// Max bearing, sequence index
1998
180,1							// Max bearing, sequence index
1999
270,2							// Max bearing, sequence index
2000
360,3							// Max bearing, sequence index
10 pmbaty 2001
// Action #2 - fatal car collision
5 pmbaty 2002
1000,0								// Danger level, percentage chance
2003
0,0									// Initial speed, looping speed
2004
 
2005
1,4013							// Sounds
2006
1									// Number of sequences for this action
2007
360,5							// Max bearing, sequence index
10 pmbaty 2008
// Action #3 - turning into giblets
5 pmbaty 2009
1000,0								// Danger level, percentage chance
2010
0,0									// Initial speed, looping speed
2011
 
2012
 
2013
1									// Number of sequences for this action
2014
360,6							// Max bearing, sequence index
2015
///Action #4 - non-fatal car collision
2016
1000,0								// Danger level, percentage chance
2017
0,0									// Initial speed, looping speed
2018
 
2019
1,4003							// Sounds
2020
1									// Number of sequences for this action
2021
360,7							// Max bearing, sequence index
2022
// Action #5 - fatal ground collision
2023
1000,0								// Danger level, percentage chance
2024
0,0									// Initial speed, looping speed
2025
 
2026
1,4013							// Sounds
2027
1									// Number of sequences for this action
2028
360,5							// Max bearing, sequence index
10 pmbaty 2029
// Action #6 - non-fatal ground collision
5 pmbaty 2030
1000,0								// Danger level, percentage chance
2031
0,0									// Initial speed, looping speed
2032
 
2033
1,4003							// Sounds
2034
1									// Number of sequences for this action
2035
360,7							// Max bearing, sequence index
2036
9										// Number of sequences
10 pmbaty 2037
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 2038
collide								// Include this frame in collision calcs
2039
speed								// Frame rate type
2040
0.06,8								// Min frame rate, max frame rate,
2041
4									// Number of initial frames
2042
RO2SHK.PIX
2043
0,0,flipped
2044
RO2STL1.PIX
2045
0,0,flipped
2046
RO2SHK.PIX
2047
0,0,not flipped
2048
RO2TRN.PIX
2049
0,0,not flipped
2050
4									// Number of looping frames
2051
RO2RUNA1.PIX
2052
0,0,flipped
2053
RO2RUNA2.PIX
2054
0,0,flipped
2055
RO2RUNA3.PIX
2056
0,0,flipped
2057
RO2RUNA2.PIX
2058
0,0,flipped
10 pmbaty 2059
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 2060
collide								// Include this frame in collision calcs
2061
speed								// Frame rate type
2062
0.06,8								// Min frame rate, max frame rate,
2063
4									// Number of initial frames
2064
RO2SHK.PIX
2065
0,0,flipped
2066
RO2STL1.PIX
2067
0,0,flipped
2068
RO2SHK.PIX
2069
0,0,not flipped
2070
RO2TRN.PIX
2071
0,0,not flipped
2072
4									// Number of looping frames
2073
RO2RUNT1.PIX
2074
0,0,not flipped
2075
RO2RUNT2.PIX
2076
0,0,not flipped
2077
RO2RUNT3.PIX
2078
0,0,not flipped
2079
RO2RUNT2.PIX
2080
0,0,not flipped
10 pmbaty 2081
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 2082
collide								// Include this frame in collision calcs
2083
speed								// Frame rate type
2084
0.06,8								// Min frame rate, max frame rate,
2085
4									// Number of initial frames
2086
RO2SHK.PIX
2087
0,0,flipped
2088
RO2STL1.PIX
2089
0,0,flipped
2090
RO2SHK.PIX
2091
0,0,not flipped
2092
RO2TRN.PIX
2093
0,0,not flipped
2094
4									// Number of looping frames
2095
RO2RUNT1.PIX
2096
0,0,flipped
2097
RO2RUNT2.PIX
2098
0,0,flipped
2099
RO2RUNT3.PIX
2100
0,0,flipped
2101
RO2RUNT2.PIX
2102
0,0,flipped
2103
// Sequence #3 - turn frightened and run away to their left
2104
collide								// Include this frame in collision calcs
2105
speed								// Frame rate type
2106
0.06,8								// Min frame rate, max frame rate,
2107
4									// Number of initial frames
2108
RO2SHK.PIX
2109
0,0,flipped
2110
RO2STL1.PIX
2111
0,0,flipped
2112
RO2SHK.PIX
2113
0,0,not flipped
2114
RO2TRN.PIX
2115
0,0,not flipped
2116
4									// Number of looping frames
2117
RO2RUNA1.PIX
2118
0,0,not flipped
2119
RO2RUNA2.PIX
2120
0,0,not flipped
2121
RO2RUNA3.PIX
2122
0,0,not flipped
2123
RO2RUNA2.PIX
2124
0,0,not flipped
2125
///Sequence #4 - stationary, looking from side to side
2126
collide								// Include this frame in collision calcs
2127
variable							// Frame rate type
2128
1,6									// Min frame rate, max frame rate,
2129
 
2130
2									// Number of looping frames
2131
RO2STL1.PIX
2132
0,0,flipped
2133
RO2STL2.PIX
2134
0,0,flipped
10 pmbaty 2135
// Sequence #5 - fatal collision with car
5 pmbaty 2136
don't collide						// Exclude this frame in collision calcs
2137
variable								// Frame rate type
2138
12,12									// Min frame rate, max frame rate,
2139
4									// Number of initial frames
2140
RO2HIT1.PIX
2141
0,0,not flipped
2142
RO2HIT2.PIX
2143
0,0,not flipped
2144
RO2HIT3.PIX
2145
0,0,not flipped
2146
RO2HIT4.PIX
2147
0,0,not flipped
2148
2									// Number of looping frames
2149
R02DED1.PIX
2150
0,0,not flipped
2151
RO2DED2.PIX
2152
0,0,not flipped
2153
// Sequence #6 - turning into giblets
2154
don't collide						// Exclude this frame in collision calcs
2155
fixed								// Frame rate type
2156
1									// Number of initial frames
2157
GCHUNKS1.PIX
2158
0,0,not flipped
2159
 
10 pmbaty 2160
// Sequence #7 - non-fatal collision with car
5 pmbaty 2161
collide								// Include this frame in collision calcs
2162
variable								// Frame rate type
2163
12,12									// Min frame rate, max frame rate,
2164
2									// Number of initial frames
2165
RO2HIT1.PIX
2166
0,0,not flipped
2167
RO2HIT2.PIX
2168
0,0,not flipped
2169
 
10 pmbaty 2170
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 2171
collide								// Include this frame in collision calcs
2172
variable							// Frame rate type
2173
1,6									// Min frame rate, max frame rate,
2174
 
2175
2									// Number of looping frames
2176
RO2BAK1.PIX
2177
0,0,not flipped
2178
RO2BAK2.PIX
2179
0,0,flipped
2180
NEXT PEDESTRIAN
10 pmbaty 2181
// **************** RO3(FORMERLY CW1) **********************************************************************************
5 pmbaty 2182
10										// Reference number
2183
0.35									// Height
2184
250										// Points value
2185
15										// Hit points
2186
2,4031,4030								// Exploding noises
2187
4040									// Falling noise
2188
0.00002									// Acceleration
2189
1										// Image index
2190
IDENTITY.TAB
2191
RO3.PIX
2192
STDPED.MAT
2193
2										// Index of fatal car-impact action
2194
4										// Index of non-fatal car-impact action
2195
1										// Index of after-non-fatal-impact action
2196
5										// Index of fatal falling action
2197
6										// Index of non-fatal falling action
2198
3										// Index of giblets action
2199
7										// Number of actions
2200
// Action #0 - stand there, looking nervous
2201
0,100								// Danger level, percentage chance
2202
0,0									// Initial speed, looping speed
2203
20.0									// Reaction time for this action
2204
 
2205
3									// Number of sequences for this action
2206
90,8							// Max bearing, sequence index
2207
270,4							// Max bearing, sequence index
2208
360,8							// Max bearing, sequence index
10 pmbaty 2209
// Action #1 - turn frightened and run like fuck
5 pmbaty 2210
1,100								// Danger level, percentage chance
2211
0,0.0008							// Initial speed, looping speed
2212
0.05								// Reaction time for this action
2213
1,4003							// Sounds
2214
4									// Number of sequences for this action
2215
90,0							// Max bearing, sequence index
2216
180,1							// Max bearing, sequence index
2217
270,2							// Max bearing, sequence index
2218
360,3							// Max bearing, sequence index
10 pmbaty 2219
// Action #2 - fatal car collision
5 pmbaty 2220
1000,0								// Danger level, percentage chance
2221
0,0									// Initial speed, looping speed
2222
 
2223
1,4013							// Sounds
2224
1									// Number of sequences for this action
2225
360,5							// Max bearing, sequence index
10 pmbaty 2226
// Action #3 - turning into giblets
5 pmbaty 2227
1000,0								// Danger level, percentage chance
2228
0,0									// Initial speed, looping speed
2229
 
2230
 
2231
1									// Number of sequences for this action
2232
360,6							// Max bearing, sequence index
2233
///Action #4 - non-fatal car collision
2234
1000,0								// Danger level, percentage chance
2235
0,0									// Initial speed, looping speed
2236
 
2237
1,4003							// Sounds
2238
1									// Number of sequences for this action
2239
360,7							// Max bearing, sequence index
2240
// Action #5 - fatal ground collision
2241
1000,0								// Danger level, percentage chance
2242
0,0									// Initial speed, looping speed
2243
 
2244
1,4013							// Sounds
2245
1									// Number of sequences for this action
2246
360,5							// Max bearing, sequence index
10 pmbaty 2247
// Action #6 - non-fatal ground collision
5 pmbaty 2248
1000,0								// Danger level, percentage chance
2249
0,0									// Initial speed, looping speed
2250
 
2251
1,4003							// Sounds
2252
1									// Number of sequences for this action
2253
360,7							// Max bearing, sequence index
2254
9										// Number of sequences
10 pmbaty 2255
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 2256
collide								// Include this frame in collision calcs
2257
speed								// Frame rate type
2258
0.06,8								// Min frame rate, max frame rate,
2259
4									// Number of initial frames
2260
RO3SHK.PIX
2261
0,0,flipped
2262
RO3STL1.PIX
2263
0,0,flipped
2264
RO3SHK.PIX
2265
0,0,not flipped
2266
RO3TRN.PIX
2267
0,0,not flipped
2268
4									// Number of looping frames
2269
RO3RUNA1.PIX
2270
0,0,flipped
2271
RO3RUNA2.PIX
2272
0,0,flipped
2273
RO3RUNA3.PIX
2274
0,0,flipped
2275
RO3RUNA2.PIX
2276
0,0,flipped
10 pmbaty 2277
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 2278
collide								// Include this frame in collision calcs
2279
speed								// Frame rate type
2280
0.06,8								// Min frame rate, max frame rate,
2281
4									// Number of initial frames
2282
RO3SHK.PIX
2283
0,0,flipped
2284
RO3STL1.PIX
2285
0,0,flipped
2286
RO3SHK.PIX
2287
0,0,not flipped
2288
RO3TRN.PIX
2289
0,0,not flipped
2290
4									// Number of looping frames
2291
RO3RUNT1.PIX
2292
0,0,not flipped
2293
RO3RUNT2.PIX
2294
0,0,not flipped
2295
RO3RUNT3.PIX
2296
0,0,not flipped
2297
RO3RUNT2.PIX
2298
0,0,not flipped
10 pmbaty 2299
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 2300
collide								// Include this frame in collision calcs
2301
speed								// Frame rate type
2302
0.06,8								// Min frame rate, max frame rate,
2303
4									// Number of initial frames
2304
RO3SHK.PIX
2305
0,0,flipped
2306
RO3STL1.PIX
2307
0,0,flipped
2308
RO3SHK.PIX
2309
0,0,not flipped
2310
RO3TRN.PIX
2311
0,0,not flipped
2312
4									// Number of looping frames
2313
RO3RUNT1.PIX
2314
0,0,flipped
2315
RO3RUNT2.PIX
2316
0,0,flipped
2317
RO3RUNT3.PIX
2318
0,0,flipped
2319
RO3RUNT2.PIX
2320
0,0,flipped
2321
// Sequence #3 - turn frightened and run away to their left
2322
collide								// Include this frame in collision calcs
2323
speed								// Frame rate type
2324
0.06,8								// Min frame rate, max frame rate,
2325
4									// Number of initial frames
2326
RO3SHK.PIX
2327
0,0,flipped
2328
RO3STL1.PIX
2329
0,0,flipped
2330
RO3SHK.PIX
2331
0,0,not flipped
2332
RO3TRN.PIX
2333
0,0,not flipped
2334
4									// Number of looping frames
2335
RO3RUNA1.PIX
2336
0,0,not flipped
2337
RO3RUNA2.PIX
2338
0,0,not flipped
2339
RO3RUNA3.PIX
2340
0,0,not flipped
2341
RO3RUNA2.PIX
2342
0,0,not flipped
2343
///Sequence #4 - stationary, looking from side to side
2344
collide								// Include this frame in collision calcs
2345
variable							// Frame rate type
2346
1,6									// Min frame rate, max frame rate,
2347
 
2348
2									// Number of looping frames
2349
RO3STL1.PIX
2350
0,0,flipped
2351
RO3STL2.PIX
2352
0,0,flipped
10 pmbaty 2353
// Sequence #5 - fatal collision with car
5 pmbaty 2354
don't collide						// Exclude this frame in collision calcs
2355
variable								// Frame rate type
2356
12,12									// Min frame rate, max frame rate,
2357
4									// Number of initial frames
2358
RO3HIT1.PIX
2359
0,0,not flipped
2360
RO3HIT2.PIX
2361
0,0,not flipped
2362
RO3HIT3.PIX
2363
0,0,not flipped
2364
RO3HIT4.PIX
2365
0,0,not flipped
2366
2									// Number of looping frames
2367
R03DED1.PIX
2368
0,0,not flipped
2369
RO3DED2.PIX
2370
0,0,not flipped
2371
// Sequence #6 - turning into giblets
2372
don't collide						// Exclude this frame in collision calcs
2373
fixed								// Frame rate type
2374
1									// Number of initial frames
2375
GCHUNKS1.PIX
2376
0,0,not flipped
2377
 
10 pmbaty 2378
// Sequence #7 - non-fatal collision with car
5 pmbaty 2379
collide								// Include this frame in collision calcs
2380
variable								// Frame rate type
2381
12,12									// Min frame rate, max frame rate,
2382
2									// Number of initial frames
2383
RO3HIT1.PIX
2384
0,0,not flipped
2385
RO3HIT2.PIX
2386
0,0,not flipped
2387
 
10 pmbaty 2388
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 2389
collide								// Include this frame in collision calcs
2390
variable							// Frame rate type
2391
1,6									// Min frame rate, max frame rate,
2392
 
2393
2									// Number of looping frames
2394
RO3BAK1.PIX
2395
0,0,not flipped
2396
RO3BAK2.PIX
2397
0,0,flipped
2398
NEXT PEDESTRIAN
10 pmbaty 2399
// **************** RO4 (FORMERLY CW3) **********************************************************************************
5 pmbaty 2400
11										// Reference number
2401
0.35									// Height
2402
250										// Points value
2403
15										// Hit points
2404
2,4031,4030								// Exploding noises
2405
4040									// Falling noise
2406
0.00002									// Acceleration
2407
1										// Image index
2408
IDENTITY.TAB
2409
RO4.PIX
2410
STDPED.MAT
2411
2										// Index of fatal car-impact action
2412
4										// Index of non-fatal car-impact action
2413
1										// Index of after-non-fatal-impact action
2414
5										// Index of fatal falling action
2415
6										// Index of non-fatal falling action
2416
3										// Index of giblets action
2417
7										// Number of actions
2418
// Action #0 - stand there, looking nervous
2419
0,100								// Danger level, percentage chance
2420
0,0									// Initial speed, looping speed
2421
20.0									// Reaction time for this action
2422
 
2423
3									// Number of sequences for this action
2424
90,8							// Max bearing, sequence index
2425
270,4							// Max bearing, sequence index
2426
360,8							// Max bearing, sequence index
10 pmbaty 2427
// Action #1 - turn frightened and run like fuck
5 pmbaty 2428
1,100								// Danger level, percentage chance
2429
0,0.0008							// Initial speed, looping speed
2430
0.05								// Reaction time for this action
2431
1,4003							// Sounds
2432
4									// Number of sequences for this action
2433
90,0							// Max bearing, sequence index
2434
180,1							// Max bearing, sequence index
2435
270,2							// Max bearing, sequence index
2436
360,3							// Max bearing, sequence index
10 pmbaty 2437
// Action #2 - fatal car collision
5 pmbaty 2438
1000,0								// Danger level, percentage chance
2439
0,0									// Initial speed, looping speed
2440
 
2441
1,4013							// Sounds
2442
1									// Number of sequences for this action
2443
360,5							// Max bearing, sequence index
10 pmbaty 2444
// Action #3 - turning into giblets
5 pmbaty 2445
1000,0								// Danger level, percentage chance
2446
0,0									// Initial speed, looping speed
2447
 
2448
 
2449
1									// Number of sequences for this action
2450
360,6							// Max bearing, sequence index
2451
///Action #4 - non-fatal car collision
2452
1000,0								// Danger level, percentage chance
2453
0,0									// Initial speed, looping speed
2454
 
2455
1,4003							// Sounds
2456
1									// Number of sequences for this action
2457
360,7							// Max bearing, sequence index
2458
// Action #5 - fatal ground collision
2459
1000,0								// Danger level, percentage chance
2460
0,0									// Initial speed, looping speed
2461
 
2462
1,4013							// Sounds
2463
1									// Number of sequences for this action
2464
360,5							// Max bearing, sequence index
10 pmbaty 2465
// Action #6 - non-fatal ground collision
5 pmbaty 2466
1000,0								// Danger level, percentage chance
2467
0,0									// Initial speed, looping speed
2468
 
2469
1,4003							// Sounds
2470
1									// Number of sequences for this action
2471
360,7							// Max bearing, sequence index
2472
9										// Number of sequences
10 pmbaty 2473
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 2474
collide								// Include this frame in collision calcs
2475
speed								// Frame rate type
2476
0.06,8								// Min frame rate, max frame rate,
2477
4									// Number of initial frames
2478
RO4SHK.PIX
2479
0,0,flipped
2480
RO4STL1.PIX
2481
0,0,flipped
2482
RO4SHK.PIX
2483
0,0,not flipped
2484
RO4TRN.PIX
2485
0,0,not flipped
2486
4									// Number of looping frames
2487
RO4RUNA1.PIX
2488
0,0,flipped
2489
RO4RUNA2.PIX
2490
0,0,flipped
2491
RO4RUNA3.PIX
2492
0,0,flipped
2493
RO4RUNA2.PIX
2494
0,0,flipped
10 pmbaty 2495
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 2496
collide								// Include this frame in collision calcs
2497
speed								// Frame rate type
2498
0.06,8								// Min frame rate, max frame rate,
2499
4									// Number of initial frames
2500
RO4SHK.PIX
2501
0,0,flipped
2502
RO4STL1.PIX
2503
0,0,flipped
2504
RO4SHK.PIX
2505
0,0,not flipped
2506
RO4TRN.PIX
2507
0,0,not flipped
2508
4									// Number of looping frames
2509
RO4RUNT1.PIX
2510
0,0,not flipped
2511
RO4RUNT2.PIX
2512
0,0,not flipped
2513
RO4RUNT3.PIX
2514
0,0,not flipped
2515
RO4RUNT2.PIX
2516
0,0,not flipped
10 pmbaty 2517
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 2518
collide								// Include this frame in collision calcs
2519
speed								// Frame rate type
2520
0.06,8								// Min frame rate, max frame rate,
2521
4									// Number of initial frames
2522
RO4SHK.PIX
2523
0,0,flipped
2524
RO4STL1.PIX
2525
0,0,flipped
2526
RO4SHK.PIX
2527
0,0,not flipped
2528
RO4TRN.PIX
2529
0,0,not flipped
2530
4									// Number of looping frames
2531
RO4RUNT1.PIX
2532
0,0,flipped
2533
RO4RUNT2.PIX
2534
0,0,flipped
2535
RO4RUNT3.PIX
2536
0,0,flipped
2537
RO4RUNT2.PIX
2538
0,0,flipped
2539
// Sequence #3 - turn frightened and run away to their left
2540
collide								// Include this frame in collision calcs
2541
speed								// Frame rate type
2542
0.06,8								// Min frame rate, max frame rate,
2543
4									// Number of initial frames
2544
RO4SHK.PIX
2545
0,0,flipped
2546
RO4STL1.PIX
2547
0,0,flipped
2548
RO4SHK.PIX
2549
0,0,not flipped
2550
RO4TRN.PIX
2551
0,0,not flipped
2552
4									// Number of looping frames
2553
RO4RUNA1.PIX
2554
0,0,not flipped
2555
RO4RUNA2.PIX
2556
0,0,not flipped
2557
RO4RUNA3.PIX
2558
0,0,not flipped
2559
RO4RUNA2.PIX
2560
0,0,not flipped
2561
///Sequence #4 - stationary, looking from side to side
2562
collide								// Include this frame in collision calcs
2563
variable							// Frame rate type
2564
1,6									// Min frame rate, max frame rate,
2565
 
2566
2									// Number of looping frames
2567
RO4STL1.PIX
2568
0,0,flipped
2569
RO4STL2.PIX
2570
0,0,flipped
10 pmbaty 2571
// Sequence #5 - fatal collision with car
5 pmbaty 2572
don't collide						// Exclude this frame in collision calcs
2573
variable								// Frame rate type
2574
12,12									// Min frame rate, max frame rate,
2575
4									// Number of initial frames
2576
RO4HIT1.PIX
2577
0,0,not flipped
2578
RO4HIT2.PIX
2579
0,0,not flipped
2580
RO4HIT3.PIX
2581
0,0,not flipped
2582
RO4HIT4.PIX
2583
0,0,not flipped
2584
2									// Number of looping frames
2585
R04DED1.PIX
2586
0,0,not flipped
2587
RO4DED2.PIX
2588
0,0,not flipped
2589
// Sequence #6 - turning into giblets
2590
don't collide						// Exclude this frame in collision calcs
2591
fixed								// Frame rate type
2592
1									// Number of initial frames
2593
GCHUNKS1.PIX
2594
0,0,not flipped
2595
 
10 pmbaty 2596
// Sequence #7 - non-fatal collision with car
5 pmbaty 2597
collide								// Include this frame in collision calcs
2598
variable								// Frame rate type
2599
12,12									// Min frame rate, max frame rate,
2600
2									// Number of initial frames
2601
RO4HIT1.PIX
2602
0,0,not flipped
2603
RO4HIT2.PIX
2604
0,0,not flipped
2605
 
10 pmbaty 2606
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 2607
collide								// Include this frame in collision calcs
2608
variable							// Frame rate type
2609
1,6									// Min frame rate, max frame rate,
2610
 
2611
2									// Number of looping frames
2612
RO4BAK1.PIX
2613
0,0,not flipped
2614
RO4BAK2.PIX
2615
0,0,flipped
2616
NEXT PEDESTRIAN
10 pmbaty 2617
// **************** RO5 (FORMERLY ???) **********************************************************************************
5 pmbaty 2618
99										// Reference number
2619
0.35									// Height
2620
250										// Points value
2621
15										// Hit points
2622
2,4031,4030								// Exploding noises
2623
4040									// Falling noise
2624
0.00002									// Acceleration
2625
1										// Image index
2626
IDENTITY.TAB
2627
RO5.PIX
2628
STDPED.MAT
2629
2										// Index of fatal car-impact action
2630
4										// Index of non-fatal car-impact action
2631
1										// Index of after-non-fatal-impact action
2632
5										// Index of fatal falling action
2633
6										// Index of non-fatal falling action
2634
3										// Index of giblets action
2635
7										// Number of actions
2636
// Action #0 - stand there, looking nervous
2637
0,100								// Danger level, percentage chance
2638
0,0									// Initial speed, looping speed
2639
20.0									// Reaction time for this action
2640
 
2641
3									// Number of sequences for this action
2642
90,8							// Max bearing, sequence index
2643
270,4							// Max bearing, sequence index
2644
360,8							// Max bearing, sequence index
10 pmbaty 2645
// Action #1 - turn frightened and run like fuck
5 pmbaty 2646
1,100								// Danger level, percentage chance
2647
0,0.0008							// Initial speed, looping speed
2648
0.05								// Reaction time for this action
2649
1,4003							// Sounds
2650
4									// Number of sequences for this action
2651
90,0							// Max bearing, sequence index
2652
180,1							// Max bearing, sequence index
2653
270,2							// Max bearing, sequence index
2654
360,3							// Max bearing, sequence index
10 pmbaty 2655
// Action #2 - fatal car collision
5 pmbaty 2656
1000,0								// Danger level, percentage chance
2657
0,0									// Initial speed, looping speed
2658
 
2659
1,4013							// Sounds
2660
1									// Number of sequences for this action
2661
360,5							// Max bearing, sequence index
10 pmbaty 2662
// Action #3 - turning into giblets
5 pmbaty 2663
1000,0								// Danger level, percentage chance
2664
0,0									// Initial speed, looping speed
2665
 
2666
 
2667
1									// Number of sequences for this action
2668
360,6							// Max bearing, sequence index
2669
///Action #4 - non-fatal car collision
2670
1000,0								// Danger level, percentage chance
2671
0,0									// Initial speed, looping speed
2672
 
2673
1,4003							// Sounds
2674
1									// Number of sequences for this action
2675
360,7							// Max bearing, sequence index
2676
// Action #5 - fatal ground collision
2677
1000,0								// Danger level, percentage chance
2678
0,0									// Initial speed, looping speed
2679
 
2680
1,4013							// Sounds
2681
1									// Number of sequences for this action
2682
360,5							// Max bearing, sequence index
10 pmbaty 2683
// Action #6 - non-fatal ground collision
5 pmbaty 2684
1000,0								// Danger level, percentage chance
2685
0,0									// Initial speed, looping speed
2686
 
2687
1,4003							// Sounds
2688
1									// Number of sequences for this action
2689
360,7							// Max bearing, sequence index
2690
9										// Number of sequences
10 pmbaty 2691
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 2692
collide								// Include this frame in collision calcs
2693
speed								// Frame rate type
2694
0.06,8								// Min frame rate, max frame rate,
2695
4									// Number of initial frames
2696
RO5SHK.PIX
2697
0,0,flipped
2698
RO5STL1.PIX
2699
0,0,flipped
2700
RO5SHK.PIX
2701
0,0,not flipped
2702
RO5TRN.PIX
2703
0,0,not flipped
2704
4									// Number of looping frames
2705
RO5RUNA1.PIX
2706
0,0,flipped
2707
RO5RUNA2.PIX
2708
0,0,flipped
2709
RO5RUNA3.PIX
2710
0,0,flipped
2711
RO5RUNA2.PIX
2712
0,0,flipped
10 pmbaty 2713
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 2714
collide								// Include this frame in collision calcs
2715
speed								// Frame rate type
2716
0.06,8								// Min frame rate, max frame rate,
2717
4									// Number of initial frames
2718
RO5SHK.PIX
2719
0,0,flipped
2720
RO5STL1.PIX
2721
0,0,flipped
2722
RO5SHK.PIX
2723
0,0,not flipped
2724
RO5TRN.PIX
2725
0,0,not flipped
2726
4									// Number of looping frames
2727
RO5RUNT1.PIX
2728
0,0,not flipped
2729
RO5RUNT2.PIX
2730
0,0,not flipped
2731
RO5RUNT3.PIX
2732
0,0,not flipped
2733
RO5RUNT2.PIX
2734
0,0,not flipped
10 pmbaty 2735
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 2736
collide								// Include this frame in collision calcs
2737
speed								// Frame rate type
2738
0.06,8								// Min frame rate, max frame rate,
2739
4									// Number of initial frames
2740
RO5SHK.PIX
2741
0,0,flipped
2742
RO5STL1.PIX
2743
0,0,flipped
2744
RO5SHK.PIX
2745
0,0,not flipped
2746
RO5TRN.PIX
2747
0,0,not flipped
2748
4									// Number of looping frames
2749
RO5RUNT1.PIX
2750
0,0,flipped
2751
RO5RUNT2.PIX
2752
0,0,flipped
2753
RO5RUNT3.PIX
2754
0,0,flipped
2755
RO5RUNT2.PIX
2756
0,0,flipped
2757
// Sequence #3 - turn frightened and run away to their left
2758
collide								// Include this frame in collision calcs
2759
speed								// Frame rate type
2760
0.06,8								// Min frame rate, max frame rate,
2761
4									// Number of initial frames
2762
RO5SHK.PIX
2763
0,0,flipped
2764
RO5STL1.PIX
2765
0,0,flipped
2766
RO5SHK.PIX
2767
0,0,not flipped
2768
RO5TRN.PIX
2769
0,0,not flipped
2770
4									// Number of looping frames
2771
RO5RUNA1.PIX
2772
0,0,not flipped
2773
RO5RUNA2.PIX
2774
0,0,not flipped
2775
RO5RUNA3.PIX
2776
0,0,not flipped
2777
RO5RUNA2.PIX
2778
0,0,not flipped
2779
///Sequence #4 - stationary, looking from side to side
2780
collide								// Include this frame in collision calcs
2781
variable							// Frame rate type
2782
1,6									// Min frame rate, max frame rate,
2783
 
2784
2									// Number of looping frames
2785
RO5STL1.PIX
2786
0,0,flipped
2787
RO5STL2.PIX
2788
0,0,flipped
10 pmbaty 2789
// Sequence #5 - fatal collision with car
5 pmbaty 2790
don't collide						// Exclude this frame in collision calcs
2791
variable								// Frame rate type
2792
12,12									// Min frame rate, max frame rate,
2793
4									// Number of initial frames
2794
RO5HIT1.PIX
2795
0,0,not flipped
2796
RO5HIT2.PIX
2797
0,0,not flipped
2798
RO5HIT3.PIX
2799
0,0,not flipped
2800
RO5HIT4.PIX
2801
0,0,not flipped
2802
2									// Number of looping frames
2803
R05DED1.PIX
2804
0,0,not flipped
2805
RO5DED2.PIX
2806
0,0,not flipped
2807
// Sequence #6 - turning into giblets
2808
don't collide						// Exclude this frame in collision calcs
2809
fixed								// Frame rate type
2810
1									// Number of initial frames
2811
GCHUNKS1.PIX
2812
0,0,not flipped
2813
 
10 pmbaty 2814
// Sequence #7 - non-fatal collision with car
5 pmbaty 2815
collide								// Include this frame in collision calcs
2816
variable								// Frame rate type
2817
12,12									// Min frame rate, max frame rate,
2818
2									// Number of initial frames
2819
RO5HIT1.PIX
2820
0,0,not flipped
2821
RO5HIT2.PIX
2822
0,0,not flipped
2823
 
10 pmbaty 2824
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 2825
collide								// Include this frame in collision calcs
2826
variable							// Frame rate type
2827
1,6									// Min frame rate, max frame rate,
2828
 
2829
2									// Number of looping frames
2830
RO5BAK1.PIX
2831
0,0,not flipped
2832
RO5BAK2.PIX
2833
0,0,flipped
2834
NEXT PEDESTRIAN
10 pmbaty 2835
// **************** RO6 (FORMERLY SKN) **********************************************************************************
5 pmbaty 2836
20										// Reference number
2837
0.35									// Height
2838
250										// Points value
2839
15										// Hit points
2840
2,4031,4030								// Exploding noises
2841
4040									// Falling noise
2842
0.00002									// Acceleration
2843
1										// Image index
2844
IDENTITY.TAB
2845
RO6.PIX
2846
STDPED.MAT
2847
2										// Index of fatal car-impact action
2848
4										// Index of non-fatal car-impact action
2849
1										// Index of after-non-fatal-impact action
2850
5										// Index of fatal falling action
2851
6										// Index of non-fatal falling action
2852
3										// Index of giblets action
2853
7										// Number of actions
2854
// Action #0 - stand there, looking nervous
2855
0,100								// Danger level, percentage chance
2856
0,0									// Initial speed, looping speed
2857
20.0									// Reaction time for this action
2858
 
2859
3									// Number of sequences for this action
2860
90,8							// Max bearing, sequence index
2861
270,4							// Max bearing, sequence index
2862
360,8							// Max bearing, sequence index
10 pmbaty 2863
// Action #1 - turn frightened and run like fuck
5 pmbaty 2864
1,100								// Danger level, percentage chance
2865
0,0.0008							// Initial speed, looping speed
2866
0.05								// Reaction time for this action
2867
1,4003							// Sounds
2868
4									// Number of sequences for this action
2869
90,0							// Max bearing, sequence index
2870
180,1							// Max bearing, sequence index
2871
270,2							// Max bearing, sequence index
2872
360,3							// Max bearing, sequence index
10 pmbaty 2873
// Action #2 - fatal car collision
5 pmbaty 2874
1000,0								// Danger level, percentage chance
2875
0,0									// Initial speed, looping speed
2876
 
2877
1,4013							// Sounds
2878
1									// Number of sequences for this action
2879
360,5							// Max bearing, sequence index
10 pmbaty 2880
// Action #3 - turning into giblets
5 pmbaty 2881
1000,0								// Danger level, percentage chance
2882
0,0									// Initial speed, looping speed
2883
 
2884
 
2885
1									// Number of sequences for this action
2886
360,6							// Max bearing, sequence index
2887
///Action #4 - non-fatal car collision
2888
1000,0								// Danger level, percentage chance
2889
0,0									// Initial speed, looping speed
2890
 
2891
1,4003							// Sounds
2892
1									// Number of sequences for this action
2893
360,7							// Max bearing, sequence index
2894
// Action #5 - fatal ground collision
2895
1000,0								// Danger level, percentage chance
2896
0,0									// Initial speed, looping speed
2897
 
2898
1,4013							// Sounds
2899
1									// Number of sequences for this action
2900
360,5							// Max bearing, sequence index
10 pmbaty 2901
// Action #6 - non-fatal ground collision
5 pmbaty 2902
1000,0								// Danger level, percentage chance
2903
0,0									// Initial speed, looping speed
2904
 
2905
1,4003							// Sounds
2906
1									// Number of sequences for this action
2907
360,7							// Max bearing, sequence index
2908
9										// Number of sequences
10 pmbaty 2909
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 2910
collide								// Include this frame in collision calcs
2911
speed								// Frame rate type
2912
0.06,8								// Min frame rate, max frame rate,
2913
4									// Number of initial frames
2914
RO6SHK.PIX
2915
0,0,flipped
2916
RO6STL1.PIX
2917
0,0,flipped
2918
RO6SHK.PIX
2919
0,0,not flipped
2920
RO6TRN.PIX
2921
0,0,not flipped
2922
4									// Number of looping frames
2923
RO6RUNA1.PIX
2924
0,0,flipped
2925
RO6RUNA2.PIX
2926
0,0,flipped
2927
RO6RUNA3.PIX
2928
0,0,flipped
2929
RO6RUNA2.PIX
2930
0,0,flipped
10 pmbaty 2931
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 2932
collide								// Include this frame in collision calcs
2933
speed								// Frame rate type
2934
0.06,8								// Min frame rate, max frame rate,
2935
4									// Number of initial frames
2936
RO6SHK.PIX
2937
0,0,flipped
2938
RO6STL1.PIX
2939
0,0,flipped
2940
RO6SHK.PIX
2941
0,0,not flipped
2942
RO6TRN.PIX
2943
0,0,not flipped
2944
4									// Number of looping frames
2945
RO6RUNT1.PIX
2946
0,0,not flipped
2947
RO6RUNT2.PIX
2948
0,0,not flipped
2949
RO6RUNT3.PIX
2950
0,0,not flipped
2951
RO6RUNT2.PIX
2952
0,0,not flipped
10 pmbaty 2953
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 2954
collide								// Include this frame in collision calcs
2955
speed								// Frame rate type
2956
0.06,8								// Min frame rate, max frame rate,
2957
4									// Number of initial frames
2958
RO6SHK.PIX
2959
0,0,flipped
2960
RO6STL1.PIX
2961
0,0,flipped
2962
RO6SHK.PIX
2963
0,0,not flipped
2964
RO6TRN.PIX
2965
0,0,not flipped
2966
4									// Number of looping frames
2967
RO6RUNT1.PIX
2968
0,0,flipped
2969
RO6RUNT2.PIX
2970
0,0,flipped
2971
RO6RUNT3.PIX
2972
0,0,flipped
2973
RO6RUNT2.PIX
2974
0,0,flipped
2975
// Sequence #3 - turn frightened and run away to their left
2976
collide								// Include this frame in collision calcs
2977
speed								// Frame rate type
2978
0.06,8								// Min frame rate, max frame rate,
2979
4									// Number of initial frames
2980
RO6SHK.PIX
2981
0,0,flipped
2982
RO6STL1.PIX
2983
0,0,flipped
2984
RO6SHK.PIX
2985
0,0,not flipped
2986
RO6TRN.PIX
2987
0,0,not flipped
2988
4									// Number of looping frames
2989
RO6RUNA1.PIX
2990
0,0,not flipped
2991
RO6RUNA2.PIX
2992
0,0,not flipped
2993
RO6RUNA3.PIX
2994
0,0,not flipped
2995
RO6RUNA2.PIX
2996
0,0,not flipped
2997
///Sequence #4 - stationary, looking from side to side
2998
collide								// Include this frame in collision calcs
2999
variable							// Frame rate type
3000
1,6									// Min frame rate, max frame rate,
3001
 
3002
2									// Number of looping frames
3003
RO6STL1.PIX
3004
0,0,flipped
3005
RO6STL2.PIX
3006
0,0,flipped
10 pmbaty 3007
// Sequence #5 - fatal collision with car
5 pmbaty 3008
don't collide						// Exclude this frame in collision calcs
3009
variable								// Frame rate type
3010
12,12									// Min frame rate, max frame rate,
3011
4									// Number of initial frames
3012
RO6HIT1.PIX
3013
0,0,not flipped
3014
RO6HIT2.PIX
3015
0,0,not flipped
3016
RO6HIT3.PIX
3017
0,0,not flipped
3018
RO6HIT4.PIX
3019
0,0,not flipped
3020
2									// Number of looping frames
3021
R06DED1.PIX
3022
0,0,not flipped
3023
RO6DED2.PIX
3024
0,0,not flipped
3025
// Sequence #6 - turning into giblets
3026
don't collide						// Exclude this frame in collision calcs
3027
fixed								// Frame rate type
3028
1									// Number of initial frames
3029
GCHUNKS1.PIX
3030
0,0,not flipped
3031
 
10 pmbaty 3032
// Sequence #7 - non-fatal collision with car
5 pmbaty 3033
collide								// Include this frame in collision calcs
3034
variable								// Frame rate type
3035
12,12									// Min frame rate, max frame rate,
3036
2									// Number of initial frames
3037
RO6HIT1.PIX
3038
0,0,not flipped
3039
RO6HIT2.PIX
3040
0,0,not flipped
3041
 
10 pmbaty 3042
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 3043
collide								// Include this frame in collision calcs
3044
variable							// Frame rate type
3045
1,6									// Min frame rate, max frame rate,
3046
 
3047
2									// Number of looping frames
3048
RO6BAK1.PIX
3049
0,0,not flipped
3050
RO6BAK2.PIX
3051
0,0,flipped
3052
NEXT PEDESTRIAN
10 pmbaty 3053
// **************** RO7 (FORMERLY ???) **********************************************************************************
5 pmbaty 3054
21										// Reference number
3055
0.35									// Height
3056
250										// Points value
3057
15										// Hit points
3058
2,4031,4030								// Exploding noises
3059
4040									// Falling noise
3060
0.00002									// Acceleration
3061
1										// Image index
3062
IDENTITY.TAB
3063
RO7.PIX
3064
STDPED.MAT
3065
2										// Index of fatal car-impact action
3066
4										// Index of non-fatal car-impact action
3067
1										// Index of after-non-fatal-impact action
3068
5										// Index of fatal falling action
3069
6										// Index of non-fatal falling action
3070
3										// Index of giblets action
3071
7										// Number of actions
3072
// Action #0 - stand there, looking nervous
3073
0,100								// Danger level, percentage chance
3074
0,0									// Initial speed, looping speed
3075
20.0									// Reaction time for this action
3076
 
3077
3									// Number of sequences for this action
3078
90,8							// Max bearing, sequence index
3079
270,4							// Max bearing, sequence index
3080
360,8							// Max bearing, sequence index
10 pmbaty 3081
// Action #1 - turn frightened and run like fuck
5 pmbaty 3082
1,100								// Danger level, percentage chance
3083
0,0.0008							// Initial speed, looping speed
3084
0.05								// Reaction time for this action
3085
1,4003							// Sounds
3086
4									// Number of sequences for this action
3087
90,0							// Max bearing, sequence index
3088
180,1							// Max bearing, sequence index
3089
270,2							// Max bearing, sequence index
3090
360,3							// Max bearing, sequence index
10 pmbaty 3091
// Action #2 - fatal car collision
5 pmbaty 3092
1000,0								// Danger level, percentage chance
3093
0,0									// Initial speed, looping speed
3094
 
3095
1,4013							// Sounds
3096
1									// Number of sequences for this action
3097
360,5							// Max bearing, sequence index
10 pmbaty 3098
// Action #3 - turning into giblets
5 pmbaty 3099
1000,0								// Danger level, percentage chance
3100
0,0									// Initial speed, looping speed
3101
 
3102
 
3103
1									// Number of sequences for this action
3104
360,6							// Max bearing, sequence index
3105
///Action #4 - non-fatal car collision
3106
1000,0								// Danger level, percentage chance
3107
0,0									// Initial speed, looping speed
3108
 
3109
1,4003							// Sounds
3110
1									// Number of sequences for this action
3111
360,7							// Max bearing, sequence index
3112
// Action #5 - fatal ground collision
3113
1000,0								// Danger level, percentage chance
3114
0,0									// Initial speed, looping speed
3115
 
3116
1,4013							// Sounds
3117
1									// Number of sequences for this action
3118
360,5							// Max bearing, sequence index
10 pmbaty 3119
// Action #6 - non-fatal ground collision
5 pmbaty 3120
1000,0								// Danger level, percentage chance
3121
0,0									// Initial speed, looping speed
3122
 
3123
1,4003							// Sounds
3124
1									// Number of sequences for this action
3125
360,7							// Max bearing, sequence index
3126
9										// Number of sequences
10 pmbaty 3127
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 3128
collide								// Include this frame in collision calcs
3129
speed								// Frame rate type
3130
0.06,8								// Min frame rate, max frame rate,
3131
4									// Number of initial frames
3132
RO7SHK.PIX
3133
0,0,flipped
3134
RO7STL1.PIX
3135
0,0,flipped
3136
RO7SHK.PIX
3137
0,0,not flipped
3138
RO7TRN.PIX
3139
0,0,not flipped
3140
4									// Number of looping frames
3141
RO7RUNA1.PIX
3142
0,0,flipped
3143
RO7RUNA2.PIX
3144
0,0,flipped
3145
RO7RUNA3.PIX
3146
0,0,flipped
3147
RO7RUNA2.PIX
3148
0,0,flipped
10 pmbaty 3149
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 3150
collide								// Include this frame in collision calcs
3151
speed								// Frame rate type
3152
0.06,8								// Min frame rate, max frame rate,
3153
4									// Number of initial frames
3154
RO7SHK.PIX
3155
0,0,flipped
3156
RO7STL1.PIX
3157
0,0,flipped
3158
RO7SHK.PIX
3159
0,0,not flipped
3160
RO7TRN.PIX
3161
0,0,not flipped
3162
4									// Number of looping frames
3163
RO7RUNT1.PIX
3164
0,0,not flipped
3165
RO7RUNT2.PIX
3166
0,0,not flipped
3167
RO7RUNT3.PIX
3168
0,0,not flipped
3169
RO7RUNT2.PIX
3170
0,0,not flipped
10 pmbaty 3171
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 3172
collide								// Include this frame in collision calcs
3173
speed								// Frame rate type
3174
0.06,8								// Min frame rate, max frame rate,
3175
4									// Number of initial frames
3176
RO7SHK.PIX
3177
0,0,flipped
3178
RO7STL1.PIX
3179
0,0,flipped
3180
RO7SHK.PIX
3181
0,0,not flipped
3182
RO7TRN.PIX
3183
0,0,not flipped
3184
4									// Number of looping frames
3185
RO7RUNT1.PIX
3186
0,0,flipped
3187
RO7RUNT2.PIX
3188
0,0,flipped
3189
RO7RUNT3.PIX
3190
0,0,flipped
3191
RO7RUNT2.PIX
3192
0,0,flipped
3193
// Sequence #3 - turn frightened and run away to their left
3194
collide								// Include this frame in collision calcs
3195
speed								// Frame rate type
3196
0.06,8								// Min frame rate, max frame rate,
3197
4									// Number of initial frames
3198
RO7SHK.PIX
3199
0,0,flipped
3200
RO7STL1.PIX
3201
0,0,flipped
3202
RO7SHK.PIX
3203
0,0,not flipped
3204
RO7TRN.PIX
3205
0,0,not flipped
3206
4									// Number of looping frames
3207
RO7RUNA1.PIX
3208
0,0,not flipped
3209
RO7RUNA2.PIX
3210
0,0,not flipped
3211
RO7RUNA3.PIX
3212
0,0,not flipped
3213
RO7RUNA2.PIX
3214
0,0,not flipped
3215
///Sequence #4 - stationary, looking from side to side
3216
collide								// Include this frame in collision calcs
3217
variable							// Frame rate type
3218
1,6									// Min frame rate, max frame rate,
3219
 
3220
2									// Number of looping frames
3221
RO7STL1.PIX
3222
0,0,flipped
3223
RO7STL2.PIX
3224
0,0,flipped
10 pmbaty 3225
// Sequence #5 - fatal collision with car
5 pmbaty 3226
don't collide						// Exclude this frame in collision calcs
3227
variable								// Frame rate type
3228
12,12									// Min frame rate, max frame rate,
3229
4									// Number of initial frames
3230
RO7HIT1.PIX
3231
0,0,not flipped
3232
RO7HIT2.PIX
3233
0,0,not flipped
3234
RO7HIT3.PIX
3235
0,0,not flipped
3236
RO7HIT4.PIX
3237
0,0,not flipped
3238
2									// Number of looping frames
3239
RO7DED1.PIX
3240
0,0,not flipped
3241
RO7DED2.PIX
3242
0,0,not flipped
3243
// Sequence #6 - turning into giblets
3244
don't collide						// Exclude this frame in collision calcs
3245
fixed								// Frame rate type
3246
1									// Number of initial frames
3247
GCHUNKS1.PIX
3248
0,0,not flipped
3249
 
10 pmbaty 3250
// Sequence #7 - non-fatal collision with car
5 pmbaty 3251
collide								// Include this frame in collision calcs
3252
variable								// Frame rate type
3253
12,12									// Min frame rate, max frame rate,
3254
2									// Number of initial frames
3255
RO7HIT1.PIX
3256
0,0,not flipped
3257
RO7HIT2.PIX
3258
0,0,not flipped
3259
 
10 pmbaty 3260
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 3261
collide								// Include this frame in collision calcs
3262
variable							// Frame rate type
3263
1,6									// Min frame rate, max frame rate,
3264
 
3265
2									// Number of looping frames
3266
RO7BAK1.PIX
3267
0,0,not flipped
3268
RO7BAK2.PIX
3269
0,0,flipped
3270
NEXT PEDESTRIAN
10 pmbaty 3271
// **************** RO8 (FORMERLY ???) **********************************************************************************
5 pmbaty 3272
12										// Reference number
3273
0.35									// Height
3274
250										// Points value
3275
15										// Hit points
3276
2,4031,4030								// Exploding noises
3277
4040									// Falling noise
3278
0.00002									// Acceleration
3279
1										// Image index
3280
IDENTITY.TAB
3281
RO8.PIX
3282
STDPED.MAT
3283
2										// Index of fatal car-impact action
3284
4										// Index of non-fatal car-impact action
3285
1										// Index of after-non-fatal-impact action
3286
5										// Index of fatal falling action
3287
6										// Index of non-fatal falling action
3288
3										// Index of giblets action
3289
7										// Number of actions
3290
// Action #0 - stand there, looking nervous
3291
0,100								// Danger level, percentage chance
3292
0,0									// Initial speed, looping speed
3293
20.0									// Reaction time for this action
3294
 
3295
3									// Number of sequences for this action
3296
90,8							// Max bearing, sequence index
3297
270,4							// Max bearing, sequence index
3298
360,8							// Max bearing, sequence index
10 pmbaty 3299
// Action #1 - turn frightened and run like fuck
5 pmbaty 3300
1,100								// Danger level, percentage chance
3301
0,0.0008							// Initial speed, looping speed
3302
0.05								// Reaction time for this action
3303
1,4003							// Sounds
3304
4									// Number of sequences for this action
3305
90,0							// Max bearing, sequence index
3306
180,1							// Max bearing, sequence index
3307
270,2							// Max bearing, sequence index
3308
360,3							// Max bearing, sequence index
10 pmbaty 3309
// Action #2 - fatal car collision
5 pmbaty 3310
1000,0								// Danger level, percentage chance
3311
0,0									// Initial speed, looping speed
3312
 
3313
1,4013							// Sounds
3314
1									// Number of sequences for this action
3315
360,5							// Max bearing, sequence index
10 pmbaty 3316
// Action #3 - turning into giblets
5 pmbaty 3317
1000,0								// Danger level, percentage chance
3318
0,0									// Initial speed, looping speed
3319
 
3320
 
3321
1									// Number of sequences for this action
3322
360,6							// Max bearing, sequence index
3323
///Action #4 - non-fatal car collision
3324
1000,0								// Danger level, percentage chance
3325
0,0									// Initial speed, looping speed
3326
 
3327
1,4003							// Sounds
3328
1									// Number of sequences for this action
3329
360,7							// Max bearing, sequence index
3330
// Action #5 - fatal ground collision
3331
1000,0								// Danger level, percentage chance
3332
0,0									// Initial speed, looping speed
3333
 
3334
1,4013							// Sounds
3335
1									// Number of sequences for this action
3336
360,5							// Max bearing, sequence index
10 pmbaty 3337
// Action #6 - non-fatal ground collision
5 pmbaty 3338
1000,0								// Danger level, percentage chance
3339
0,0									// Initial speed, looping speed
3340
 
3341
1,4003							// Sounds
3342
1									// Number of sequences for this action
3343
360,7							// Max bearing, sequence index
3344
9										// Number of sequences
10 pmbaty 3345
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 3346
collide								// Include this frame in collision calcs
3347
speed								// Frame rate type
3348
0.06,8								// Min frame rate, max frame rate,
3349
4									// Number of initial frames
3350
RO8SHK.PIX
3351
0,0,flipped
3352
RO8STL1.PIX
3353
0,0,flipped
3354
RO8SHK.PIX
3355
0,0,not flipped
3356
RO8TRN.PIX
3357
0,0,not flipped
3358
4									// Number of looping frames
3359
RO8RUNA1.PIX
3360
0,0,flipped
3361
RO8RUNA2.PIX
3362
0,0,flipped
3363
RO8RUNA3.PIX
3364
0,0,flipped
3365
RO8RUNA2.PIX
3366
0,0,flipped
10 pmbaty 3367
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 3368
collide								// Include this frame in collision calcs
3369
speed								// Frame rate type
3370
0.06,8								// Min frame rate, max frame rate,
3371
4									// Number of initial frames
3372
RO8SHK.PIX
3373
0,0,flipped
3374
RO8STL1.PIX
3375
0,0,flipped
3376
RO8SHK.PIX
3377
0,0,not flipped
3378
RO8TRN.PIX
3379
0,0,not flipped
3380
4									// Number of looping frames
3381
RO8RUNT1.PIX
3382
0,0,not flipped
3383
RO8RUNT2.PIX
3384
0,0,not flipped
3385
RO8RUNT3.PIX
3386
0,0,not flipped
3387
RO8RUNT2.PIX
3388
0,0,not flipped
10 pmbaty 3389
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 3390
collide								// Include this frame in collision calcs
3391
speed								// Frame rate type
3392
0.06,8								// Min frame rate, max frame rate,
3393
4									// Number of initial frames
3394
RO8SHK.PIX
3395
0,0,flipped
3396
RO8STL1.PIX
3397
0,0,flipped
3398
RO8SHK.PIX
3399
0,0,not flipped
3400
RO8TRN.PIX
3401
0,0,not flipped
3402
4									// Number of looping frames
3403
RO8RUNT1.PIX
3404
0,0,flipped
3405
RO8RUNT2.PIX
3406
0,0,flipped
3407
RO8RUNT3.PIX
3408
0,0,flipped
3409
RO8RUNT2.PIX
3410
0,0,flipped
3411
// Sequence #3 - turn frightened and run away to their left
3412
collide								// Include this frame in collision calcs
3413
speed								// Frame rate type
3414
0.06,8								// Min frame rate, max frame rate,
3415
4									// Number of initial frames
3416
RO8SHK.PIX
3417
0,0,flipped
3418
RO8STL1.PIX
3419
0,0,flipped
3420
RO8SHK.PIX
3421
0,0,not flipped
3422
RO8TRN.PIX
3423
0,0,not flipped
3424
4									// Number of looping frames
3425
RO8RUNA1.PIX
3426
0,0,not flipped
3427
RO8RUNA2.PIX
3428
0,0,not flipped
3429
RO8RUNA3.PIX
3430
0,0,not flipped
3431
RO8RUNA2.PIX
3432
0,0,not flipped
3433
///Sequence #4 - stationary, looking from side to side
3434
collide								// Include this frame in collision calcs
3435
variable							// Frame rate type
3436
1,6									// Min frame rate, max frame rate,
3437
 
3438
2									// Number of looping frames
3439
RO8STL1.PIX
3440
0,0,flipped
3441
RO8STL2.PIX
3442
0,0,flipped
10 pmbaty 3443
// Sequence #5 - fatal collision with car
5 pmbaty 3444
don't collide						// Exclude this frame in collision calcs
3445
variable								// Frame rate type
3446
12,12									// Min frame rate, max frame rate,
3447
4									// Number of initial frames
3448
RO8HIT1.PIX
3449
0,0,not flipped
3450
RO8HIT2.PIX
3451
0,0,not flipped
3452
RO8HIT3.PIX
3453
0,0,not flipped
3454
RO8HIT4.PIX
3455
0,0,not flipped
3456
2									// Number of looping frames
3457
R08DED1.PIX
3458
0,0,not flipped
3459
RO8DED2.PIX
3460
0,0,not flipped
3461
// Sequence #6 - turning into giblets
3462
don't collide						// Exclude this frame in collision calcs
3463
fixed								// Frame rate type
3464
1									// Number of initial frames
3465
GCHUNKS1.PIX
3466
0,0,not flipped
3467
 
10 pmbaty 3468
// Sequence #7 - non-fatal collision with car
5 pmbaty 3469
collide								// Include this frame in collision calcs
3470
variable								// Frame rate type
3471
12,12									// Min frame rate, max frame rate,
3472
2									// Number of initial frames
3473
RO8HIT1.PIX
3474
0,0,not flipped
3475
RO8HIT2.PIX
3476
0,0,not flipped
3477
 
10 pmbaty 3478
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 3479
collide								// Include this frame in collision calcs
3480
variable							// Frame rate type
3481
1,6									// Min frame rate, max frame rate,
3482
 
3483
2									// Number of looping frames
3484
RO8BAK1.PIX
3485
0,0,not flipped
3486
RO8BAK2.PIX
3487
0,0,flipped
3488
NEXT PEDESTRIAN
10 pmbaty 3489
// **************** RO1 (FORMERLY COP) **********************************************************************************
5 pmbaty 3490
13										// Reference number
3491
0.35									// Height
3492
250										// Points value
3493
15										// Hit points
3494
2,4031,4030								// Exploding noises
3495
4040									// Falling noise
3496
0.00002									// Acceleration
3497
1										// Image index
3498
IDENTITY.TAB
3499
RO1.PIX
3500
STDPED.MAT
3501
2										// Index of fatal car-impact action
3502
4										// Index of non-fatal car-impact action
3503
1										// Index of after-non-fatal-impact action
3504
5										// Index of fatal falling action
3505
6										// Index of non-fatal falling action
3506
3										// Index of giblets action
3507
7										// Number of actions
3508
// Action #0 - stand there, looking nervous
3509
0,100								// Danger level, percentage chance
3510
0,0									// Initial speed, looping speed
3511
20.0									// Reaction time for this action
3512
 
3513
3									// Number of sequences for this action
3514
90,8							// Max bearing, sequence index
3515
270,4							// Max bearing, sequence index
3516
360,8							// Max bearing, sequence index
10 pmbaty 3517
// Action #1 - turn frightened and run like fuck
5 pmbaty 3518
1,100								// Danger level, percentage chance
3519
0,0.0008							// Initial speed, looping speed
3520
0.05								// Reaction time for this action
3521
1,4003							// Sounds
3522
4									// Number of sequences for this action
3523
90,0							// Max bearing, sequence index
3524
180,1							// Max bearing, sequence index
3525
270,2							// Max bearing, sequence index
3526
360,3							// Max bearing, sequence index
10 pmbaty 3527
// Action #2 - fatal car collision
5 pmbaty 3528
1000,0								// Danger level, percentage chance
3529
0,0									// Initial speed, looping speed
3530
 
3531
1,4013							// Sounds
3532
1									// Number of sequences for this action
3533
360,5							// Max bearing, sequence index
10 pmbaty 3534
// Action #3 - turning into giblets
5 pmbaty 3535
1000,0								// Danger level, percentage chance
3536
0,0									// Initial speed, looping speed
3537
 
3538
 
3539
1									// Number of sequences for this action
3540
360,6							// Max bearing, sequence index
3541
///Action #4 - non-fatal car collision
3542
1000,0								// Danger level, percentage chance
3543
0,0									// Initial speed, looping speed
3544
 
3545
1,4003							// Sounds
3546
1									// Number of sequences for this action
3547
360,7							// Max bearing, sequence index
3548
// Action #5 - fatal ground collision
3549
1000,0								// Danger level, percentage chance
3550
0,0									// Initial speed, looping speed
3551
 
3552
1,4013							// Sounds
3553
1									// Number of sequences for this action
3554
360,5							// Max bearing, sequence index
10 pmbaty 3555
// Action #6 - non-fatal ground collision
5 pmbaty 3556
1000,0								// Danger level, percentage chance
3557
0,0									// Initial speed, looping speed
3558
 
3559
1,4003							// Sounds
3560
1									// Number of sequences for this action
3561
360,7							// Max bearing, sequence index
3562
9										// Number of sequences
10 pmbaty 3563
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 3564
collide								// Include this frame in collision calcs
3565
speed								// Frame rate type
3566
0.06,8								// Min frame rate, max frame rate,
3567
4									// Number of initial frames
3568
RO1SHK.PIX
3569
0,0,flipped
3570
RO1STL1.PIX
3571
0,0,flipped
3572
RO1SHK.PIX
3573
0,0,not flipped
3574
RO1TRN.PIX
3575
0,0,not flipped
3576
4									// Number of looping frames
3577
RO1RUNA1.PIX
3578
0,0,flipped
3579
RO1RUNA2.PIX
3580
0,0,flipped
3581
RO1RUNA3.PIX
3582
0,0,flipped
3583
RO1RUNA2.PIX
3584
0,0,flipped
10 pmbaty 3585
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 3586
collide								// Include this frame in collision calcs
3587
speed								// Frame rate type
3588
0.06,8								// Min frame rate, max frame rate,
3589
4									// Number of initial frames
3590
RO1SHK.PIX
3591
0,0,flipped
3592
RO1STL1.PIX
3593
0,0,flipped
3594
RO1SHK.PIX
3595
0,0,not flipped
3596
RO1TRN.PIX
3597
0,0,not flipped
3598
4									// Number of looping frames
3599
RO1RUNT1.PIX
3600
0,0,not flipped
3601
RO1RUNT2.PIX
3602
0,0,not flipped
3603
RO1RUNT3.PIX
3604
0,0,not flipped
3605
RO1RUNT2.PIX
3606
0,0,not flipped
10 pmbaty 3607
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 3608
collide								// Include this frame in collision calcs
3609
speed								// Frame rate type
3610
0.06,8								// Min frame rate, max frame rate,
3611
4									// Number of initial frames
3612
RO1SHK.PIX
3613
0,0,flipped
3614
RO1STL1.PIX
3615
0,0,flipped
3616
RO1SHK.PIX
3617
0,0,not flipped
3618
RO1TRN.PIX
3619
0,0,not flipped
3620
4									// Number of looping frames
3621
RO1RUNT1.PIX
3622
0,0,flipped
3623
RO1RUNT2.PIX
3624
0,0,flipped
3625
RO1RUNT3.PIX
3626
0,0,flipped
3627
RO1RUNT2.PIX
3628
0,0,flipped
3629
// Sequence #3 - turn frightened and run away to their left
3630
collide								// Include this frame in collision calcs
3631
speed								// Frame rate type
3632
0.06,8								// Min frame rate, max frame rate,
3633
4									// Number of initial frames
3634
RO1SHK.PIX
3635
0,0,flipped
3636
RO1STL1.PIX
3637
0,0,flipped
3638
RO1SHK.PIX
3639
0,0,not flipped
3640
RO1TRN.PIX
3641
0,0,not flipped
3642
4									// Number of looping frames
3643
RO1RUNA1.PIX
3644
0,0,not flipped
3645
RO1RUNA2.PIX
3646
0,0,not flipped
3647
RO1RUNA3.PIX
3648
0,0,not flipped
3649
RO1RUNA2.PIX
3650
0,0,not flipped
3651
///Sequence #4 - stationary, looking from side to side
3652
collide								// Include this frame in collision calcs
3653
variable							// Frame rate type
3654
1,6									// Min frame rate, max frame rate,
3655
 
3656
2									// Number of looping frames
3657
RO1STL1.PIX
3658
0,0,flipped
3659
RO1STL2.PIX
3660
0,0,flipped
10 pmbaty 3661
// Sequence #5 - fatal collision with car
5 pmbaty 3662
don't collide						// Exclude this frame in collision calcs
3663
variable								// Frame rate type
3664
12,12									// Min frame rate, max frame rate,
3665
4									// Number of initial frames
3666
RO1HIT1.PIX
3667
0,0,not flipped
3668
RO1HIT2.PIX
3669
0,0,not flipped
3670
RO1HIT3.PIX
3671
0,0,not flipped
3672
RO1HIT4.PIX
3673
0,0,not flipped
3674
2									// Number of looping frames
3675
RO1DED1.PIX
3676
0,0,not flipped
3677
RO1DED2.PIX
3678
0,0,not flipped
3679
// Sequence #6 - turning into giblets
3680
don't collide						// Exclude this frame in collision calcs
3681
fixed								// Frame rate type
3682
1									// Number of initial frames
3683
GCHUNKS1.PIX
3684
0,0,not flipped
3685
 
10 pmbaty 3686
// Sequence #7 - non-fatal collision with car
5 pmbaty 3687
collide								// Include this frame in collision calcs
3688
variable								// Frame rate type
3689
12,12									// Min frame rate, max frame rate,
3690
2									// Number of initial frames
3691
RO1HIT1.PIX
3692
0,0,not flipped
3693
RO1HIT2.PIX
3694
0,0,not flipped
3695
 
10 pmbaty 3696
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 3697
collide								// Include this frame in collision calcs
3698
variable							// Frame rate type
3699
1,6									// Min frame rate, max frame rate,
3700
 
3701
2									// Number of looping frames
3702
RO1BAK1.PIX
3703
0,0,not flipped
3704
RO1BAK2.PIX
3705
0,0,flipped
3706
NEXT PEDESTRIAN
10 pmbaty 3707
// **************** RO2(FORMERLY CPT) **********************************************************************************
5 pmbaty 3708
14										// Reference number
3709
0.35									// Height
3710
250										// Points value
3711
15										// Hit points
3712
2,4031,4030								// Exploding noises
3713
4040									// Falling noise
3714
0.00002									// Acceleration
3715
1										// Image index
3716
IDENTITY.TAB
3717
RO2.PIX
3718
STDPED.MAT
3719
2										// Index of fatal car-impact action
3720
4										// Index of non-fatal car-impact action
3721
1										// Index of after-non-fatal-impact action
3722
5										// Index of fatal falling action
3723
6										// Index of non-fatal falling action
3724
3										// Index of giblets action
3725
7										// Number of actions
3726
// Action #0 - stand there, looking nervous
3727
0,100								// Danger level, percentage chance
3728
0,0									// Initial speed, looping speed
3729
20.0									// Reaction time for this action
3730
 
3731
3									// Number of sequences for this action
3732
90,8							// Max bearing, sequence index
3733
270,4							// Max bearing, sequence index
3734
360,8							// Max bearing, sequence index
10 pmbaty 3735
// Action #1 - turn frightened and run like fuck
5 pmbaty 3736
1,100								// Danger level, percentage chance
3737
0,0.0008							// Initial speed, looping speed
3738
0.05								// Reaction time for this action
3739
1,4003							// Sounds
3740
4									// Number of sequences for this action
3741
90,0							// Max bearing, sequence index
3742
180,1							// Max bearing, sequence index
3743
270,2							// Max bearing, sequence index
3744
360,3							// Max bearing, sequence index
10 pmbaty 3745
// Action #2 - fatal car collision
5 pmbaty 3746
1000,0								// Danger level, percentage chance
3747
0,0									// Initial speed, looping speed
3748
 
3749
1,4013							// Sounds
3750
1									// Number of sequences for this action
3751
360,5							// Max bearing, sequence index
10 pmbaty 3752
// Action #3 - turning into giblets
5 pmbaty 3753
1000,0								// Danger level, percentage chance
3754
0,0									// Initial speed, looping speed
3755
 
3756
 
3757
1									// Number of sequences for this action
3758
360,6							// Max bearing, sequence index
3759
///Action #4 - non-fatal car collision
3760
1000,0								// Danger level, percentage chance
3761
0,0									// Initial speed, looping speed
3762
 
3763
1,4003							// Sounds
3764
1									// Number of sequences for this action
3765
360,7							// Max bearing, sequence index
3766
// Action #5 - fatal ground collision
3767
1000,0								// Danger level, percentage chance
3768
0,0									// Initial speed, looping speed
3769
 
3770
1,4013							// Sounds
3771
1									// Number of sequences for this action
3772
360,5							// Max bearing, sequence index
10 pmbaty 3773
// Action #6 - non-fatal ground collision
5 pmbaty 3774
1000,0								// Danger level, percentage chance
3775
0,0									// Initial speed, looping speed
3776
 
3777
1,4003							// Sounds
3778
1									// Number of sequences for this action
3779
360,7							// Max bearing, sequence index
3780
9										// Number of sequences
10 pmbaty 3781
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 3782
collide								// Include this frame in collision calcs
3783
speed								// Frame rate type
3784
0.06,8								// Min frame rate, max frame rate,
3785
4									// Number of initial frames
3786
RO2SHK.PIX
3787
0,0,flipped
3788
RO2STL1.PIX
3789
0,0,flipped
3790
RO2SHK.PIX
3791
0,0,not flipped
3792
RO2TRN.PIX
3793
0,0,not flipped
3794
4									// Number of looping frames
3795
RO2RUNA1.PIX
3796
0,0,flipped
3797
RO2RUNA2.PIX
3798
0,0,flipped
3799
RO2RUNA3.PIX
3800
0,0,flipped
3801
RO2RUNA2.PIX
3802
0,0,flipped
10 pmbaty 3803
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 3804
collide								// Include this frame in collision calcs
3805
speed								// Frame rate type
3806
0.06,8								// Min frame rate, max frame rate,
3807
4									// Number of initial frames
3808
RO2SHK.PIX
3809
0,0,flipped
3810
RO2STL1.PIX
3811
0,0,flipped
3812
RO2SHK.PIX
3813
0,0,not flipped
3814
RO2TRN.PIX
3815
0,0,not flipped
3816
4									// Number of looping frames
3817
RO2RUNT1.PIX
3818
0,0,not flipped
3819
RO2RUNT2.PIX
3820
0,0,not flipped
3821
RO2RUNT3.PIX
3822
0,0,not flipped
3823
RO2RUNT2.PIX
3824
0,0,not flipped
10 pmbaty 3825
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 3826
collide								// Include this frame in collision calcs
3827
speed								// Frame rate type
3828
0.06,8								// Min frame rate, max frame rate,
3829
4									// Number of initial frames
3830
RO2SHK.PIX
3831
0,0,flipped
3832
RO2STL1.PIX
3833
0,0,flipped
3834
RO2SHK.PIX
3835
0,0,not flipped
3836
RO2TRN.PIX
3837
0,0,not flipped
3838
4									// Number of looping frames
3839
RO2RUNT1.PIX
3840
0,0,flipped
3841
RO2RUNT2.PIX
3842
0,0,flipped
3843
RO2RUNT3.PIX
3844
0,0,flipped
3845
RO2RUNT2.PIX
3846
0,0,flipped
3847
// Sequence #3 - turn frightened and run away to their left
3848
collide								// Include this frame in collision calcs
3849
speed								// Frame rate type
3850
0.06,8								// Min frame rate, max frame rate,
3851
4									// Number of initial frames
3852
RO2SHK.PIX
3853
0,0,flipped
3854
RO2STL1.PIX
3855
0,0,flipped
3856
RO2SHK.PIX
3857
0,0,not flipped
3858
RO2TRN.PIX
3859
0,0,not flipped
3860
4									// Number of looping frames
3861
RO2RUNA1.PIX
3862
0,0,not flipped
3863
RO2RUNA2.PIX
3864
0,0,not flipped
3865
RO2RUNA3.PIX
3866
0,0,not flipped
3867
RO2RUNA2.PIX
3868
0,0,not flipped
3869
///Sequence #4 - stationary, looking from side to side
3870
collide								// Include this frame in collision calcs
3871
variable							// Frame rate type
3872
1,6									// Min frame rate, max frame rate,
3873
 
3874
2									// Number of looping frames
3875
RO2STL1.PIX
3876
0,0,flipped
3877
RO2STL2.PIX
3878
0,0,flipped
10 pmbaty 3879
// Sequence #5 - fatal collision with car
5 pmbaty 3880
don't collide						// Exclude this frame in collision calcs
3881
variable								// Frame rate type
3882
12,12									// Min frame rate, max frame rate,
3883
4									// Number of initial frames
3884
RO2HIT1.PIX
3885
0,0,not flipped
3886
RO2HIT2.PIX
3887
0,0,not flipped
3888
RO2HIT3.PIX
3889
0,0,not flipped
3890
RO2HIT4.PIX
3891
0,0,not flipped
3892
2									// Number of looping frames
3893
R02DED1.PIX
3894
0,0,not flipped
3895
RO2DED2.PIX
3896
0,0,not flipped
3897
// Sequence #6 - turning into giblets
3898
don't collide						// Exclude this frame in collision calcs
3899
fixed								// Frame rate type
3900
1									// Number of initial frames
3901
GCHUNKS1.PIX
3902
0,0,not flipped
3903
 
10 pmbaty 3904
// Sequence #7 - non-fatal collision with car
5 pmbaty 3905
collide								// Include this frame in collision calcs
3906
variable								// Frame rate type
3907
12,12									// Min frame rate, max frame rate,
3908
2									// Number of initial frames
3909
RO2HIT1.PIX
3910
0,0,not flipped
3911
RO2HIT2.PIX
3912
0,0,not flipped
3913
 
10 pmbaty 3914
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 3915
collide								// Include this frame in collision calcs
3916
variable							// Frame rate type
3917
1,6									// Min frame rate, max frame rate,
3918
 
3919
2									// Number of looping frames
3920
RO2BAK1.PIX
3921
0,0,not flipped
3922
RO2BAK2.PIX
3923
0,0,flipped
3924
NEXT PEDESTRIAN
10 pmbaty 3925
// **************** RO3(FORMERLY FM0) **********************************************************************************
5 pmbaty 3926
15										// Reference number
3927
0.35									// Height
3928
250										// Points value
3929
15										// Hit points
3930
2,4031,4030								// Exploding noises
3931
4040									// Falling noise
3932
0.00002									// Acceleration
3933
1										// Image index
3934
IDENTITY.TAB
3935
RO3.PIX
3936
STDPED.MAT
3937
2										// Index of fatal car-impact action
3938
4										// Index of non-fatal car-impact action
3939
1										// Index of after-non-fatal-impact action
3940
5										// Index of fatal falling action
3941
6										// Index of non-fatal falling action
3942
3										// Index of giblets action
3943
7										// Number of actions
3944
// Action #0 - stand there, looking nervous
3945
0,100								// Danger level, percentage chance
3946
0,0									// Initial speed, looping speed
3947
20.0									// Reaction time for this action
3948
 
3949
3									// Number of sequences for this action
3950
90,8							// Max bearing, sequence index
3951
270,4							// Max bearing, sequence index
3952
360,8							// Max bearing, sequence index
10 pmbaty 3953
// Action #1 - turn frightened and run like fuck
5 pmbaty 3954
1,100								// Danger level, percentage chance
3955
0,0.0008							// Initial speed, looping speed
3956
0.05								// Reaction time for this action
3957
1,4003							// Sounds
3958
4									// Number of sequences for this action
3959
90,0							// Max bearing, sequence index
3960
180,1							// Max bearing, sequence index
3961
270,2							// Max bearing, sequence index
3962
360,3							// Max bearing, sequence index
10 pmbaty 3963
// Action #2 - fatal car collision
5 pmbaty 3964
1000,0								// Danger level, percentage chance
3965
0,0									// Initial speed, looping speed
3966
 
3967
1,4013							// Sounds
3968
1									// Number of sequences for this action
3969
360,5							// Max bearing, sequence index
10 pmbaty 3970
// Action #3 - turning into giblets
5 pmbaty 3971
1000,0								// Danger level, percentage chance
3972
0,0									// Initial speed, looping speed
3973
 
3974
 
3975
1									// Number of sequences for this action
3976
360,6							// Max bearing, sequence index
3977
///Action #4 - non-fatal car collision
3978
1000,0								// Danger level, percentage chance
3979
0,0									// Initial speed, looping speed
3980
 
3981
1,4003							// Sounds
3982
1									// Number of sequences for this action
3983
360,7							// Max bearing, sequence index
3984
// Action #5 - fatal ground collision
3985
1000,0								// Danger level, percentage chance
3986
0,0									// Initial speed, looping speed
3987
 
3988
1,4013							// Sounds
3989
1									// Number of sequences for this action
3990
360,5							// Max bearing, sequence index
10 pmbaty 3991
// Action #6 - non-fatal ground collision
5 pmbaty 3992
1000,0								// Danger level, percentage chance
3993
0,0									// Initial speed, looping speed
3994
 
3995
1,4003							// Sounds
3996
1									// Number of sequences for this action
3997
360,7							// Max bearing, sequence index
3998
9										// Number of sequences
10 pmbaty 3999
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 4000
collide								// Include this frame in collision calcs
4001
speed								// Frame rate type
4002
0.06,8								// Min frame rate, max frame rate,
4003
4									// Number of initial frames
4004
RO3SHK.PIX
4005
0,0,flipped
4006
RO3STL1.PIX
4007
0,0,flipped
4008
RO3SHK.PIX
4009
0,0,not flipped
4010
RO3TRN.PIX
4011
0,0,not flipped
4012
4									// Number of looping frames
4013
RO3RUNA1.PIX
4014
0,0,flipped
4015
RO3RUNA2.PIX
4016
0,0,flipped
4017
RO3RUNA3.PIX
4018
0,0,flipped
4019
RO3RUNA2.PIX
4020
0,0,flipped
10 pmbaty 4021
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 4022
collide								// Include this frame in collision calcs
4023
speed								// Frame rate type
4024
0.06,8								// Min frame rate, max frame rate,
4025
4									// Number of initial frames
4026
RO3SHK.PIX
4027
0,0,flipped
4028
RO3STL1.PIX
4029
0,0,flipped
4030
RO3SHK.PIX
4031
0,0,not flipped
4032
RO3TRN.PIX
4033
0,0,not flipped
4034
4									// Number of looping frames
4035
RO3RUNT1.PIX
4036
0,0,not flipped
4037
RO3RUNT2.PIX
4038
0,0,not flipped
4039
RO3RUNT3.PIX
4040
0,0,not flipped
4041
RO3RUNT2.PIX
4042
0,0,not flipped
10 pmbaty 4043
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 4044
collide								// Include this frame in collision calcs
4045
speed								// Frame rate type
4046
0.06,8								// Min frame rate, max frame rate,
4047
4									// Number of initial frames
4048
RO3SHK.PIX
4049
0,0,flipped
4050
RO3STL1.PIX
4051
0,0,flipped
4052
RO3SHK.PIX
4053
0,0,not flipped
4054
RO3TRN.PIX
4055
0,0,not flipped
4056
4									// Number of looping frames
4057
RO3RUNT1.PIX
4058
0,0,flipped
4059
RO3RUNT2.PIX
4060
0,0,flipped
4061
RO3RUNT3.PIX
4062
0,0,flipped
4063
RO3RUNT2.PIX
4064
0,0,flipped
4065
// Sequence #3 - turn frightened and run away to their left
4066
collide								// Include this frame in collision calcs
4067
speed								// Frame rate type
4068
0.06,8								// Min frame rate, max frame rate,
4069
4									// Number of initial frames
4070
RO3SHK.PIX
4071
0,0,flipped
4072
RO3STL1.PIX
4073
0,0,flipped
4074
RO3SHK.PIX
4075
0,0,not flipped
4076
RO3TRN.PIX
4077
0,0,not flipped
4078
4									// Number of looping frames
4079
RO3RUNA1.PIX
4080
0,0,not flipped
4081
RO3RUNA2.PIX
4082
0,0,not flipped
4083
RO3RUNA3.PIX
4084
0,0,not flipped
4085
RO3RUNA2.PIX
4086
0,0,not flipped
4087
///Sequence #4 - stationary, looking from side to side
4088
collide								// Include this frame in collision calcs
4089
variable							// Frame rate type
4090
1,6									// Min frame rate, max frame rate,
4091
 
4092
2									// Number of looping frames
4093
RO3STL1.PIX
4094
0,0,flipped
4095
RO3STL2.PIX
4096
0,0,flipped
10 pmbaty 4097
// Sequence #5 - fatal collision with car
5 pmbaty 4098
don't collide						// Exclude this frame in collision calcs
4099
variable								// Frame rate type
4100
12,12									// Min frame rate, max frame rate,
4101
4									// Number of initial frames
4102
RO3HIT1.PIX
4103
0,0,not flipped
4104
RO3HIT2.PIX
4105
0,0,not flipped
4106
RO3HIT3.PIX
4107
0,0,not flipped
4108
RO3HIT4.PIX
4109
0,0,not flipped
4110
2									// Number of looping frames
4111
R03DED1.PIX
4112
0,0,not flipped
4113
RO3DED2.PIX
4114
0,0,not flipped
4115
// Sequence #6 - turning into giblets
4116
don't collide						// Exclude this frame in collision calcs
4117
fixed								// Frame rate type
4118
1									// Number of initial frames
4119
GCHUNKS1.PIX
4120
0,0,not flipped
4121
 
10 pmbaty 4122
// Sequence #7 - non-fatal collision with car
5 pmbaty 4123
collide								// Include this frame in collision calcs
4124
variable								// Frame rate type
4125
12,12									// Min frame rate, max frame rate,
4126
2									// Number of initial frames
4127
RO3HIT1.PIX
4128
0,0,not flipped
4129
RO3HIT2.PIX
4130
0,0,not flipped
4131
 
10 pmbaty 4132
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 4133
collide								// Include this frame in collision calcs
4134
variable							// Frame rate type
4135
1,6									// Min frame rate, max frame rate,
4136
 
4137
2									// Number of looping frames
4138
RO3BAK1.PIX
4139
0,0,not flipped
4140
RO3BAK2.PIX
4141
0,0,flipped
4142
NEXT PEDESTRIAN
10 pmbaty 4143
// **************** RO4(FORMERLY MAN) **********************************************************************************
5 pmbaty 4144
16										// Reference number
4145
0.35									// Height
4146
250										// Points value
4147
15										// Hit points
4148
2,4031,4030								// Exploding noises
4149
4040									// Falling noise
4150
0.00002									// Acceleration
4151
1										// Image index
4152
IDENTITY.TAB
4153
RO4.PIX
4154
STDPED.MAT
4155
2										// Index of fatal car-impact action
4156
4										// Index of non-fatal car-impact action
4157
1										// Index of after-non-fatal-impact action
4158
5										// Index of fatal falling action
4159
6										// Index of non-fatal falling action
4160
3										// Index of giblets action
4161
7										// Number of actions
4162
// Action #0 - stand there, looking nervous
4163
0,100								// Danger level, percentage chance
4164
0,0									// Initial speed, looping speed
4165
20.0									// Reaction time for this action
4166
 
4167
3									// Number of sequences for this action
4168
90,8							// Max bearing, sequence index
4169
270,4							// Max bearing, sequence index
4170
360,8							// Max bearing, sequence index
10 pmbaty 4171
// Action #1 - turn frightened and run like fuck
5 pmbaty 4172
1,100								// Danger level, percentage chance
4173
0,0.0008							// Initial speed, looping speed
4174
0.05								// Reaction time for this action
4175
1,4003							// Sounds
4176
4									// Number of sequences for this action
4177
90,0							// Max bearing, sequence index
4178
180,1							// Max bearing, sequence index
4179
270,2							// Max bearing, sequence index
4180
360,3							// Max bearing, sequence index
10 pmbaty 4181
// Action #2 - fatal car collision
5 pmbaty 4182
1000,0								// Danger level, percentage chance
4183
0,0									// Initial speed, looping speed
4184
 
4185
1,4013							// Sounds
4186
1									// Number of sequences for this action
4187
360,5							// Max bearing, sequence index
10 pmbaty 4188
// Action #3 - turning into giblets
5 pmbaty 4189
1000,0								// Danger level, percentage chance
4190
0,0									// Initial speed, looping speed
4191
 
4192
 
4193
1									// Number of sequences for this action
4194
360,6							// Max bearing, sequence index
4195
///Action #4 - non-fatal car collision
4196
1000,0								// Danger level, percentage chance
4197
0,0									// Initial speed, looping speed
4198
 
4199
1,4003							// Sounds
4200
1									// Number of sequences for this action
4201
360,7							// Max bearing, sequence index
4202
// Action #5 - fatal ground collision
4203
1000,0								// Danger level, percentage chance
4204
0,0									// Initial speed, looping speed
4205
 
4206
1,4013							// Sounds
4207
1									// Number of sequences for this action
4208
360,5							// Max bearing, sequence index
10 pmbaty 4209
// Action #6 - non-fatal ground collision
5 pmbaty 4210
1000,0								// Danger level, percentage chance
4211
0,0									// Initial speed, looping speed
4212
 
4213
1,4003							// Sounds
4214
1									// Number of sequences for this action
4215
360,7							// Max bearing, sequence index
4216
9										// Number of sequences
10 pmbaty 4217
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 4218
collide								// Include this frame in collision calcs
4219
speed								// Frame rate type
4220
0.06,8								// Min frame rate, max frame rate,
4221
4									// Number of initial frames
4222
RO4SHK.PIX
4223
0,0,flipped
4224
RO4STL1.PIX
4225
0,0,flipped
4226
RO4SHK.PIX
4227
0,0,not flipped
4228
RO4TRN.PIX
4229
0,0,not flipped
4230
4									// Number of looping frames
4231
RO4RUNA1.PIX
4232
0,0,flipped
4233
RO4RUNA2.PIX
4234
0,0,flipped
4235
RO4RUNA3.PIX
4236
0,0,flipped
4237
RO4RUNA2.PIX
4238
0,0,flipped
10 pmbaty 4239
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 4240
collide								// Include this frame in collision calcs
4241
speed								// Frame rate type
4242
0.06,8								// Min frame rate, max frame rate,
4243
4									// Number of initial frames
4244
RO4SHK.PIX
4245
0,0,flipped
4246
RO4STL1.PIX
4247
0,0,flipped
4248
RO4SHK.PIX
4249
0,0,not flipped
4250
RO4TRN.PIX
4251
0,0,not flipped
4252
4									// Number of looping frames
4253
RO4RUNT1.PIX
4254
0,0,not flipped
4255
RO4RUNT2.PIX
4256
0,0,not flipped
4257
RO4RUNT3.PIX
4258
0,0,not flipped
4259
RO4RUNT2.PIX
4260
0,0,not flipped
10 pmbaty 4261
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 4262
collide								// Include this frame in collision calcs
4263
speed								// Frame rate type
4264
0.06,8								// Min frame rate, max frame rate,
4265
4									// Number of initial frames
4266
RO4SHK.PIX
4267
0,0,flipped
4268
RO4STL1.PIX
4269
0,0,flipped
4270
RO4SHK.PIX
4271
0,0,not flipped
4272
RO4TRN.PIX
4273
0,0,not flipped
4274
4									// Number of looping frames
4275
RO4RUNT1.PIX
4276
0,0,flipped
4277
RO4RUNT2.PIX
4278
0,0,flipped
4279
RO4RUNT3.PIX
4280
0,0,flipped
4281
RO4RUNT2.PIX
4282
0,0,flipped
4283
// Sequence #3 - turn frightened and run away to their left
4284
collide								// Include this frame in collision calcs
4285
speed								// Frame rate type
4286
0.06,8								// Min frame rate, max frame rate,
4287
4									// Number of initial frames
4288
RO4SHK.PIX
4289
0,0,flipped
4290
RO4STL1.PIX
4291
0,0,flipped
4292
RO4SHK.PIX
4293
0,0,not flipped
4294
RO4TRN.PIX
4295
0,0,not flipped
4296
4									// Number of looping frames
4297
RO4RUNA1.PIX
4298
0,0,not flipped
4299
RO4RUNA2.PIX
4300
0,0,not flipped
4301
RO4RUNA3.PIX
4302
0,0,not flipped
4303
RO4RUNA2.PIX
4304
0,0,not flipped
4305
///Sequence #4 - stationary, looking from side to side
4306
collide								// Include this frame in collision calcs
4307
variable							// Frame rate type
4308
1,6									// Min frame rate, max frame rate,
4309
 
4310
2									// Number of looping frames
4311
RO4STL1.PIX
4312
0,0,flipped
4313
RO4STL2.PIX
4314
0,0,flipped
10 pmbaty 4315
// Sequence #5 - fatal collision with car
5 pmbaty 4316
don't collide						// Exclude this frame in collision calcs
4317
variable								// Frame rate type
4318
12,12									// Min frame rate, max frame rate,
4319
4									// Number of initial frames
4320
RO4HIT1.PIX
4321
0,0,not flipped
4322
RO4HIT2.PIX
4323
0,0,not flipped
4324
RO4HIT3.PIX
4325
0,0,not flipped
4326
RO4HIT4.PIX
4327
0,0,not flipped
4328
2									// Number of looping frames
4329
R04DED1.PIX
4330
0,0,not flipped
4331
RO4DED2.PIX
4332
0,0,not flipped
4333
// Sequence #6 - turning into giblets
4334
don't collide						// Exclude this frame in collision calcs
4335
fixed								// Frame rate type
4336
1									// Number of initial frames
4337
GCHUNKS1.PIX
4338
0,0,not flipped
4339
 
10 pmbaty 4340
// Sequence #7 - non-fatal collision with car
5 pmbaty 4341
collide								// Include this frame in collision calcs
4342
variable								// Frame rate type
4343
12,12									// Min frame rate, max frame rate,
4344
2									// Number of initial frames
4345
RO4HIT1.PIX
4346
0,0,not flipped
4347
RO4HIT2.PIX
4348
0,0,not flipped
4349
 
10 pmbaty 4350
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 4351
collide								// Include this frame in collision calcs
4352
variable							// Frame rate type
4353
1,6									// Min frame rate, max frame rate,
4354
 
4355
2									// Number of looping frames
4356
RO4BAK1.PIX
4357
0,0,not flipped
4358
RO4BAK2.PIX
4359
0,0,flipped
4360
NEXT PEDESTRIAN
10 pmbaty 4361
// **************** RO5 (FORMERLY MUS) **********************************************************************************
5 pmbaty 4362
17										// Reference number
4363
0.35									// Height
4364
250										// Points value
4365
15										// Hit points
4366
2,4031,4030								// Exploding noises
4367
4040									// Falling noise
4368
0.00002									// Acceleration
4369
1										// Image index
4370
IDENTITY.TAB
4371
RO5.PIX
4372
STDPED.MAT
4373
2										// Index of fatal car-impact action
4374
4										// Index of non-fatal car-impact action
4375
1										// Index of after-non-fatal-impact action
4376
5										// Index of fatal falling action
4377
6										// Index of non-fatal falling action
4378
3										// Index of giblets action
4379
7										// Number of actions
4380
// Action #0 - stand there, looking nervous
4381
0,100								// Danger level, percentage chance
4382
0,0									// Initial speed, looping speed
4383
20.0									// Reaction time for this action
4384
 
4385
3									// Number of sequences for this action
4386
90,8							// Max bearing, sequence index
4387
270,4							// Max bearing, sequence index
4388
360,8							// Max bearing, sequence index
10 pmbaty 4389
// Action #1 - turn frightened and run like fuck
5 pmbaty 4390
1,100								// Danger level, percentage chance
4391
0,0.0008							// Initial speed, looping speed
4392
0.05								// Reaction time for this action
4393
1,4003							// Sounds
4394
4									// Number of sequences for this action
4395
90,0							// Max bearing, sequence index
4396
180,1							// Max bearing, sequence index
4397
270,2							// Max bearing, sequence index
4398
360,3							// Max bearing, sequence index
10 pmbaty 4399
// Action #2 - fatal car collision
5 pmbaty 4400
1000,0								// Danger level, percentage chance
4401
0,0									// Initial speed, looping speed
4402
 
4403
1,4013							// Sounds
4404
1									// Number of sequences for this action
4405
360,5							// Max bearing, sequence index
10 pmbaty 4406
// Action #3 - turning into giblets
5 pmbaty 4407
1000,0								// Danger level, percentage chance
4408
0,0									// Initial speed, looping speed
4409
 
4410
 
4411
1									// Number of sequences for this action
4412
360,6							// Max bearing, sequence index
4413
///Action #4 - non-fatal car collision
4414
1000,0								// Danger level, percentage chance
4415
0,0									// Initial speed, looping speed
4416
 
4417
1,4003							// Sounds
4418
1									// Number of sequences for this action
4419
360,7							// Max bearing, sequence index
4420
// Action #5 - fatal ground collision
4421
1000,0								// Danger level, percentage chance
4422
0,0									// Initial speed, looping speed
4423
 
4424
1,4013							// Sounds
4425
1									// Number of sequences for this action
4426
360,5							// Max bearing, sequence index
10 pmbaty 4427
// Action #6 - non-fatal ground collision
5 pmbaty 4428
1000,0								// Danger level, percentage chance
4429
0,0									// Initial speed, looping speed
4430
 
4431
1,4003							// Sounds
4432
1									// Number of sequences for this action
4433
360,7							// Max bearing, sequence index
4434
9										// Number of sequences
10 pmbaty 4435
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 4436
collide								// Include this frame in collision calcs
4437
speed								// Frame rate type
4438
0.06,8								// Min frame rate, max frame rate,
4439
4									// Number of initial frames
4440
RO5SHK.PIX
4441
0,0,flipped
4442
RO5STL1.PIX
4443
0,0,flipped
4444
RO5SHK.PIX
4445
0,0,not flipped
4446
RO5TRN.PIX
4447
0,0,not flipped
4448
4									// Number of looping frames
4449
RO5RUNA1.PIX
4450
0,0,flipped
4451
RO5RUNA2.PIX
4452
0,0,flipped
4453
RO5RUNA3.PIX
4454
0,0,flipped
4455
RO5RUNA2.PIX
4456
0,0,flipped
10 pmbaty 4457
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 4458
collide								// Include this frame in collision calcs
4459
speed								// Frame rate type
4460
0.06,8								// Min frame rate, max frame rate,
4461
4									// Number of initial frames
4462
RO5SHK.PIX
4463
0,0,flipped
4464
RO5STL1.PIX
4465
0,0,flipped
4466
RO5SHK.PIX
4467
0,0,not flipped
4468
RO5TRN.PIX
4469
0,0,not flipped
4470
4									// Number of looping frames
4471
RO5RUNT1.PIX
4472
0,0,not flipped
4473
RO5RUNT2.PIX
4474
0,0,not flipped
4475
RO5RUNT3.PIX
4476
0,0,not flipped
4477
RO5RUNT2.PIX
4478
0,0,not flipped
10 pmbaty 4479
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 4480
collide								// Include this frame in collision calcs
4481
speed								// Frame rate type
4482
0.06,8								// Min frame rate, max frame rate,
4483
4									// Number of initial frames
4484
RO5SHK.PIX
4485
0,0,flipped
4486
RO5STL1.PIX
4487
0,0,flipped
4488
RO5SHK.PIX
4489
0,0,not flipped
4490
RO5TRN.PIX
4491
0,0,not flipped
4492
4									// Number of looping frames
4493
RO5RUNT1.PIX
4494
0,0,flipped
4495
RO5RUNT2.PIX
4496
0,0,flipped
4497
RO5RUNT3.PIX
4498
0,0,flipped
4499
RO5RUNT2.PIX
4500
0,0,flipped
4501
// Sequence #3 - turn frightened and run away to their left
4502
collide								// Include this frame in collision calcs
4503
speed								// Frame rate type
4504
0.06,8								// Min frame rate, max frame rate,
4505
4									// Number of initial frames
4506
RO5SHK.PIX
4507
0,0,flipped
4508
RO5STL1.PIX
4509
0,0,flipped
4510
RO5SHK.PIX
4511
0,0,not flipped
4512
RO5TRN.PIX
4513
0,0,not flipped
4514
4									// Number of looping frames
4515
RO5RUNA1.PIX
4516
0,0,not flipped
4517
RO5RUNA2.PIX
4518
0,0,not flipped
4519
RO5RUNA3.PIX
4520
0,0,not flipped
4521
RO5RUNA2.PIX
4522
0,0,not flipped
4523
///Sequence #4 - stationary, looking from side to side
4524
collide								// Include this frame in collision calcs
4525
variable							// Frame rate type
4526
1,6									// Min frame rate, max frame rate,
4527
 
4528
2									// Number of looping frames
4529
RO5STL1.PIX
4530
0,0,flipped
4531
RO5STL2.PIX
4532
0,0,flipped
10 pmbaty 4533
// Sequence #5 - fatal collision with car
5 pmbaty 4534
don't collide						// Exclude this frame in collision calcs
4535
variable								// Frame rate type
4536
12,12									// Min frame rate, max frame rate,
4537
4									// Number of initial frames
4538
RO5HIT1.PIX
4539
0,0,not flipped
4540
RO5HIT2.PIX
4541
0,0,not flipped
4542
RO5HIT3.PIX
4543
0,0,not flipped
4544
RO5HIT4.PIX
4545
0,0,not flipped
4546
2									// Number of looping frames
4547
R05DED1.PIX
4548
0,0,not flipped
4549
RO5DED2.PIX
4550
0,0,not flipped
4551
// Sequence #6 - turning into giblets
4552
don't collide						// Exclude this frame in collision calcs
4553
fixed								// Frame rate type
4554
1									// Number of initial frames
4555
GCHUNKS1.PIX
4556
0,0,not flipped
4557
 
10 pmbaty 4558
// Sequence #7 - non-fatal collision with car
5 pmbaty 4559
collide								// Include this frame in collision calcs
4560
variable								// Frame rate type
4561
12,12									// Min frame rate, max frame rate,
4562
2									// Number of initial frames
4563
RO5HIT1.PIX
4564
0,0,not flipped
4565
RO5HIT2.PIX
4566
0,0,not flipped
4567
 
10 pmbaty 4568
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 4569
collide								// Include this frame in collision calcs
4570
variable							// Frame rate type
4571
1,6									// Min frame rate, max frame rate,
4572
 
4573
2									// Number of looping frames
4574
RO5BAK1.PIX
4575
0,0,not flipped
4576
RO5BAK2.PIX
4577
0,0,flipped
4578
NEXT PEDESTRIAN
10 pmbaty 4579
// **************** RO6(FORMERLY OLD) **********************************************************************************
5 pmbaty 4580
18										// Reference number
4581
0.35									// Height
4582
250										// Points value
4583
15										// Hit points
4584
2,4031,4030								// Exploding noises
4585
4040									// Falling noise
4586
0.00002									// Acceleration
4587
1										// Image index
4588
IDENTITY.TAB
4589
RO6.PIX
4590
STDPED.MAT
4591
2										// Index of fatal car-impact action
4592
4										// Index of non-fatal car-impact action
4593
1										// Index of after-non-fatal-impact action
4594
5										// Index of fatal falling action
4595
6										// Index of non-fatal falling action
4596
3										// Index of giblets action
4597
7										// Number of actions
4598
// Action #0 - stand there, looking nervous
4599
0,100								// Danger level, percentage chance
4600
0,0									// Initial speed, looping speed
4601
20.0									// Reaction time for this action
4602
 
4603
3									// Number of sequences for this action
4604
90,8							// Max bearing, sequence index
4605
270,4							// Max bearing, sequence index
4606
360,8							// Max bearing, sequence index
10 pmbaty 4607
// Action #1 - turn frightened and run like fuck
5 pmbaty 4608
1,100								// Danger level, percentage chance
4609
0,0.0008							// Initial speed, looping speed
4610
0.05								// Reaction time for this action
4611
1,4003							// Sounds
4612
4									// Number of sequences for this action
4613
90,0							// Max bearing, sequence index
4614
180,1							// Max bearing, sequence index
4615
270,2							// Max bearing, sequence index
4616
360,3							// Max bearing, sequence index
10 pmbaty 4617
// Action #2 - fatal car collision
5 pmbaty 4618
1000,0								// Danger level, percentage chance
4619
0,0									// Initial speed, looping speed
4620
 
4621
1,4013							// Sounds
4622
1									// Number of sequences for this action
4623
360,5							// Max bearing, sequence index
10 pmbaty 4624
// Action #3 - turning into giblets
5 pmbaty 4625
1000,0								// Danger level, percentage chance
4626
0,0									// Initial speed, looping speed
4627
 
4628
 
4629
1									// Number of sequences for this action
4630
360,6							// Max bearing, sequence index
4631
///Action #4 - non-fatal car collision
4632
1000,0								// Danger level, percentage chance
4633
0,0									// Initial speed, looping speed
4634
 
4635
1,4003							// Sounds
4636
1									// Number of sequences for this action
4637
360,7							// Max bearing, sequence index
4638
// Action #5 - fatal ground collision
4639
1000,0								// Danger level, percentage chance
4640
0,0									// Initial speed, looping speed
4641
 
4642
1,4013							// Sounds
4643
1									// Number of sequences for this action
4644
360,5							// Max bearing, sequence index
10 pmbaty 4645
// Action #6 - non-fatal ground collision
5 pmbaty 4646
1000,0								// Danger level, percentage chance
4647
0,0									// Initial speed, looping speed
4648
 
4649
1,4003							// Sounds
4650
1									// Number of sequences for this action
4651
360,7							// Max bearing, sequence index
4652
9										// Number of sequences
10 pmbaty 4653
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 4654
collide								// Include this frame in collision calcs
4655
speed								// Frame rate type
4656
0.06,8								// Min frame rate, max frame rate,
4657
4									// Number of initial frames
4658
RO6SHK.PIX
4659
0,0,flipped
4660
RO6STL1.PIX
4661
0,0,flipped
4662
RO6SHK.PIX
4663
0,0,not flipped
4664
RO6TRN.PIX
4665
0,0,not flipped
4666
4									// Number of looping frames
4667
RO6RUNA1.PIX
4668
0,0,flipped
4669
RO6RUNA2.PIX
4670
0,0,flipped
4671
RO6RUNA3.PIX
4672
0,0,flipped
4673
RO6RUNA2.PIX
4674
0,0,flipped
10 pmbaty 4675
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 4676
collide								// Include this frame in collision calcs
4677
speed								// Frame rate type
4678
0.06,8								// Min frame rate, max frame rate,
4679
4									// Number of initial frames
4680
RO6SHK.PIX
4681
0,0,flipped
4682
RO6STL1.PIX
4683
0,0,flipped
4684
RO6SHK.PIX
4685
0,0,not flipped
4686
RO6TRN.PIX
4687
0,0,not flipped
4688
4									// Number of looping frames
4689
RO6RUNT1.PIX
4690
0,0,not flipped
4691
RO6RUNT2.PIX
4692
0,0,not flipped
4693
RO6RUNT3.PIX
4694
0,0,not flipped
4695
RO6RUNT2.PIX
4696
0,0,not flipped
10 pmbaty 4697
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 4698
collide								// Include this frame in collision calcs
4699
speed								// Frame rate type
4700
0.06,8								// Min frame rate, max frame rate,
4701
4									// Number of initial frames
4702
RO6SHK.PIX
4703
0,0,flipped
4704
RO6STL1.PIX
4705
0,0,flipped
4706
RO6SHK.PIX
4707
0,0,not flipped
4708
RO6TRN.PIX
4709
0,0,not flipped
4710
4									// Number of looping frames
4711
RO6RUNT1.PIX
4712
0,0,flipped
4713
RO6RUNT2.PIX
4714
0,0,flipped
4715
RO6RUNT3.PIX
4716
0,0,flipped
4717
RO6RUNT2.PIX
4718
0,0,flipped
4719
// Sequence #3 - turn frightened and run away to their left
4720
collide								// Include this frame in collision calcs
4721
speed								// Frame rate type
4722
0.06,8								// Min frame rate, max frame rate,
4723
4									// Number of initial frames
4724
RO6SHK.PIX
4725
0,0,flipped
4726
RO6STL1.PIX
4727
0,0,flipped
4728
RO6SHK.PIX
4729
0,0,not flipped
4730
RO6TRN.PIX
4731
0,0,not flipped
4732
4									// Number of looping frames
4733
RO6RUNA1.PIX
4734
0,0,not flipped
4735
RO6RUNA2.PIX
4736
0,0,not flipped
4737
RO6RUNA3.PIX
4738
0,0,not flipped
4739
RO6RUNA2.PIX
4740
0,0,not flipped
4741
///Sequence #4 - stationary, looking from side to side
4742
collide								// Include this frame in collision calcs
4743
variable							// Frame rate type
4744
1,6									// Min frame rate, max frame rate,
4745
 
4746
2									// Number of looping frames
4747
RO6STL1.PIX
4748
0,0,flipped
4749
RO6STL2.PIX
4750
0,0,flipped
10 pmbaty 4751
// Sequence #5 - fatal collision with car
5 pmbaty 4752
don't collide						// Exclude this frame in collision calcs
4753
variable								// Frame rate type
4754
12,12									// Min frame rate, max frame rate,
4755
4									// Number of initial frames
4756
RO6HIT1.PIX
4757
0,0,not flipped
4758
RO6HIT2.PIX
4759
0,0,not flipped
4760
RO6HIT3.PIX
4761
0,0,not flipped
4762
RO6HIT4.PIX
4763
0,0,not flipped
4764
2									// Number of looping frames
4765
R06DED1.PIX
4766
0,0,not flipped
4767
RO6DED2.PIX
4768
0,0,not flipped
4769
// Sequence #6 - turning into giblets
4770
don't collide						// Exclude this frame in collision calcs
4771
fixed								// Frame rate type
4772
1									// Number of initial frames
4773
GCHUNKS1.PIX
4774
0,0,not flipped
4775
 
10 pmbaty 4776
// Sequence #7 - non-fatal collision with car
5 pmbaty 4777
collide								// Include this frame in collision calcs
4778
variable								// Frame rate type
4779
12,12									// Min frame rate, max frame rate,
4780
2									// Number of initial frames
4781
RO6HIT1.PIX
4782
0,0,not flipped
4783
RO6HIT2.PIX
4784
0,0,not flipped
4785
 
10 pmbaty 4786
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 4787
collide								// Include this frame in collision calcs
4788
variable							// Frame rate type
4789
1,6									// Min frame rate, max frame rate,
4790
 
4791
2									// Number of looping frames
4792
RO6BAK1.PIX
4793
0,0,not flipped
4794
RO6BAK2.PIX
4795
0,0,flipped
4796
NEXT PEDESTRIAN
10 pmbaty 4797
// **************** RO7(FORMERLY RID) **********************************************************************************
5 pmbaty 4798
19										// Reference number
4799
0.35									// Height
4800
250										// Points value
4801
15										// Hit points
4802
2,4031,4030								// Exploding noises
4803
4040									// Falling noise
4804
0.00002									// Acceleration
4805
1										// Image index
4806
IDENTITY.TAB
4807
RO7.PIX
4808
STDPED.MAT
4809
2										// Index of fatal car-impact action
4810
4										// Index of non-fatal car-impact action
4811
1										// Index of after-non-fatal-impact action
4812
5										// Index of fatal falling action
4813
6										// Index of non-fatal falling action
4814
3										// Index of giblets action
4815
7										// Number of actions
4816
// Action #0 - stand there, looking nervous
4817
0,100								// Danger level, percentage chance
4818
0,0									// Initial speed, looping speed
4819
20.0									// Reaction time for this action
4820
 
4821
3									// Number of sequences for this action
4822
90,8							// Max bearing, sequence index
4823
270,4							// Max bearing, sequence index
4824
360,8							// Max bearing, sequence index
10 pmbaty 4825
// Action #1 - turn frightened and run like fuck
5 pmbaty 4826
1,100								// Danger level, percentage chance
4827
0,0.0008							// Initial speed, looping speed
4828
0.05								// Reaction time for this action
4829
1,4003							// Sounds
4830
4									// Number of sequences for this action
4831
90,0							// Max bearing, sequence index
4832
180,1							// Max bearing, sequence index
4833
270,2							// Max bearing, sequence index
4834
360,3							// Max bearing, sequence index
10 pmbaty 4835
// Action #2 - fatal car collision
5 pmbaty 4836
1000,0								// Danger level, percentage chance
4837
0,0									// Initial speed, looping speed
4838
 
4839
1,4013							// Sounds
4840
1									// Number of sequences for this action
4841
360,5							// Max bearing, sequence index
10 pmbaty 4842
// Action #3 - turning into giblets
5 pmbaty 4843
1000,0								// Danger level, percentage chance
4844
0,0									// Initial speed, looping speed
4845
 
4846
 
4847
1									// Number of sequences for this action
4848
360,6							// Max bearing, sequence index
4849
///Action #4 - non-fatal car collision
4850
1000,0								// Danger level, percentage chance
4851
0,0									// Initial speed, looping speed
4852
 
4853
1,4003							// Sounds
4854
1									// Number of sequences for this action
4855
360,7							// Max bearing, sequence index
4856
// Action #5 - fatal ground collision
4857
1000,0								// Danger level, percentage chance
4858
0,0									// Initial speed, looping speed
4859
 
4860
1,4013							// Sounds
4861
1									// Number of sequences for this action
4862
360,5							// Max bearing, sequence index
10 pmbaty 4863
// Action #6 - non-fatal ground collision
5 pmbaty 4864
1000,0								// Danger level, percentage chance
4865
0,0									// Initial speed, looping speed
4866
 
4867
1,4003							// Sounds
4868
1									// Number of sequences for this action
4869
360,7							// Max bearing, sequence index
4870
9										// Number of sequences
10 pmbaty 4871
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 4872
collide								// Include this frame in collision calcs
4873
speed								// Frame rate type
4874
0.06,8								// Min frame rate, max frame rate,
4875
4									// Number of initial frames
4876
RO7SHK.PIX
4877
0,0,flipped
4878
RO7STL1.PIX
4879
0,0,flipped
4880
RO7SHK.PIX
4881
0,0,not flipped
4882
RO7TRN.PIX
4883
0,0,not flipped
4884
4									// Number of looping frames
4885
RO7RUNA1.PIX
4886
0,0,flipped
4887
RO7RUNA2.PIX
4888
0,0,flipped
4889
RO7RUNA3.PIX
4890
0,0,flipped
4891
RO7RUNA2.PIX
4892
0,0,flipped
10 pmbaty 4893
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 4894
collide								// Include this frame in collision calcs
4895
speed								// Frame rate type
4896
0.06,8								// Min frame rate, max frame rate,
4897
4									// Number of initial frames
4898
RO7SHK.PIX
4899
0,0,flipped
4900
RO7STL1.PIX
4901
0,0,flipped
4902
RO7SHK.PIX
4903
0,0,not flipped
4904
RO7TRN.PIX
4905
0,0,not flipped
4906
4									// Number of looping frames
4907
RO7RUNT1.PIX
4908
0,0,not flipped
4909
RO7RUNT2.PIX
4910
0,0,not flipped
4911
RO7RUNT3.PIX
4912
0,0,not flipped
4913
RO7RUNT2.PIX
4914
0,0,not flipped
10 pmbaty 4915
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 4916
collide								// Include this frame in collision calcs
4917
speed								// Frame rate type
4918
0.06,8								// Min frame rate, max frame rate,
4919
4									// Number of initial frames
4920
RO7SHK.PIX
4921
0,0,flipped
4922
RO7STL1.PIX
4923
0,0,flipped
4924
RO7SHK.PIX
4925
0,0,not flipped
4926
RO7TRN.PIX
4927
0,0,not flipped
4928
4									// Number of looping frames
4929
RO7RUNT1.PIX
4930
0,0,flipped
4931
RO7RUNT2.PIX
4932
0,0,flipped
4933
RO7RUNT3.PIX
4934
0,0,flipped
4935
RO7RUNT2.PIX
4936
0,0,flipped
4937
// Sequence #3 - turn frightened and run away to their left
4938
collide								// Include this frame in collision calcs
4939
speed								// Frame rate type
4940
0.06,8								// Min frame rate, max frame rate,
4941
4									// Number of initial frames
4942
RO7SHK.PIX
4943
0,0,flipped
4944
RO7STL1.PIX
4945
0,0,flipped
4946
RO7SHK.PIX
4947
0,0,not flipped
4948
RO7TRN.PIX
4949
0,0,not flipped
4950
4									// Number of looping frames
4951
RO7RUNA1.PIX
4952
0,0,not flipped
4953
RO7RUNA2.PIX
4954
0,0,not flipped
4955
RO7RUNA3.PIX
4956
0,0,not flipped
4957
RO7RUNA2.PIX
4958
0,0,not flipped
4959
///Sequence #4 - stationary, looking from side to side
4960
collide								// Include this frame in collision calcs
4961
variable							// Frame rate type
4962
1,6									// Min frame rate, max frame rate,
4963
 
4964
2									// Number of looping frames
4965
RO7STL1.PIX
4966
0,0,flipped
4967
RO7STL2.PIX
4968
0,0,flipped
10 pmbaty 4969
// Sequence #5 - fatal collision with car
5 pmbaty 4970
don't collide						// Exclude this frame in collision calcs
4971
variable								// Frame rate type
4972
12,12									// Min frame rate, max frame rate,
4973
4									// Number of initial frames
4974
RO7HIT1.PIX
4975
0,0,not flipped
4976
RO7HIT2.PIX
4977
0,0,not flipped
4978
RO7HIT3.PIX
4979
0,0,not flipped
4980
RO7HIT4.PIX
4981
0,0,not flipped
4982
2									// Number of looping frames
4983
RO7DED1.PIX
4984
0,0,not flipped
4985
RO7DED2.PIX
4986
0,0,not flipped
4987
// Sequence #6 - turning into giblets
4988
don't collide						// Exclude this frame in collision calcs
4989
fixed								// Frame rate type
4990
1									// Number of initial frames
4991
GCHUNKS1.PIX
4992
0,0,not flipped
4993
 
10 pmbaty 4994
// Sequence #7 - non-fatal collision with car
5 pmbaty 4995
collide								// Include this frame in collision calcs
4996
variable								// Frame rate type
4997
12,12									// Min frame rate, max frame rate,
4998
2									// Number of initial frames
4999
RO7HIT1.PIX
5000
0,0,not flipped
5001
RO7HIT2.PIX
5002
0,0,not flipped
5003
 
10 pmbaty 5004
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 5005
collide								// Include this frame in collision calcs
5006
variable							// Frame rate type
5007
1,6									// Min frame rate, max frame rate,
5008
 
5009
2									// Number of looping frames
5010
RO7BAK1.PIX
5011
0,0,not flipped
5012
RO7BAK2.PIX
5013
0,0,flipped
5014
NEXT PEDESTRIAN
10 pmbaty 5015
// **************** RO8(FORMERLY ???) **********************************************************************************
5 pmbaty 5016
26										// Reference number
5017
0.35									// Height
5018
250										// Points value
5019
15										// Hit points
5020
2,4031,4030								// Exploding noises
5021
4040									// Falling noise
5022
0.00002									// Acceleration
5023
1										// Image index
5024
IDENTITY.TAB
5025
RO8.PIX
5026
STDPED.MAT
5027
2										// Index of fatal car-impact action
5028
4										// Index of non-fatal car-impact action
5029
1										// Index of after-non-fatal-impact action
5030
5										// Index of fatal falling action
5031
6										// Index of non-fatal falling action
5032
3										// Index of giblets action
5033
7										// Number of actions
5034
// Action #0 - stand there, looking nervous
5035
0,100								// Danger level, percentage chance
5036
0,0									// Initial speed, looping speed
5037
20.0									// Reaction time for this action
5038
 
5039
3									// Number of sequences for this action
5040
90,8							// Max bearing, sequence index
5041
270,4							// Max bearing, sequence index
5042
360,8							// Max bearing, sequence index
10 pmbaty 5043
// Action #1 - turn frightened and run like fuck
5 pmbaty 5044
1,100								// Danger level, percentage chance
5045
0,0.0008							// Initial speed, looping speed
5046
0.05								// Reaction time for this action
5047
1,4003							// Sounds
5048
4									// Number of sequences for this action
5049
90,0							// Max bearing, sequence index
5050
180,1							// Max bearing, sequence index
5051
270,2							// Max bearing, sequence index
5052
360,3							// Max bearing, sequence index
10 pmbaty 5053
// Action #2 - fatal car collision
5 pmbaty 5054
1000,0								// Danger level, percentage chance
5055
0,0									// Initial speed, looping speed
5056
 
5057
1,4013							// Sounds
5058
1									// Number of sequences for this action
5059
360,5							// Max bearing, sequence index
10 pmbaty 5060
// Action #3 - turning into giblets
5 pmbaty 5061
1000,0								// Danger level, percentage chance
5062
0,0									// Initial speed, looping speed
5063
 
5064
 
5065
1									// Number of sequences for this action
5066
360,6							// Max bearing, sequence index
5067
///Action #4 - non-fatal car collision
5068
1000,0								// Danger level, percentage chance
5069
0,0									// Initial speed, looping speed
5070
 
5071
1,4003							// Sounds
5072
1									// Number of sequences for this action
5073
360,7							// Max bearing, sequence index
5074
// Action #5 - fatal ground collision
5075
1000,0								// Danger level, percentage chance
5076
0,0									// Initial speed, looping speed
5077
 
5078
1,4013							// Sounds
5079
1									// Number of sequences for this action
5080
360,5							// Max bearing, sequence index
10 pmbaty 5081
// Action #6 - non-fatal ground collision
5 pmbaty 5082
1000,0								// Danger level, percentage chance
5083
0,0									// Initial speed, looping speed
5084
 
5085
1,4003							// Sounds
5086
1									// Number of sequences for this action
5087
360,7							// Max bearing, sequence index
5088
9										// Number of sequences
10 pmbaty 5089
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 5090
collide								// Include this frame in collision calcs
5091
speed								// Frame rate type
5092
0.06,8								// Min frame rate, max frame rate,
5093
4									// Number of initial frames
5094
RO8SHK.PIX
5095
0,0,flipped
5096
RO8STL1.PIX
5097
0,0,flipped
5098
RO8SHK.PIX
5099
0,0,not flipped
5100
RO8TRN.PIX
5101
0,0,not flipped
5102
4									// Number of looping frames
5103
RO8RUNA1.PIX
5104
0,0,flipped
5105
RO8RUNA2.PIX
5106
0,0,flipped
5107
RO8RUNA3.PIX
5108
0,0,flipped
5109
RO8RUNA2.PIX
5110
0,0,flipped
10 pmbaty 5111
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 5112
collide								// Include this frame in collision calcs
5113
speed								// Frame rate type
5114
0.06,8								// Min frame rate, max frame rate,
5115
4									// Number of initial frames
5116
RO8SHK.PIX
5117
0,0,flipped
5118
RO8STL1.PIX
5119
0,0,flipped
5120
RO8SHK.PIX
5121
0,0,not flipped
5122
RO8TRN.PIX
5123
0,0,not flipped
5124
4									// Number of looping frames
5125
RO8RUNT1.PIX
5126
0,0,not flipped
5127
RO8RUNT2.PIX
5128
0,0,not flipped
5129
RO8RUNT3.PIX
5130
0,0,not flipped
5131
RO8RUNT2.PIX
5132
0,0,not flipped
10 pmbaty 5133
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 5134
collide								// Include this frame in collision calcs
5135
speed								// Frame rate type
5136
0.06,8								// Min frame rate, max frame rate,
5137
4									// Number of initial frames
5138
RO8SHK.PIX
5139
0,0,flipped
5140
RO8STL1.PIX
5141
0,0,flipped
5142
RO8SHK.PIX
5143
0,0,not flipped
5144
RO8TRN.PIX
5145
0,0,not flipped
5146
4									// Number of looping frames
5147
RO8RUNT1.PIX
5148
0,0,flipped
5149
RO8RUNT2.PIX
5150
0,0,flipped
5151
RO8RUNT3.PIX
5152
0,0,flipped
5153
RO8RUNT2.PIX
5154
0,0,flipped
5155
// Sequence #3 - turn frightened and run away to their left
5156
collide								// Include this frame in collision calcs
5157
speed								// Frame rate type
5158
0.06,8								// Min frame rate, max frame rate,
5159
4									// Number of initial frames
5160
RO8SHK.PIX
5161
0,0,flipped
5162
RO8STL1.PIX
5163
0,0,flipped
5164
RO8SHK.PIX
5165
0,0,not flipped
5166
RO8TRN.PIX
5167
0,0,not flipped
5168
4									// Number of looping frames
5169
RO8RUNA1.PIX
5170
0,0,not flipped
5171
RO8RUNA2.PIX
5172
0,0,not flipped
5173
RO8RUNA3.PIX
5174
0,0,not flipped
5175
RO8RUNA2.PIX
5176
0,0,not flipped
5177
///Sequence #4 - stationary, looking from side to side
5178
collide								// Include this frame in collision calcs
5179
variable							// Frame rate type
5180
1,6									// Min frame rate, max frame rate,
5181
 
5182
2									// Number of looping frames
5183
RO8STL1.PIX
5184
0,0,flipped
5185
RO8STL2.PIX
5186
0,0,flipped
10 pmbaty 5187
// Sequence #5 - fatal collision with car
5 pmbaty 5188
don't collide						// Exclude this frame in collision calcs
5189
variable								// Frame rate type
5190
12,12									// Min frame rate, max frame rate,
5191
4									// Number of initial frames
5192
RO8HIT1.PIX
5193
0,0,not flipped
5194
RO8HIT2.PIX
5195
0,0,not flipped
5196
RO8HIT3.PIX
5197
0,0,not flipped
5198
RO8HIT4.PIX
5199
0,0,not flipped
5200
2									// Number of looping frames
5201
R08DED1.PIX
5202
0,0,not flipped
5203
RO8DED2.PIX
5204
0,0,not flipped
5205
// Sequence #6 - turning into giblets
5206
don't collide						// Exclude this frame in collision calcs
5207
fixed								// Frame rate type
5208
1									// Number of initial frames
5209
GCHUNKS1.PIX
5210
0,0,not flipped
5211
 
10 pmbaty 5212
// Sequence #7 - non-fatal collision with car
5 pmbaty 5213
collide								// Include this frame in collision calcs
5214
variable								// Frame rate type
5215
12,12									// Min frame rate, max frame rate,
5216
2									// Number of initial frames
5217
RO8HIT1.PIX
5218
0,0,not flipped
5219
RO8HIT2.PIX
5220
0,0,not flipped
5221
 
10 pmbaty 5222
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 5223
collide								// Include this frame in collision calcs
5224
variable							// Frame rate type
5225
1,6									// Min frame rate, max frame rate,
5226
 
5227
2									// Number of looping frames
5228
RO8BAK1.PIX
5229
0,0,not flipped
5230
RO8BAK2.PIX
5231
0,0,flipped
5232
NEXT PEDESTRIAN
10 pmbaty 5233
// **************** RO1 (FORMERLY LTH) ************************************************************************************************
5 pmbaty 5234
22										// Reference number
5235
0.35									// Height
5236
250										// Points value
5237
15										// Hit points
5238
2,4031,4030								// Exploding noises
5239
4040									// Falling noise
5240
0.00002									// Acceleration
5241
1										// Image index
5242
IDENTITY.TAB
5243
RO1.PIX
5244
STDPED.MAT
5245
2										// Index of fatal car-impact action
5246
4										// Index of non-fatal car-impact action
5247
1										// Index of after-non-fatal-impact action
5248
5										// Index of fatal falling action
5249
6										// Index of non-fatal falling action
5250
3										// Index of giblets action
5251
7										// Number of actions
5252
// Action #0 - stand there, looking nervous
5253
0,100								// Danger level, percentage chance
5254
0,0									// Initial speed, looping speed
5255
20.0									// Reaction time for this action
5256
 
5257
3									// Number of sequences for this action
5258
90,8							// Max bearing, sequence index
5259
270,4							// Max bearing, sequence index
5260
360,8							// Max bearing, sequence index
10 pmbaty 5261
// Action #1 - turn frightened and run like fuck
5 pmbaty 5262
1,100								// Danger level, percentage chance
5263
0,0.0008							// Initial speed, looping speed
5264
0.05								// Reaction time for this action
5265
1,4003							// Sounds
5266
4									// Number of sequences for this action
5267
90,0							// Max bearing, sequence index
5268
180,1							// Max bearing, sequence index
5269
270,2							// Max bearing, sequence index
5270
360,3							// Max bearing, sequence index
10 pmbaty 5271
// Action #2 - fatal car collision
5 pmbaty 5272
1000,0								// Danger level, percentage chance
5273
0,0									// Initial speed, looping speed
5274
 
5275
1,4013							// Sounds
5276
1									// Number of sequences for this action
5277
360,5							// Max bearing, sequence index
10 pmbaty 5278
// Action #3 - turning into giblets
5 pmbaty 5279
1000,0								// Danger level, percentage chance
5280
0,0									// Initial speed, looping speed
5281
 
5282
 
5283
1									// Number of sequences for this action
5284
360,6							// Max bearing, sequence index
5285
///Action #4 - non-fatal car collision
5286
1000,0								// Danger level, percentage chance
5287
0,0									// Initial speed, looping speed
5288
 
5289
1,4003							// Sounds
5290
1									// Number of sequences for this action
5291
360,7							// Max bearing, sequence index
5292
// Action #5 - fatal ground collision
5293
1000,0								// Danger level, percentage chance
5294
0,0									// Initial speed, looping speed
5295
 
5296
1,4013							// Sounds
5297
1									// Number of sequences for this action
5298
360,5							// Max bearing, sequence index
10 pmbaty 5299
// Action #6 - non-fatal ground collision
5 pmbaty 5300
1000,0								// Danger level, percentage chance
5301
0,0									// Initial speed, looping speed
5302
 
5303
1,4003							// Sounds
5304
1									// Number of sequences for this action
5305
360,7							// Max bearing, sequence index
5306
9										// Number of sequences
10 pmbaty 5307
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 5308
collide								// Include this frame in collision calcs
5309
speed								// Frame rate type
5310
0.06,8								// Min frame rate, max frame rate,
5311
4									// Number of initial frames
5312
RO1SHK.PIX
5313
0,0,flipped
5314
RO1STL1.PIX
5315
0,0,flipped
5316
RO1SHK.PIX
5317
0,0,not flipped
5318
RO1TRN.PIX
5319
0,0,not flipped
5320
4									// Number of looping frames
5321
RO1RUNA1.PIX
5322
0,0,flipped
5323
RO1RUNA2.PIX
5324
0,0,flipped
5325
RO1RUNA3.PIX
5326
0,0,flipped
5327
RO1RUNA2.PIX
5328
0,0,flipped
10 pmbaty 5329
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 5330
collide								// Include this frame in collision calcs
5331
speed								// Frame rate type
5332
0.06,8								// Min frame rate, max frame rate,
5333
4									// Number of initial frames
5334
RO1SHK.PIX
5335
0,0,flipped
5336
RO1STL1.PIX
5337
0,0,flipped
5338
RO1SHK.PIX
5339
0,0,not flipped
5340
RO1TRN.PIX
5341
0,0,not flipped
5342
4									// Number of looping frames
5343
RO1RUNT1.PIX
5344
0,0,not flipped
5345
RO1RUNT2.PIX
5346
0,0,not flipped
5347
RO1RUNT3.PIX
5348
0,0,not flipped
5349
RO1RUNT2.PIX
5350
0,0,not flipped
10 pmbaty 5351
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 5352
collide								// Include this frame in collision calcs
5353
speed								// Frame rate type
5354
0.06,8								// Min frame rate, max frame rate,
5355
4									// Number of initial frames
5356
RO1SHK.PIX
5357
0,0,flipped
5358
RO1STL1.PIX
5359
0,0,flipped
5360
RO1SHK.PIX
5361
0,0,not flipped
5362
RO1TRN.PIX
5363
0,0,not flipped
5364
4									// Number of looping frames
5365
RO1RUNT1.PIX
5366
0,0,flipped
5367
RO1RUNT2.PIX
5368
0,0,flipped
5369
RO1RUNT3.PIX
5370
0,0,flipped
5371
RO1RUNT2.PIX
5372
0,0,flipped
5373
// Sequence #3 - turn frightened and run away to their left
5374
collide								// Include this frame in collision calcs
5375
speed								// Frame rate type
5376
0.06,8								// Min frame rate, max frame rate,
5377
4									// Number of initial frames
5378
RO1SHK.PIX
5379
0,0,flipped
5380
RO1STL1.PIX
5381
0,0,flipped
5382
RO1SHK.PIX
5383
0,0,not flipped
5384
RO1TRN.PIX
5385
0,0,not flipped
5386
4									// Number of looping frames
5387
RO1RUNA1.PIX
5388
0,0,not flipped
5389
RO1RUNA2.PIX
5390
0,0,not flipped
5391
RO1RUNA3.PIX
5392
0,0,not flipped
5393
RO1RUNA2.PIX
5394
0,0,not flipped
5395
///Sequence #4 - stationary, looking from side to side
5396
collide								// Include this frame in collision calcs
5397
variable							// Frame rate type
5398
1,6									// Min frame rate, max frame rate,
5399
 
5400
2									// Number of looping frames
5401
RO1STL1.PIX
5402
0,0,flipped
5403
RO1STL2.PIX
5404
0,0,flipped
10 pmbaty 5405
// Sequence #5 - fatal collision with car
5 pmbaty 5406
don't collide						// Exclude this frame in collision calcs
5407
variable								// Frame rate type
5408
12,12									// Min frame rate, max frame rate,
5409
4									// Number of initial frames
5410
RO1HIT1.PIX
5411
0,0,not flipped
5412
RO1HIT2.PIX
5413
0,0,not flipped
5414
RO1HIT3.PIX
5415
0,0,not flipped
5416
RO1HIT4.PIX
5417
0,0,not flipped
5418
2									// Number of looping frames
5419
RO1DED1.PIX
5420
0,0,not flipped
5421
RO1DED2.PIX
5422
0,0,not flipped
5423
// Sequence #6 - turning into giblets
5424
don't collide						// Exclude this frame in collision calcs
5425
fixed								// Frame rate type
5426
1									// Number of initial frames
5427
GCHUNKS1.PIX
5428
0,0,not flipped
5429
 
10 pmbaty 5430
// Sequence #7 - non-fatal collision with car
5 pmbaty 5431
collide								// Include this frame in collision calcs
5432
variable								// Frame rate type
5433
12,12									// Min frame rate, max frame rate,
5434
2									// Number of initial frames
5435
RO1HIT1.PIX
5436
0,0,not flipped
5437
RO1HIT2.PIX
5438
0,0,not flipped
5439
 
10 pmbaty 5440
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 5441
collide								// Include this frame in collision calcs
5442
variable							// Frame rate type
5443
1,6									// Min frame rate, max frame rate,
5444
 
5445
2									// Number of looping frames
5446
RO1BAK1.PIX
5447
0,0,not flipped
5448
RO1BAK2.PIX
5449
0,0,flipped
5450
NEXT PEDESTRIAN
5451
///**************** RO2 (FORMERLY TIA?) **********************************************************************************************
5452
24										// Reference number
5453
0.35									// Height
5454
250										// Points value
5455
15										// Hit points
5456
2,4031,4030								// Exploding noises
5457
4040									// Falling noise
5458
0.00002									// Acceleration
5459
1										// Image index
5460
IDENTITY.TAB
5461
RO2.PIX
5462
STDPED.MAT
5463
2										// Index of fatal car-impact action
5464
4										// Index of non-fatal car-impact action
5465
1										// Index of after-non-fatal-impact action
5466
5										// Index of fatal falling action
5467
6										// Index of non-fatal falling action
5468
3										// Index of giblets action
5469
7										// Number of actions
5470
// Action #0 - stand there, looking nervous
5471
0,100								// Danger level, percentage chance
5472
0,0									// Initial speed, looping speed
5473
20.0									// Reaction time for this action
5474
 
5475
3									// Number of sequences for this action
5476
90,8							// Max bearing, sequence index
5477
270,4							// Max bearing, sequence index
5478
360,8							// Max bearing, sequence index
10 pmbaty 5479
// Action #1 - turn frightened and run like fuck
5 pmbaty 5480
1,100								// Danger level, percentage chance
5481
0,0.0008							// Initial speed, looping speed
5482
0.05								// Reaction time for this action
5483
1,4003							// Sounds
5484
4									// Number of sequences for this action
5485
90,0							// Max bearing, sequence index
5486
180,1							// Max bearing, sequence index
5487
270,2							// Max bearing, sequence index
5488
360,3							// Max bearing, sequence index
10 pmbaty 5489
// Action #2 - fatal car collision
5 pmbaty 5490
1000,0								// Danger level, percentage chance
5491
0,0									// Initial speed, looping speed
5492
 
5493
1,4013							// Sounds
5494
1									// Number of sequences for this action
5495
360,5							// Max bearing, sequence index
10 pmbaty 5496
// Action #3 - turning into giblets
5 pmbaty 5497
1000,0								// Danger level, percentage chance
5498
0,0									// Initial speed, looping speed
5499
 
5500
 
5501
1									// Number of sequences for this action
5502
360,6							// Max bearing, sequence index
5503
///Action #4 - non-fatal car collision
5504
1000,0								// Danger level, percentage chance
5505
0,0									// Initial speed, looping speed
5506
 
5507
1,4003							// Sounds
5508
1									// Number of sequences for this action
5509
360,7							// Max bearing, sequence index
5510
// Action #5 - fatal ground collision
5511
1000,0								// Danger level, percentage chance
5512
0,0									// Initial speed, looping speed
5513
 
5514
1,4013							// Sounds
5515
1									// Number of sequences for this action
5516
360,5							// Max bearing, sequence index
10 pmbaty 5517
// Action #6 - non-fatal ground collision
5 pmbaty 5518
1000,0								// Danger level, percentage chance
5519
0,0									// Initial speed, looping speed
5520
 
5521
1,4003							// Sounds
5522
1									// Number of sequences for this action
5523
360,7							// Max bearing, sequence index
5524
9										// Number of sequences
10 pmbaty 5525
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 5526
collide								// Include this frame in collision calcs
5527
speed								// Frame rate type
5528
0.06,8								// Min frame rate, max frame rate,
5529
4									// Number of initial frames
5530
RO2SHK.PIX
5531
0,0,flipped
5532
RO2STL1.PIX
5533
0,0,flipped
5534
RO2SHK.PIX
5535
0,0,not flipped
5536
RO2TRN.PIX
5537
0,0,not flipped
5538
4									// Number of looping frames
5539
RO2RUNA1.PIX
5540
0,0,flipped
5541
RO2RUNA2.PIX
5542
0,0,flipped
5543
RO2RUNA3.PIX
5544
0,0,flipped
5545
RO2RUNA2.PIX
5546
0,0,flipped
10 pmbaty 5547
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 5548
collide								// Include this frame in collision calcs
5549
speed								// Frame rate type
5550
0.06,8								// Min frame rate, max frame rate,
5551
4									// Number of initial frames
5552
RO2SHK.PIX
5553
0,0,flipped
5554
RO2STL1.PIX
5555
0,0,flipped
5556
RO2SHK.PIX
5557
0,0,not flipped
5558
RO2TRN.PIX
5559
0,0,not flipped
5560
4									// Number of looping frames
5561
RO2RUNT1.PIX
5562
0,0,not flipped
5563
RO2RUNT2.PIX
5564
0,0,not flipped
5565
RO2RUNT3.PIX
5566
0,0,not flipped
5567
RO2RUNT2.PIX
5568
0,0,not flipped
10 pmbaty 5569
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 5570
collide								// Include this frame in collision calcs
5571
speed								// Frame rate type
5572
0.06,8								// Min frame rate, max frame rate,
5573
4									// Number of initial frames
5574
RO2SHK.PIX
5575
0,0,flipped
5576
RO2STL1.PIX
5577
0,0,flipped
5578
RO2SHK.PIX
5579
0,0,not flipped
5580
RO2TRN.PIX
5581
0,0,not flipped
5582
4									// Number of looping frames
5583
RO2RUNT1.PIX
5584
0,0,flipped
5585
RO2RUNT2.PIX
5586
0,0,flipped
5587
RO2RUNT3.PIX
5588
0,0,flipped
5589
RO2RUNT2.PIX
5590
0,0,flipped
5591
// Sequence #3 - turn frightened and run away to their left
5592
collide								// Include this frame in collision calcs
5593
speed								// Frame rate type
5594
0.06,8								// Min frame rate, max frame rate,
5595
4									// Number of initial frames
5596
RO2SHK.PIX
5597
0,0,flipped
5598
RO2STL1.PIX
5599
0,0,flipped
5600
RO2SHK.PIX
5601
0,0,not flipped
5602
RO2TRN.PIX
5603
0,0,not flipped
5604
4									// Number of looping frames
5605
RO2RUNA1.PIX
5606
0,0,not flipped
5607
RO2RUNA2.PIX
5608
0,0,not flipped
5609
RO2RUNA3.PIX
5610
0,0,not flipped
5611
RO2RUNA2.PIX
5612
0,0,not flipped
5613
///Sequence #4 - stationary, looking from side to side
5614
collide								// Include this frame in collision calcs
5615
variable							// Frame rate type
5616
1,6									// Min frame rate, max frame rate,
5617
 
5618
2									// Number of looping frames
5619
RO2STL1.PIX
5620
0,0,flipped
5621
RO2STL2.PIX
5622
0,0,flipped
10 pmbaty 5623
// Sequence #5 - fatal collision with car
5 pmbaty 5624
don't collide						// Exclude this frame in collision calcs
5625
variable								// Frame rate type
5626
12,12									// Min frame rate, max frame rate,
5627
4									// Number of initial frames
5628
RO2HIT1.PIX
5629
0,0,not flipped
5630
RO2HIT2.PIX
5631
0,0,not flipped
5632
RO2HIT3.PIX
5633
0,0,not flipped
5634
RO2HIT4.PIX
5635
0,0,not flipped
5636
2									// Number of looping frames
5637
R02DED1.PIX
5638
0,0,not flipped
5639
RO2DED2.PIX
5640
0,0,not flipped
5641
// Sequence #6 - turning into giblets
5642
don't collide						// Exclude this frame in collision calcs
5643
fixed								// Frame rate type
5644
1									// Number of initial frames
5645
GCHUNKS1.PIX
5646
0,0,not flipped
5647
 
10 pmbaty 5648
// Sequence #7 - non-fatal collision with car
5 pmbaty 5649
collide								// Include this frame in collision calcs
5650
variable								// Frame rate type
5651
12,12									// Min frame rate, max frame rate,
5652
2									// Number of initial frames
5653
RO2HIT1.PIX
5654
0,0,not flipped
5655
RO2HIT2.PIX
5656
0,0,not flipped
5657
 
10 pmbaty 5658
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 5659
collide								// Include this frame in collision calcs
5660
variable							// Frame rate type
5661
1,6									// Min frame rate, max frame rate,
5662
 
5663
2									// Number of looping frames
5664
RO2BAK1.PIX
5665
0,0,not flipped
5666
RO2BAK2.PIX
5667
0,0,flipped
5668
NEXT PEDESTRIAN
10 pmbaty 5669
// **************** RO3 (FORMERLY ZIM) *************************************************************************************************
5 pmbaty 5670
25										// Reference number
5671
0.35									// Height
5672
250										// Points value
5673
15										// Hit points
5674
2,4031,4030								// Exploding noises
5675
4040									// Falling noise
5676
0.00002									// Acceleration
5677
1										// Image index
5678
IDENTITY.TAB
5679
RO3.PIX
5680
STDPED.MAT
5681
2										// Index of fatal car-impact action
5682
4										// Index of non-fatal car-impact action
5683
1										// Index of after-non-fatal-impact action
5684
5										// Index of fatal falling action
5685
6										// Index of non-fatal falling action
5686
3										// Index of giblets action
5687
7										// Number of actions
5688
// Action #0 - stand there, looking nervous
5689
0,100								// Danger level, percentage chance
5690
0,0									// Initial speed, looping speed
5691
20.0									// Reaction time for this action
5692
 
5693
3									// Number of sequences for this action
5694
90,8							// Max bearing, sequence index
5695
270,4							// Max bearing, sequence index
5696
360,8							// Max bearing, sequence index
10 pmbaty 5697
// Action #1 - turn frightened and run like fuck
5 pmbaty 5698
1,100								// Danger level, percentage chance
5699
0,0.0008							// Initial speed, looping speed
5700
0.05								// Reaction time for this action
5701
1,4003							// Sounds
5702
4									// Number of sequences for this action
5703
90,0							// Max bearing, sequence index
5704
180,1							// Max bearing, sequence index
5705
270,2							// Max bearing, sequence index
5706
360,3							// Max bearing, sequence index
10 pmbaty 5707
// Action #2 - fatal car collision
5 pmbaty 5708
1000,0								// Danger level, percentage chance
5709
0,0									// Initial speed, looping speed
5710
 
5711
1,4013							// Sounds
5712
1									// Number of sequences for this action
5713
360,5							// Max bearing, sequence index
10 pmbaty 5714
// Action #3 - turning into giblets
5 pmbaty 5715
1000,0								// Danger level, percentage chance
5716
0,0									// Initial speed, looping speed
5717
 
5718
 
5719
1									// Number of sequences for this action
5720
360,6							// Max bearing, sequence index
5721
///Action #4 - non-fatal car collision
5722
1000,0								// Danger level, percentage chance
5723
0,0									// Initial speed, looping speed
5724
 
5725
1,4003							// Sounds
5726
1									// Number of sequences for this action
5727
360,7							// Max bearing, sequence index
5728
// Action #5 - fatal ground collision
5729
1000,0								// Danger level, percentage chance
5730
0,0									// Initial speed, looping speed
5731
 
5732
1,4013							// Sounds
5733
1									// Number of sequences for this action
5734
360,5							// Max bearing, sequence index
10 pmbaty 5735
// Action #6 - non-fatal ground collision
5 pmbaty 5736
1000,0								// Danger level, percentage chance
5737
0,0									// Initial speed, looping speed
5738
 
5739
1,4003							// Sounds
5740
1									// Number of sequences for this action
5741
360,7							// Max bearing, sequence index
5742
9										// Number of sequences
10 pmbaty 5743
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 5744
collide								// Include this frame in collision calcs
5745
speed								// Frame rate type
5746
0.06,8								// Min frame rate, max frame rate,
5747
4									// Number of initial frames
5748
RO3SHK.PIX
5749
0,0,flipped
5750
RO3STL1.PIX
5751
0,0,flipped
5752
RO3SHK.PIX
5753
0,0,not flipped
5754
RO3TRN.PIX
5755
0,0,not flipped
5756
4									// Number of looping frames
5757
RO3RUNA1.PIX
5758
0,0,flipped
5759
RO3RUNA2.PIX
5760
0,0,flipped
5761
RO3RUNA3.PIX
5762
0,0,flipped
5763
RO3RUNA2.PIX
5764
0,0,flipped
10 pmbaty 5765
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 5766
collide								// Include this frame in collision calcs
5767
speed								// Frame rate type
5768
0.06,8								// Min frame rate, max frame rate,
5769
4									// Number of initial frames
5770
RO3SHK.PIX
5771
0,0,flipped
5772
RO3STL1.PIX
5773
0,0,flipped
5774
RO3SHK.PIX
5775
0,0,not flipped
5776
RO3TRN.PIX
5777
0,0,not flipped
5778
4									// Number of looping frames
5779
RO3RUNT1.PIX
5780
0,0,not flipped
5781
RO3RUNT2.PIX
5782
0,0,not flipped
5783
RO3RUNT3.PIX
5784
0,0,not flipped
5785
RO3RUNT2.PIX
5786
0,0,not flipped
10 pmbaty 5787
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 5788
collide								// Include this frame in collision calcs
5789
speed								// Frame rate type
5790
0.06,8								// Min frame rate, max frame rate,
5791
4									// Number of initial frames
5792
RO3SHK.PIX
5793
0,0,flipped
5794
RO3STL1.PIX
5795
0,0,flipped
5796
RO3SHK.PIX
5797
0,0,not flipped
5798
RO3TRN.PIX
5799
0,0,not flipped
5800
4									// Number of looping frames
5801
RO3RUNT1.PIX
5802
0,0,flipped
5803
RO3RUNT2.PIX
5804
0,0,flipped
5805
RO3RUNT3.PIX
5806
0,0,flipped
5807
RO3RUNT2.PIX
5808
0,0,flipped
5809
// Sequence #3 - turn frightened and run away to their left
5810
collide								// Include this frame in collision calcs
5811
speed								// Frame rate type
5812
0.06,8								// Min frame rate, max frame rate,
5813
4									// Number of initial frames
5814
RO3SHK.PIX
5815
0,0,flipped
5816
RO3STL1.PIX
5817
0,0,flipped
5818
RO3SHK.PIX
5819
0,0,not flipped
5820
RO3TRN.PIX
5821
0,0,not flipped
5822
4									// Number of looping frames
5823
RO3RUNA1.PIX
5824
0,0,not flipped
5825
RO3RUNA2.PIX
5826
0,0,not flipped
5827
RO3RUNA3.PIX
5828
0,0,not flipped
5829
RO3RUNA2.PIX
5830
0,0,not flipped
5831
///Sequence #4 - stationary, looking from side to side
5832
collide								// Include this frame in collision calcs
5833
variable							// Frame rate type
5834
1,6									// Min frame rate, max frame rate,
5835
 
5836
2									// Number of looping frames
5837
RO3STL1.PIX
5838
0,0,flipped
5839
RO3STL2.PIX
5840
0,0,flipped
10 pmbaty 5841
// Sequence #5 - fatal collision with car
5 pmbaty 5842
don't collide						// Exclude this frame in collision calcs
5843
variable								// Frame rate type
5844
12,12									// Min frame rate, max frame rate,
5845
4									// Number of initial frames
5846
RO3HIT1.PIX
5847
0,0,not flipped
5848
RO3HIT2.PIX
5849
0,0,not flipped
5850
RO3HIT3.PIX
5851
0,0,not flipped
5852
RO3HIT4.PIX
5853
0,0,not flipped
5854
2									// Number of looping frames
5855
R03DED1.PIX
5856
0,0,not flipped
5857
RO3DED2.PIX
5858
0,0,not flipped
5859
// Sequence #6 - turning into giblets
5860
don't collide						// Exclude this frame in collision calcs
5861
fixed								// Frame rate type
5862
1									// Number of initial frames
5863
GCHUNKS1.PIX
5864
0,0,not flipped
5865
 
10 pmbaty 5866
// Sequence #7 - non-fatal collision with car
5 pmbaty 5867
collide								// Include this frame in collision calcs
5868
variable								// Frame rate type
5869
12,12									// Min frame rate, max frame rate,
5870
2									// Number of initial frames
5871
RO3HIT1.PIX
5872
0,0,not flipped
5873
RO3HIT2.PIX
5874
0,0,not flipped
5875
 
10 pmbaty 5876
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 5877
collide								// Include this frame in collision calcs
5878
variable							// Frame rate type
5879
1,6									// Min frame rate, max frame rate,
5880
 
5881
2									// Number of looping frames
5882
RO3BAK1.PIX
5883
0,0,not flipped
5884
RO3BAK2.PIX
5885
0,0,flipped
5886
NEXT PEDESTRIAN
10 pmbaty 5887
// **************** RO4 (FORMERLY GRN) ************************************************************************************************
5 pmbaty 5888
27										// Reference number
5889
0.35									// Height
5890
250										// Points value
5891
15										// Hit points
5892
2,4031,4030								// Exploding noises
5893
4040									// Falling noise
5894
0.00002									// Acceleration
5895
1										// Image index
5896
IDENTITY.TAB
5897
RO4.PIX
5898
STDPED.MAT
5899
2										// Index of fatal car-impact action
5900
4										// Index of non-fatal car-impact action
5901
1										// Index of after-non-fatal-impact action
5902
5										// Index of fatal falling action
5903
6										// Index of non-fatal falling action
5904
3										// Index of giblets action
5905
7										// Number of actions
5906
// Action #0 - stand there, looking nervous
5907
0,100								// Danger level, percentage chance
5908
0,0									// Initial speed, looping speed
5909
20.0									// Reaction time for this action
5910
 
5911
3									// Number of sequences for this action
5912
90,8							// Max bearing, sequence index
5913
270,4							// Max bearing, sequence index
5914
360,8							// Max bearing, sequence index
10 pmbaty 5915
// Action #1 - turn frightened and run like fuck
5 pmbaty 5916
1,100								// Danger level, percentage chance
5917
0,0.0008							// Initial speed, looping speed
5918
0.05								// Reaction time for this action
5919
1,4003							// Sounds
5920
4									// Number of sequences for this action
5921
90,0							// Max bearing, sequence index
5922
180,1							// Max bearing, sequence index
5923
270,2							// Max bearing, sequence index
5924
360,3							// Max bearing, sequence index
10 pmbaty 5925
// Action #2 - fatal car collision
5 pmbaty 5926
1000,0								// Danger level, percentage chance
5927
0,0									// Initial speed, looping speed
5928
 
5929
1,4013							// Sounds
5930
1									// Number of sequences for this action
5931
360,5							// Max bearing, sequence index
10 pmbaty 5932
// Action #3 - turning into giblets
5 pmbaty 5933
1000,0								// Danger level, percentage chance
5934
0,0									// Initial speed, looping speed
5935
 
5936
 
5937
1									// Number of sequences for this action
5938
360,6							// Max bearing, sequence index
5939
///Action #4 - non-fatal car collision
5940
1000,0								// Danger level, percentage chance
5941
0,0									// Initial speed, looping speed
5942
 
5943
1,4003							// Sounds
5944
1									// Number of sequences for this action
5945
360,7							// Max bearing, sequence index
5946
// Action #5 - fatal ground collision
5947
1000,0								// Danger level, percentage chance
5948
0,0									// Initial speed, looping speed
5949
 
5950
1,4013							// Sounds
5951
1									// Number of sequences for this action
5952
360,5							// Max bearing, sequence index
10 pmbaty 5953
// Action #6 - non-fatal ground collision
5 pmbaty 5954
1000,0								// Danger level, percentage chance
5955
0,0									// Initial speed, looping speed
5956
 
5957
1,4003							// Sounds
5958
1									// Number of sequences for this action
5959
360,7							// Max bearing, sequence index
5960
9										// Number of sequences
10 pmbaty 5961
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 5962
collide								// Include this frame in collision calcs
5963
speed								// Frame rate type
5964
0.06,8								// Min frame rate, max frame rate,
5965
4									// Number of initial frames
5966
RO4SHK.PIX
5967
0,0,flipped
5968
RO4STL1.PIX
5969
0,0,flipped
5970
RO4SHK.PIX
5971
0,0,not flipped
5972
RO4TRN.PIX
5973
0,0,not flipped
5974
4									// Number of looping frames
5975
RO4RUNA1.PIX
5976
0,0,flipped
5977
RO4RUNA2.PIX
5978
0,0,flipped
5979
RO4RUNA3.PIX
5980
0,0,flipped
5981
RO4RUNA2.PIX
5982
0,0,flipped
10 pmbaty 5983
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 5984
collide								// Include this frame in collision calcs
5985
speed								// Frame rate type
5986
0.06,8								// Min frame rate, max frame rate,
5987
4									// Number of initial frames
5988
RO4SHK.PIX
5989
0,0,flipped
5990
RO4STL1.PIX
5991
0,0,flipped
5992
RO4SHK.PIX
5993
0,0,not flipped
5994
RO4TRN.PIX
5995
0,0,not flipped
5996
4									// Number of looping frames
5997
RO4RUNT1.PIX
5998
0,0,not flipped
5999
RO4RUNT2.PIX
6000
0,0,not flipped
6001
RO4RUNT3.PIX
6002
0,0,not flipped
6003
RO4RUNT2.PIX
6004
0,0,not flipped
10 pmbaty 6005
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 6006
collide								// Include this frame in collision calcs
6007
speed								// Frame rate type
6008
0.06,8								// Min frame rate, max frame rate,
6009
4									// Number of initial frames
6010
RO4SHK.PIX
6011
0,0,flipped
6012
RO4STL1.PIX
6013
0,0,flipped
6014
RO4SHK.PIX
6015
0,0,not flipped
6016
RO4TRN.PIX
6017
0,0,not flipped
6018
4									// Number of looping frames
6019
RO4RUNT1.PIX
6020
0,0,flipped
6021
RO4RUNT2.PIX
6022
0,0,flipped
6023
RO4RUNT3.PIX
6024
0,0,flipped
6025
RO4RUNT2.PIX
6026
0,0,flipped
6027
// Sequence #3 - turn frightened and run away to their left
6028
collide								// Include this frame in collision calcs
6029
speed								// Frame rate type
6030
0.06,8								// Min frame rate, max frame rate,
6031
4									// Number of initial frames
6032
RO4SHK.PIX
6033
0,0,flipped
6034
RO4STL1.PIX
6035
0,0,flipped
6036
RO4SHK.PIX
6037
0,0,not flipped
6038
RO4TRN.PIX
6039
0,0,not flipped
6040
4									// Number of looping frames
6041
RO4RUNA1.PIX
6042
0,0,not flipped
6043
RO4RUNA2.PIX
6044
0,0,not flipped
6045
RO4RUNA3.PIX
6046
0,0,not flipped
6047
RO4RUNA2.PIX
6048
0,0,not flipped
6049
///Sequence #4 - stationary, looking from side to side
6050
collide								// Include this frame in collision calcs
6051
variable							// Frame rate type
6052
1,6									// Min frame rate, max frame rate,
6053
 
6054
2									// Number of looping frames
6055
RO4STL1.PIX
6056
0,0,flipped
6057
RO4STL2.PIX
6058
0,0,flipped
10 pmbaty 6059
// Sequence #5 - fatal collision with car
5 pmbaty 6060
don't collide						// Exclude this frame in collision calcs
6061
variable								// Frame rate type
6062
12,12									// Min frame rate, max frame rate,
6063
4									// Number of initial frames
6064
RO4HIT1.PIX
6065
0,0,not flipped
6066
RO4HIT2.PIX
6067
0,0,not flipped
6068
RO4HIT3.PIX
6069
0,0,not flipped
6070
RO4HIT4.PIX
6071
0,0,not flipped
6072
2									// Number of looping frames
6073
R04DED1.PIX
6074
0,0,not flipped
6075
RO4DED2.PIX
6076
0,0,not flipped
6077
// Sequence #6 - turning into giblets
6078
don't collide						// Exclude this frame in collision calcs
6079
fixed								// Frame rate type
6080
1									// Number of initial frames
6081
GCHUNKS1.PIX
6082
0,0,not flipped
6083
 
10 pmbaty 6084
// Sequence #7 - non-fatal collision with car
5 pmbaty 6085
collide								// Include this frame in collision calcs
6086
variable								// Frame rate type
6087
12,12									// Min frame rate, max frame rate,
6088
2									// Number of initial frames
6089
RO4HIT1.PIX
6090
0,0,not flipped
6091
RO4HIT2.PIX
6092
0,0,not flipped
6093
 
10 pmbaty 6094
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 6095
collide								// Include this frame in collision calcs
6096
variable							// Frame rate type
6097
1,6									// Min frame rate, max frame rate,
6098
 
6099
2									// Number of looping frames
6100
RO4BAK1.PIX
6101
0,0,not flipped
6102
RO4BAK2.PIX
6103
0,0,flipped
6104
NEXT PEDESTRIAN
10 pmbaty 6105
// **************** RO5 (FORMERLY GOD) ************************************************************************************************
5 pmbaty 6106
28										// Reference number
6107
0.35									// Height
6108
250										// Points value
6109
15										// Hit points
6110
2,4031,4030								// Exploding noises
6111
4040									// Falling noise
6112
0.00002									// Acceleration
6113
1										// Image index
6114
IDENTITY.TAB
6115
RO5.PIX
6116
STDPED.MAT
6117
2										// Index of fatal car-impact action
6118
4										// Index of non-fatal car-impact action
6119
1										// Index of after-non-fatal-impact action
6120
5										// Index of fatal falling action
6121
6										// Index of non-fatal falling action
6122
3										// Index of giblets action
6123
7										// Number of actions
6124
// Action #0 - stand there, looking nervous
6125
0,100								// Danger level, percentage chance
6126
0,0									// Initial speed, looping speed
6127
20.0									// Reaction time for this action
6128
 
6129
3									// Number of sequences for this action
6130
90,8							// Max bearing, sequence index
6131
270,4							// Max bearing, sequence index
6132
360,8							// Max bearing, sequence index
10 pmbaty 6133
// Action #1 - turn frightened and run like fuck
5 pmbaty 6134
1,100								// Danger level, percentage chance
6135
0,0.0008							// Initial speed, looping speed
6136
0.05								// Reaction time for this action
6137
1,4003							// Sounds
6138
4									// Number of sequences for this action
6139
90,0							// Max bearing, sequence index
6140
180,1							// Max bearing, sequence index
6141
270,2							// Max bearing, sequence index
6142
360,3							// Max bearing, sequence index
10 pmbaty 6143
// Action #2 - fatal car collision
5 pmbaty 6144
1000,0								// Danger level, percentage chance
6145
0,0									// Initial speed, looping speed
6146
 
6147
1,4013							// Sounds
6148
1									// Number of sequences for this action
6149
360,5							// Max bearing, sequence index
10 pmbaty 6150
// Action #3 - turning into giblets
5 pmbaty 6151
1000,0								// Danger level, percentage chance
6152
0,0									// Initial speed, looping speed
6153
 
6154
 
6155
1									// Number of sequences for this action
6156
360,6							// Max bearing, sequence index
6157
///Action #4 - non-fatal car collision
6158
1000,0								// Danger level, percentage chance
6159
0,0									// Initial speed, looping speed
6160
 
6161
1,4003							// Sounds
6162
1									// Number of sequences for this action
6163
360,7							// Max bearing, sequence index
6164
// Action #5 - fatal ground collision
6165
1000,0								// Danger level, percentage chance
6166
0,0									// Initial speed, looping speed
6167
 
6168
1,4013							// Sounds
6169
1									// Number of sequences for this action
6170
360,5							// Max bearing, sequence index
10 pmbaty 6171
// Action #6 - non-fatal ground collision
5 pmbaty 6172
1000,0								// Danger level, percentage chance
6173
0,0									// Initial speed, looping speed
6174
 
6175
1,4003							// Sounds
6176
1									// Number of sequences for this action
6177
360,7							// Max bearing, sequence index
6178
9										// Number of sequences
10 pmbaty 6179
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 6180
collide								// Include this frame in collision calcs
6181
speed								// Frame rate type
6182
0.06,8								// Min frame rate, max frame rate,
6183
4									// Number of initial frames
6184
RO5SHK.PIX
6185
0,0,flipped
6186
RO5STL1.PIX
6187
0,0,flipped
6188
RO5SHK.PIX
6189
0,0,not flipped
6190
RO5TRN.PIX
6191
0,0,not flipped
6192
4									// Number of looping frames
6193
RO5RUNA1.PIX
6194
0,0,flipped
6195
RO5RUNA2.PIX
6196
0,0,flipped
6197
RO5RUNA3.PIX
6198
0,0,flipped
6199
RO5RUNA2.PIX
6200
0,0,flipped
10 pmbaty 6201
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 6202
collide								// Include this frame in collision calcs
6203
speed								// Frame rate type
6204
0.06,8								// Min frame rate, max frame rate,
6205
4									// Number of initial frames
6206
RO5SHK.PIX
6207
0,0,flipped
6208
RO5STL1.PIX
6209
0,0,flipped
6210
RO5SHK.PIX
6211
0,0,not flipped
6212
RO5TRN.PIX
6213
0,0,not flipped
6214
4									// Number of looping frames
6215
RO5RUNT1.PIX
6216
0,0,not flipped
6217
RO5RUNT2.PIX
6218
0,0,not flipped
6219
RO5RUNT3.PIX
6220
0,0,not flipped
6221
RO5RUNT2.PIX
6222
0,0,not flipped
10 pmbaty 6223
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 6224
collide								// Include this frame in collision calcs
6225
speed								// Frame rate type
6226
0.06,8								// Min frame rate, max frame rate,
6227
4									// Number of initial frames
6228
RO5SHK.PIX
6229
0,0,flipped
6230
RO5STL1.PIX
6231
0,0,flipped
6232
RO5SHK.PIX
6233
0,0,not flipped
6234
RO5TRN.PIX
6235
0,0,not flipped
6236
4									// Number of looping frames
6237
RO5RUNT1.PIX
6238
0,0,flipped
6239
RO5RUNT2.PIX
6240
0,0,flipped
6241
RO5RUNT3.PIX
6242
0,0,flipped
6243
RO5RUNT2.PIX
6244
0,0,flipped
6245
// Sequence #3 - turn frightened and run away to their left
6246
collide								// Include this frame in collision calcs
6247
speed								// Frame rate type
6248
0.06,8								// Min frame rate, max frame rate,
6249
4									// Number of initial frames
6250
RO5SHK.PIX
6251
0,0,flipped
6252
RO5STL1.PIX
6253
0,0,flipped
6254
RO5SHK.PIX
6255
0,0,not flipped
6256
RO5TRN.PIX
6257
0,0,not flipped
6258
4									// Number of looping frames
6259
RO5RUNA1.PIX
6260
0,0,not flipped
6261
RO5RUNA2.PIX
6262
0,0,not flipped
6263
RO5RUNA3.PIX
6264
0,0,not flipped
6265
RO5RUNA2.PIX
6266
0,0,not flipped
6267
///Sequence #4 - stationary, looking from side to side
6268
collide								// Include this frame in collision calcs
6269
variable							// Frame rate type
6270
1,6									// Min frame rate, max frame rate,
6271
 
6272
2									// Number of looping frames
6273
RO5STL1.PIX
6274
0,0,flipped
6275
RO5STL2.PIX
6276
0,0,flipped
10 pmbaty 6277
// Sequence #5 - fatal collision with car
5 pmbaty 6278
don't collide						// Exclude this frame in collision calcs
6279
variable								// Frame rate type
6280
12,12									// Min frame rate, max frame rate,
6281
4									// Number of initial frames
6282
RO5HIT1.PIX
6283
0,0,not flipped
6284
RO5HIT2.PIX
6285
0,0,not flipped
6286
RO5HIT3.PIX
6287
0,0,not flipped
6288
RO5HIT4.PIX
6289
0,0,not flipped
6290
2									// Number of looping frames
6291
R05DED1.PIX
6292
0,0,not flipped
6293
RO5DED2.PIX
6294
0,0,not flipped
6295
// Sequence #6 - turning into giblets
6296
don't collide						// Exclude this frame in collision calcs
6297
fixed								// Frame rate type
6298
1									// Number of initial frames
6299
GCHUNKS1.PIX
6300
0,0,not flipped
6301
 
10 pmbaty 6302
// Sequence #7 - non-fatal collision with car
5 pmbaty 6303
collide								// Include this frame in collision calcs
6304
variable								// Frame rate type
6305
12,12									// Min frame rate, max frame rate,
6306
2									// Number of initial frames
6307
RO5HIT1.PIX
6308
0,0,not flipped
6309
RO5HIT2.PIX
6310
0,0,not flipped
6311
 
10 pmbaty 6312
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 6313
collide								// Include this frame in collision calcs
6314
variable							// Frame rate type
6315
1,6									// Min frame rate, max frame rate,
6316
 
6317
2									// Number of looping frames
6318
RO5BAK1.PIX
6319
0,0,not flipped
6320
RO5BAK2.PIX
6321
0,0,flipped
6322
NEXT PEDESTRIAN
10 pmbaty 6323
// **************** RO6 (FORMERLY RED) ************************************************************************************************
5 pmbaty 6324
30										// Reference number
6325
0.35									// Height
6326
250										// Points value
6327
15										// Hit points
6328
2,4031,4030								// Exploding noises
6329
4040									// Falling noise
6330
0.00002									// Acceleration
6331
1										// Image index
6332
IDENTITY.TAB
6333
RO6.PIX
6334
STDPED.MAT
6335
2										// Index of fatal car-impact action
6336
4										// Index of non-fatal car-impact action
6337
1										// Index of after-non-fatal-impact action
6338
5										// Index of fatal falling action
6339
6										// Index of non-fatal falling action
6340
3										// Index of giblets action
6341
7										// Number of actions
6342
// Action #0 - stand there, looking nervous
6343
0,100								// Danger level, percentage chance
6344
0,0									// Initial speed, looping speed
6345
20.0									// Reaction time for this action
6346
 
6347
3									// Number of sequences for this action
6348
90,8							// Max bearing, sequence index
6349
270,4							// Max bearing, sequence index
6350
360,8							// Max bearing, sequence index
10 pmbaty 6351
// Action #1 - turn frightened and run like fuck
5 pmbaty 6352
1,100								// Danger level, percentage chance
6353
0,0.0008							// Initial speed, looping speed
6354
0.05								// Reaction time for this action
6355
1,4003							// Sounds
6356
4									// Number of sequences for this action
6357
90,0							// Max bearing, sequence index
6358
180,1							// Max bearing, sequence index
6359
270,2							// Max bearing, sequence index
6360
360,3							// Max bearing, sequence index
10 pmbaty 6361
// Action #2 - fatal car collision
5 pmbaty 6362
1000,0								// Danger level, percentage chance
6363
0,0									// Initial speed, looping speed
6364
 
6365
1,4013							// Sounds
6366
1									// Number of sequences for this action
6367
360,5							// Max bearing, sequence index
10 pmbaty 6368
// Action #3 - turning into giblets
5 pmbaty 6369
1000,0								// Danger level, percentage chance
6370
0,0									// Initial speed, looping speed
6371
 
6372
 
6373
1									// Number of sequences for this action
6374
360,6							// Max bearing, sequence index
6375
///Action #4 - non-fatal car collision
6376
1000,0								// Danger level, percentage chance
6377
0,0									// Initial speed, looping speed
6378
 
6379
1,4003							// Sounds
6380
1									// Number of sequences for this action
6381
360,7							// Max bearing, sequence index
6382
// Action #5 - fatal ground collision
6383
1000,0								// Danger level, percentage chance
6384
0,0									// Initial speed, looping speed
6385
 
6386
1,4013							// Sounds
6387
1									// Number of sequences for this action
6388
360,5							// Max bearing, sequence index
10 pmbaty 6389
// Action #6 - non-fatal ground collision
5 pmbaty 6390
1000,0								// Danger level, percentage chance
6391
0,0									// Initial speed, looping speed
6392
 
6393
1,4003							// Sounds
6394
1									// Number of sequences for this action
6395
360,7							// Max bearing, sequence index
6396
9										// Number of sequences
10 pmbaty 6397
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 6398
collide								// Include this frame in collision calcs
6399
speed								// Frame rate type
6400
0.06,8								// Min frame rate, max frame rate,
6401
4									// Number of initial frames
6402
RO6SHK.PIX
6403
0,0,flipped
6404
RO6STL1.PIX
6405
0,0,flipped
6406
RO6SHK.PIX
6407
0,0,not flipped
6408
RO6TRN.PIX
6409
0,0,not flipped
6410
4									// Number of looping frames
6411
RO6RUNA1.PIX
6412
0,0,flipped
6413
RO6RUNA2.PIX
6414
0,0,flipped
6415
RO6RUNA3.PIX
6416
0,0,flipped
6417
RO6RUNA2.PIX
6418
0,0,flipped
10 pmbaty 6419
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 6420
collide								// Include this frame in collision calcs
6421
speed								// Frame rate type
6422
0.06,8								// Min frame rate, max frame rate,
6423
4									// Number of initial frames
6424
RO6SHK.PIX
6425
0,0,flipped
6426
RO6STL1.PIX
6427
0,0,flipped
6428
RO6SHK.PIX
6429
0,0,not flipped
6430
RO6TRN.PIX
6431
0,0,not flipped
6432
4									// Number of looping frames
6433
RO6RUNT1.PIX
6434
0,0,not flipped
6435
RO6RUNT2.PIX
6436
0,0,not flipped
6437
RO6RUNT3.PIX
6438
0,0,not flipped
6439
RO6RUNT2.PIX
6440
0,0,not flipped
10 pmbaty 6441
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 6442
collide								// Include this frame in collision calcs
6443
speed								// Frame rate type
6444
0.06,8								// Min frame rate, max frame rate,
6445
4									// Number of initial frames
6446
RO6SHK.PIX
6447
0,0,flipped
6448
RO6STL1.PIX
6449
0,0,flipped
6450
RO6SHK.PIX
6451
0,0,not flipped
6452
RO6TRN.PIX
6453
0,0,not flipped
6454
4									// Number of looping frames
6455
RO6RUNT1.PIX
6456
0,0,flipped
6457
RO6RUNT2.PIX
6458
0,0,flipped
6459
RO6RUNT3.PIX
6460
0,0,flipped
6461
RO6RUNT2.PIX
6462
0,0,flipped
6463
// Sequence #3 - turn frightened and run away to their left
6464
collide								// Include this frame in collision calcs
6465
speed								// Frame rate type
6466
0.06,8								// Min frame rate, max frame rate,
6467
4									// Number of initial frames
6468
RO6SHK.PIX
6469
0,0,flipped
6470
RO6STL1.PIX
6471
0,0,flipped
6472
RO6SHK.PIX
6473
0,0,not flipped
6474
RO6TRN.PIX
6475
0,0,not flipped
6476
4									// Number of looping frames
6477
RO6RUNA1.PIX
6478
0,0,not flipped
6479
RO6RUNA2.PIX
6480
0,0,not flipped
6481
RO6RUNA3.PIX
6482
0,0,not flipped
6483
RO6RUNA2.PIX
6484
0,0,not flipped
6485
///Sequence #4 - stationary, looking from side to side
6486
collide								// Include this frame in collision calcs
6487
variable							// Frame rate type
6488
1,6									// Min frame rate, max frame rate,
6489
 
6490
2									// Number of looping frames
6491
RO6STL1.PIX
6492
0,0,flipped
6493
RO6STL2.PIX
6494
0,0,flipped
10 pmbaty 6495
// Sequence #5 - fatal collision with car
5 pmbaty 6496
don't collide						// Exclude this frame in collision calcs
6497
variable								// Frame rate type
6498
12,12									// Min frame rate, max frame rate,
6499
4									// Number of initial frames
6500
RO6HIT1.PIX
6501
0,0,not flipped
6502
RO6HIT2.PIX
6503
0,0,not flipped
6504
RO6HIT3.PIX
6505
0,0,not flipped
6506
RO6HIT4.PIX
6507
0,0,not flipped
6508
2									// Number of looping frames
6509
R06DED1.PIX
6510
0,0,not flipped
6511
RO6DED2.PIX
6512
0,0,not flipped
6513
// Sequence #6 - turning into giblets
6514
don't collide						// Exclude this frame in collision calcs
6515
fixed								// Frame rate type
6516
1									// Number of initial frames
6517
GCHUNKS1.PIX
6518
0,0,not flipped
6519
 
10 pmbaty 6520
// Sequence #7 - non-fatal collision with car
5 pmbaty 6521
collide								// Include this frame in collision calcs
6522
variable								// Frame rate type
6523
12,12									// Min frame rate, max frame rate,
6524
2									// Number of initial frames
6525
RO6HIT1.PIX
6526
0,0,not flipped
6527
RO6HIT2.PIX
6528
0,0,not flipped
6529
 
10 pmbaty 6530
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 6531
collide								// Include this frame in collision calcs
6532
variable							// Frame rate type
6533
1,6									// Min frame rate, max frame rate,
6534
 
6535
2									// Number of looping frames
6536
RO6BAK1.PIX
6537
0,0,not flipped
6538
RO6BAK2.PIX
6539
0,0,flipped
6540
NEXT PEDESTRIAN
10 pmbaty 6541
// **************** RO7 (FORMERLY KEL (THE BITCH)) *****************************************************************************************
5 pmbaty 6542
31										// Reference number
6543
0.35									// Height
6544
250										// Points value
6545
15										// Hit points
6546
2,4031,4030								// Exploding noises
6547
4040									// Falling noise
6548
0.00002									// Acceleration
6549
1										// Image index
6550
IDENTITY.TAB
6551
RO7.PIX
6552
STDPED.MAT
6553
2										// Index of fatal car-impact action
6554
4										// Index of non-fatal car-impact action
6555
1										// Index of after-non-fatal-impact action
6556
5										// Index of fatal falling action
6557
6										// Index of non-fatal falling action
6558
3										// Index of giblets action
6559
7										// Number of actions
6560
// Action #0 - stand there, looking nervous
6561
0,100								// Danger level, percentage chance
6562
0,0									// Initial speed, looping speed
6563
20.0									// Reaction time for this action
6564
 
6565
3									// Number of sequences for this action
6566
90,8							// Max bearing, sequence index
6567
270,4							// Max bearing, sequence index
6568
360,8							// Max bearing, sequence index
10 pmbaty 6569
// Action #1 - turn frightened and run like fuck
5 pmbaty 6570
1,100								// Danger level, percentage chance
6571
0,0.0008							// Initial speed, looping speed
6572
0.05								// Reaction time for this action
6573
1,4003							// Sounds
6574
4									// Number of sequences for this action
6575
90,0							// Max bearing, sequence index
6576
180,1							// Max bearing, sequence index
6577
270,2							// Max bearing, sequence index
6578
360,3							// Max bearing, sequence index
10 pmbaty 6579
// Action #2 - fatal car collision
5 pmbaty 6580
1000,0								// Danger level, percentage chance
6581
0,0									// Initial speed, looping speed
6582
 
6583
1,4013							// Sounds
6584
1									// Number of sequences for this action
6585
360,5							// Max bearing, sequence index
10 pmbaty 6586
// Action #3 - turning into giblets
5 pmbaty 6587
1000,0								// Danger level, percentage chance
6588
0,0									// Initial speed, looping speed
6589
 
6590
 
6591
1									// Number of sequences for this action
6592
360,6							// Max bearing, sequence index
6593
///Action #4 - non-fatal car collision
6594
1000,0								// Danger level, percentage chance
6595
0,0									// Initial speed, looping speed
6596
 
6597
1,4003							// Sounds
6598
1									// Number of sequences for this action
6599
360,7							// Max bearing, sequence index
6600
// Action #5 - fatal ground collision
6601
1000,0								// Danger level, percentage chance
6602
0,0									// Initial speed, looping speed
6603
 
6604
1,4013							// Sounds
6605
1									// Number of sequences for this action
6606
360,5							// Max bearing, sequence index
10 pmbaty 6607
// Action #6 - non-fatal ground collision
5 pmbaty 6608
1000,0								// Danger level, percentage chance
6609
0,0									// Initial speed, looping speed
6610
 
6611
1,4003							// Sounds
6612
1									// Number of sequences for this action
6613
360,7							// Max bearing, sequence index
6614
9										// Number of sequences
10 pmbaty 6615
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 6616
collide								// Include this frame in collision calcs
6617
speed								// Frame rate type
6618
0.06,8								// Min frame rate, max frame rate,
6619
4									// Number of initial frames
6620
RO7SHK.PIX
6621
0,0,flipped
6622
RO7STL1.PIX
6623
0,0,flipped
6624
RO7SHK.PIX
6625
0,0,not flipped
6626
RO7TRN.PIX
6627
0,0,not flipped
6628
4									// Number of looping frames
6629
RO7RUNA1.PIX
6630
0,0,flipped
6631
RO7RUNA2.PIX
6632
0,0,flipped
6633
RO7RUNA3.PIX
6634
0,0,flipped
6635
RO7RUNA2.PIX
6636
0,0,flipped
10 pmbaty 6637
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 6638
collide								// Include this frame in collision calcs
6639
speed								// Frame rate type
6640
0.06,8								// Min frame rate, max frame rate,
6641
4									// Number of initial frames
6642
RO7SHK.PIX
6643
0,0,flipped
6644
RO7STL1.PIX
6645
0,0,flipped
6646
RO7SHK.PIX
6647
0,0,not flipped
6648
RO7TRN.PIX
6649
0,0,not flipped
6650
4									// Number of looping frames
6651
RO7RUNT1.PIX
6652
0,0,not flipped
6653
RO7RUNT2.PIX
6654
0,0,not flipped
6655
RO7RUNT3.PIX
6656
0,0,not flipped
6657
RO7RUNT2.PIX
6658
0,0,not flipped
10 pmbaty 6659
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 6660
collide								// Include this frame in collision calcs
6661
speed								// Frame rate type
6662
0.06,8								// Min frame rate, max frame rate,
6663
4									// Number of initial frames
6664
RO7SHK.PIX
6665
0,0,flipped
6666
RO7STL1.PIX
6667
0,0,flipped
6668
RO7SHK.PIX
6669
0,0,not flipped
6670
RO7TRN.PIX
6671
0,0,not flipped
6672
4									// Number of looping frames
6673
RO7RUNT1.PIX
6674
0,0,flipped
6675
RO7RUNT2.PIX
6676
0,0,flipped
6677
RO7RUNT3.PIX
6678
0,0,flipped
6679
RO7RUNT2.PIX
6680
0,0,flipped
6681
// Sequence #3 - turn frightened and run away to their left
6682
collide								// Include this frame in collision calcs
6683
speed								// Frame rate type
6684
0.06,8								// Min frame rate, max frame rate,
6685
4									// Number of initial frames
6686
RO7SHK.PIX
6687
0,0,flipped
6688
RO7STL1.PIX
6689
0,0,flipped
6690
RO7SHK.PIX
6691
0,0,not flipped
6692
RO7TRN.PIX
6693
0,0,not flipped
6694
4									// Number of looping frames
6695
RO7RUNA1.PIX
6696
0,0,not flipped
6697
RO7RUNA2.PIX
6698
0,0,not flipped
6699
RO7RUNA3.PIX
6700
0,0,not flipped
6701
RO7RUNA2.PIX
6702
0,0,not flipped
6703
///Sequence #4 - stationary, looking from side to side
6704
collide								// Include this frame in collision calcs
6705
variable							// Frame rate type
6706
1,6									// Min frame rate, max frame rate,
6707
 
6708
2									// Number of looping frames
6709
RO7STL1.PIX
6710
0,0,flipped
6711
RO7STL2.PIX
6712
0,0,flipped
10 pmbaty 6713
// Sequence #5 - fatal collision with car
5 pmbaty 6714
don't collide						// Exclude this frame in collision calcs
6715
variable								// Frame rate type
6716
12,12									// Min frame rate, max frame rate,
6717
4									// Number of initial frames
6718
RO7HIT1.PIX
6719
0,0,not flipped
6720
RO7HIT2.PIX
6721
0,0,not flipped
6722
RO7HIT3.PIX
6723
0,0,not flipped
6724
RO7HIT4.PIX
6725
0,0,not flipped
6726
2									// Number of looping frames
6727
RO7DED1.PIX
6728
0,0,not flipped
6729
RO7DED2.PIX
6730
0,0,not flipped
6731
// Sequence #6 - turning into giblets
6732
don't collide						// Exclude this frame in collision calcs
6733
fixed								// Frame rate type
6734
1									// Number of initial frames
6735
GCHUNKS1.PIX
6736
0,0,not flipped
6737
 
10 pmbaty 6738
// Sequence #7 - non-fatal collision with car
5 pmbaty 6739
collide								// Include this frame in collision calcs
6740
variable								// Frame rate type
6741
12,12									// Min frame rate, max frame rate,
6742
2									// Number of initial frames
6743
RO7HIT1.PIX
6744
0,0,not flipped
6745
RO7HIT2.PIX
6746
0,0,not flipped
6747
 
10 pmbaty 6748
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 6749
collide								// Include this frame in collision calcs
6750
variable							// Frame rate type
6751
1,6									// Min frame rate, max frame rate,
6752
 
6753
2									// Number of looping frames
6754
RO7BAK1.PIX
6755
0,0,not flipped
6756
RO7BAK2.PIX
6757
0,0,flipped
6758
NEXT PEDESTRIAN
10 pmbaty 6759
// **************** RO8 (FORMERLY BAT) *************************************************************************************************
5 pmbaty 6760
29										// Reference number
6761
0.35									// Height
6762
250										// Points value
6763
15										// Hit points
6764
2,4031,4030								// Exploding noises
6765
4040									// Falling noise
6766
0.00002									// Acceleration
6767
1										// Image index
6768
IDENTITY.TAB
6769
RO8.PIX
6770
STDPED.MAT
6771
2										// Index of fatal car-impact action
6772
4										// Index of non-fatal car-impact action
6773
1										// Index of after-non-fatal-impact action
6774
5										// Index of fatal falling action
6775
6										// Index of non-fatal falling action
6776
3										// Index of giblets action
6777
7										// Number of actions
6778
// Action #0 - stand there, looking nervous
6779
0,100								// Danger level, percentage chance
6780
0,0									// Initial speed, looping speed
6781
20.0									// Reaction time for this action
6782
 
6783
3									// Number of sequences for this action
6784
90,8							// Max bearing, sequence index
6785
270,4							// Max bearing, sequence index
6786
360,8							// Max bearing, sequence index
10 pmbaty 6787
// Action #1 - turn frightened and run like fuck
5 pmbaty 6788
1,100								// Danger level, percentage chance
6789
0,0.0008							// Initial speed, looping speed
6790
0.05								// Reaction time for this action
6791
1,4003							// Sounds
6792
4									// Number of sequences for this action
6793
90,0							// Max bearing, sequence index
6794
180,1							// Max bearing, sequence index
6795
270,2							// Max bearing, sequence index
6796
360,3							// Max bearing, sequence index
10 pmbaty 6797
// Action #2 - fatal car collision
5 pmbaty 6798
1000,0								// Danger level, percentage chance
6799
0,0									// Initial speed, looping speed
6800
 
6801
1,4013							// Sounds
6802
1									// Number of sequences for this action
6803
360,5							// Max bearing, sequence index
10 pmbaty 6804
// Action #3 - turning into giblets
5 pmbaty 6805
1000,0								// Danger level, percentage chance
6806
0,0									// Initial speed, looping speed
6807
 
6808
 
6809
1									// Number of sequences for this action
6810
360,6							// Max bearing, sequence index
6811
///Action #4 - non-fatal car collision
6812
1000,0								// Danger level, percentage chance
6813
0,0									// Initial speed, looping speed
6814
 
6815
1,4003							// Sounds
6816
1									// Number of sequences for this action
6817
360,7							// Max bearing, sequence index
6818
// Action #5 - fatal ground collision
6819
1000,0								// Danger level, percentage chance
6820
0,0									// Initial speed, looping speed
6821
 
6822
1,4013							// Sounds
6823
1									// Number of sequences for this action
6824
360,5							// Max bearing, sequence index
10 pmbaty 6825
// Action #6 - non-fatal ground collision
5 pmbaty 6826
1000,0								// Danger level, percentage chance
6827
0,0									// Initial speed, looping speed
6828
 
6829
1,4003							// Sounds
6830
1									// Number of sequences for this action
6831
360,7							// Max bearing, sequence index
6832
9										// Number of sequences
10 pmbaty 6833
// Sequence #0 - turn frightened and run away to their right
5 pmbaty 6834
collide								// Include this frame in collision calcs
6835
speed								// Frame rate type
6836
0.06,8								// Min frame rate, max frame rate,
6837
4									// Number of initial frames
6838
RO8SHK.PIX
6839
0,0,flipped
6840
RO8STL1.PIX
6841
0,0,flipped
6842
RO8SHK.PIX
6843
0,0,not flipped
6844
RO8TRN.PIX
6845
0,0,not flipped
6846
4									// Number of looping frames
6847
RO8RUNA1.PIX
6848
0,0,flipped
6849
RO8RUNA2.PIX
6850
0,0,flipped
6851
RO8RUNA3.PIX
6852
0,0,flipped
6853
RO8RUNA2.PIX
6854
0,0,flipped
10 pmbaty 6855
// Sequence #1 - turn frightened and run towards to their left
5 pmbaty 6856
collide								// Include this frame in collision calcs
6857
speed								// Frame rate type
6858
0.06,8								// Min frame rate, max frame rate,
6859
4									// Number of initial frames
6860
RO8SHK.PIX
6861
0,0,flipped
6862
RO8STL1.PIX
6863
0,0,flipped
6864
RO8SHK.PIX
6865
0,0,not flipped
6866
RO8TRN.PIX
6867
0,0,not flipped
6868
4									// Number of looping frames
6869
RO8RUNT1.PIX
6870
0,0,not flipped
6871
RO8RUNT2.PIX
6872
0,0,not flipped
6873
RO8RUNT3.PIX
6874
0,0,not flipped
6875
RO8RUNT2.PIX
6876
0,0,not flipped
10 pmbaty 6877
// Sequence #2 - turn frightened and run towards to their right
5 pmbaty 6878
collide								// Include this frame in collision calcs
6879
speed								// Frame rate type
6880
0.06,8								// Min frame rate, max frame rate,
6881
4									// Number of initial frames
6882
RO8SHK.PIX
6883
0,0,flipped
6884
RO8STL1.PIX
6885
0,0,flipped
6886
RO8SHK.PIX
6887
0,0,not flipped
6888
RO8TRN.PIX
6889
0,0,not flipped
6890
4									// Number of looping frames
6891
RO8RUNT1.PIX
6892
0,0,flipped
6893
RO8RUNT2.PIX
6894
0,0,flipped
6895
RO8RUNT3.PIX
6896
0,0,flipped
6897
RO8RUNT2.PIX
6898
0,0,flipped
6899
// Sequence #3 - turn frightened and run away to their left
6900
collide								// Include this frame in collision calcs
6901
speed								// Frame rate type
6902
0.06,8								// Min frame rate, max frame rate,
6903
4									// Number of initial frames
6904
RO8SHK.PIX
6905
0,0,flipped
6906
RO8STL1.PIX
6907
0,0,flipped
6908
RO8SHK.PIX
6909
0,0,not flipped
6910
RO8TRN.PIX
6911
0,0,not flipped
6912
4									// Number of looping frames
6913
RO8RUNA1.PIX
6914
0,0,not flipped
6915
RO8RUNA2.PIX
6916
0,0,not flipped
6917
RO8RUNA3.PIX
6918
0,0,not flipped
6919
RO8RUNA2.PIX
6920
0,0,not flipped
6921
///Sequence #4 - stationary, looking from side to side
6922
collide								// Include this frame in collision calcs
6923
variable							// Frame rate type
6924
1,6									// Min frame rate, max frame rate,
6925
 
6926
2									// Number of looping frames
6927
RO8STL1.PIX
6928
0,0,flipped
6929
RO8STL2.PIX
6930
0,0,flipped
10 pmbaty 6931
// Sequence #5 - fatal collision with car
5 pmbaty 6932
don't collide						// Exclude this frame in collision calcs
6933
variable								// Frame rate type
6934
12,12									// Min frame rate, max frame rate,
6935
4									// Number of initial frames
6936
RO8HIT1.PIX
6937
0,0,not flipped
6938
RO8HIT2.PIX
6939
0,0,not flipped
6940
RO8HIT3.PIX
6941
0,0,not flipped
6942
RO8HIT4.PIX
6943
0,0,not flipped
6944
2									// Number of looping frames
6945
R08DED1.PIX
6946
0,0,not flipped
6947
RO8DED2.PIX
6948
0,0,not flipped
6949
// Sequence #6 - turning into giblets
6950
don't collide						// Exclude this frame in collision calcs
6951
fixed								// Frame rate type
6952
1									// Number of initial frames
6953
GCHUNKS1.PIX
6954
0,0,not flipped
6955
 
10 pmbaty 6956
// Sequence #7 - non-fatal collision with car
5 pmbaty 6957
collide								// Include this frame in collision calcs
6958
variable								// Frame rate type
6959
12,12									// Min frame rate, max frame rate,
6960
2									// Number of initial frames
6961
RO8HIT1.PIX
6962
0,0,not flipped
6963
RO8HIT2.PIX
6964
0,0,not flipped
6965
 
10 pmbaty 6966
// Sequence #8 - stationary, looking the other way from side to side
5 pmbaty 6967
collide								// Include this frame in collision calcs
6968
variable							// Frame rate type
6969
1,6									// Min frame rate, max frame rate,
6970
 
6971
2									// Number of looping frames
6972
RO8BAK1.PIX
6973
0,0,not flipped
6974
RO8BAK2.PIX
6975
0,0,flipped
6976
NEXT PEDESTRIAN
10 pmbaty 6977
//-----------------------------------------------------------------------------------------------------------------
6978
//                           END OF ACTUAL PEDS
6979
//-----------------------------------------------------------------------------------------------------------------
6980
// **************** BARREL *****************************************************************************************
5 pmbaty 6981
100										// Reference number
6982
0.19									// Height
6983
 
6984
0.0001									// Hit points
6985
1,5400									// Exploding noises
6986
-1										// Falling noise
6987
 
6988
-1										// Image index
6989
IDENTITY.TAB
6990
BARREL.PIX
6991
STDPED.MAT
6992
1										// Index of fatal car-impact action
6993
-1										// Index of non-fatal car-impact action
6994
-1										// Index of after-non-fatal-impact action
6995
-1										// Index of fatal falling action
6996
-1										// Index of non-fatal falling action
6997
-1										// Index of giblets action
6998
2										// Number of actions
10 pmbaty 6999
// Action #0 - standing there
5 pmbaty 7000
0,100								// Danger level, percentage chance
7001
0,0									// Initial speed, looping speed
7002
 
7003
 
7004
3									// Number of sequences for this action
7005
10,0							// Max bearing, sequence index
7006
350,1							// Max bearing, sequence index
7007
360,0							// Max bearing, sequence index
10 pmbaty 7008
// Action #1 - exploding
5 pmbaty 7009
1000,0								// Danger level, percentage chance
7010
0,0									// Initial speed, looping speed
7011
 
7012
 
7013
1									// Number of sequences for this action
7014
360,2							// Max bearing, sequence index
7015
3										// Number of sequences
10 pmbaty 7016
// Sequence #0 - standing there
5 pmbaty 7017
collide								// Include this frame in collision calcs
7018
fixed								// Frame rate type
7019
1									// Number of initial frames
7020
OGDRUM1.PIX
7021
0,0,flipped
7022
 
10 pmbaty 7023
// Sequence #1 - standing there
5 pmbaty 7024
collide								// Include this frame in collision calcs
7025
fixed								// Frame rate type
7026
1									// Number of initial frames
7027
OGDRUM2.PIX
7028
0,0,flipped
7029
 
7030
// Sequence #2 - exploding
7031
don't collide						// Exclude this frame in collision calcs
7032
variable							// Frame rate type
7033
10,10
7034
7									// Number of initial frames
7035
EXP1.PIX
7036
-0.02,0.11,flipped
7037
EXP2.PIX
7038
-0.03357,0.1492,flipped
7039
EXP3.PIX
7040
-0.05222,0.16039,flipped
7041
EXP4.PIX
7042
-0.05968,0.18277,flipped
7043
EXP5.PIX
7044
-0.05222,0.20515,flipped
7045
EXP6.PIX
7046
-0.05222,0.22007,flipped
7047
EXP7.PIX
7048
-0.05595,0.2238,flipped
7049
 
7050
NEXT PEDESTRIAN
7051
101										// Reference number
7052
0.19									// Height
7053
 
7054
0.0001									// Hit points
7055
1,5400									// Exploding noises
7056
-1										// Falling noise
7057
 
7058
-1										// Image index
7059
IDENTITY.TAB
7060
BARREL.PIX
7061
STDPED.MAT
7062
1										// Index of fatal car-impact action
7063
-1										// Index of non-fatal car-impact action
7064
-1										// Index of after-non-fatal-impact action
7065
-1										// Index of fatal falling action
7066
-1										// Index of non-fatal falling action
7067
-1										// Index of giblets action
7068
2										// Number of actions
10 pmbaty 7069
// Action #0 - standing there
5 pmbaty 7070
0,100								// Danger level, percentage chance
7071
0,0									// Initial speed, looping speed
7072
 
7073
 
7074
3									// Number of sequences for this action
7075
10,0							// Max bearing, sequence index
7076
350,1							// Max bearing, sequence index
7077
360,0							// Max bearing, sequence index
10 pmbaty 7078
// Action #1 - exploding
5 pmbaty 7079
1000,0								// Danger level, percentage chance
7080
0,0									// Initial speed, looping speed
7081
 
7082
 
7083
1									// Number of sequences for this action
7084
360,2							// Max bearing, sequence index
7085
3										// Number of sequences
10 pmbaty 7086
// Sequence #0 - standing there
5 pmbaty 7087
collide								// Include this frame in collision calcs
7088
fixed								// Frame rate type
7089
1									// Number of initial frames
7090
OGDRUM1.PIX
7091
0,0,flipped
7092
 
10 pmbaty 7093
// Sequence #1 - standing there
5 pmbaty 7094
collide								// Include this frame in collision calcs
7095
fixed								// Frame rate type
7096
1									// Number of initial frames
7097
OGDRUM2.PIX
7098
0,0,flipped
7099
 
7100
// Sequence #2 - exploding
7101
don't collide						// Exclude this frame in collision calcs
7102
variable							// Frame rate type
7103
10,10
7104
7									// Number of initial frames
7105
EXP1.PIX
7106
-0.02,0.11,flipped
7107
EXP2.PIX
7108
-0.03357,0.1492,flipped
7109
EXP3.PIX
7110
-0.05222,0.16039,flipped
7111
EXP4.PIX
7112
-0.05968,0.18277,flipped
7113
EXP5.PIX
7114
-0.05222,0.20515,flipped
7115
EXP6.PIX
7116
-0.05222,0.22007,flipped
7117
EXP7.PIX
7118
-0.05595,0.2238,flipped
7119
 
7120
NEXT PEDESTRIAN
7121
102										// Reference number
7122
0.19									// Height
7123
 
7124
0.0001									// Hit points
7125
1,5400									// Exploding noises
7126
-1										// Falling noise
7127
 
7128
-1										// Image index
7129
IDENTITY.TAB
7130
BARREL.PIX
7131
STDPED.MAT
7132
1										// Index of fatal car-impact action
7133
-1										// Index of non-fatal car-impact action
7134
-1										// Index of after-non-fatal-impact action
7135
-1										// Index of fatal falling action
7136
-1										// Index of non-fatal falling action
7137
-1										// Index of giblets action
7138
2										// Number of actions
10 pmbaty 7139
// Action #0 - standing there
5 pmbaty 7140
0,100								// Danger level, percentage chance
7141
0,0									// Initial speed, looping speed
7142
 
7143
 
7144
3									// Number of sequences for this action
7145
10,0							// Max bearing, sequence index
7146
350,1							// Max bearing, sequence index
7147
360,0							// Max bearing, sequence index
10 pmbaty 7148
// Action #1 - exploding
5 pmbaty 7149
1000,0								// Danger level, percentage chance
7150
0,0									// Initial speed, looping speed
7151
 
7152
 
7153
1									// Number of sequences for this action
7154
360,2							// Max bearing, sequence index
7155
3										// Number of sequences
10 pmbaty 7156
// Sequence #0 - standing there
5 pmbaty 7157
collide								// Include this frame in collision calcs
7158
fixed								// Frame rate type
7159
1									// Number of initial frames
7160
ORDRUM1.PIX
7161
0,0,flipped
7162
 
10 pmbaty 7163
// Sequence #1 - standing there
5 pmbaty 7164
collide								// Include this frame in collision calcs
7165
fixed								// Frame rate type
7166
1									// Number of initial frames
7167
ORDRUM2.PIX
7168
0,0,flipped
7169
 
7170
// Sequence #2 - exploding
7171
don't collide						// Exclude this frame in collision calcs
7172
variable							// Frame rate type
7173
10,10
7174
7									// Number of initial frames
7175
EXP1.PIX
7176
-0.02,0.11,flipped
7177
EXP2.PIX
7178
-0.03357,0.1492,flipped
7179
EXP3.PIX
7180
-0.05222,0.16039,flipped
7181
EXP4.PIX
7182
-0.05968,0.18277,flipped
7183
EXP5.PIX
7184
-0.05222,0.20515,flipped
7185
EXP6.PIX
7186
-0.05222,0.22007,flipped
7187
EXP7.PIX
7188
-0.05595,0.2238,flipped
7189
 
7190
NEXT PEDESTRIAN
7191
103										// Reference number
7192
0.19									// Height
7193
 
7194
0.0001									// Hit points
7195
1,5400									// Exploding noises
7196
-1										// Falling noise
7197
 
7198
-1										// Image index
7199
IDENTITY.TAB
7200
BARREL.PIX
7201
STDPED.MAT
7202
1										// Index of fatal car-impact action
7203
-1										// Index of non-fatal car-impact action
7204
-1										// Index of after-non-fatal-impact action
7205
-1										// Index of fatal falling action
7206
-1										// Index of non-fatal falling action
7207
-1										// Index of giblets action
7208
2										// Number of actions
10 pmbaty 7209
// Action #0 - standing there
5 pmbaty 7210
0,100								// Danger level, percentage chance
7211
0,0									// Initial speed, looping speed
7212
 
7213
 
7214
3									// Number of sequences for this action
7215
10,0							// Max bearing, sequence index
7216
350,1							// Max bearing, sequence index
7217
360,0							// Max bearing, sequence index
10 pmbaty 7218
// Action #1 - exploding
5 pmbaty 7219
1000,0								// Danger level, percentage chance
7220
0,0									// Initial speed, looping speed
7221
 
7222
 
7223
1									// Number of sequences for this action
7224
360,2							// Max bearing, sequence index
7225
3										// Number of sequences
10 pmbaty 7226
// Sequence #0 - standing there
5 pmbaty 7227
collide								// Include this frame in collision calcs
7228
fixed								// Frame rate type
7229
1									// Number of initial frames
7230
ORDRUM1.PIX
7231
0,0,flipped
7232
 
10 pmbaty 7233
// Sequence #1 - standing there
5 pmbaty 7234
collide								// Include this frame in collision calcs
7235
fixed								// Frame rate type
7236
1									// Number of initial frames
7237
ORDRUM2.PIX
7238
0,0,flipped
7239
 
7240
// Sequence #2 - exploding
7241
don't collide						// Exclude this frame in collision calcs
7242
variable							// Frame rate type
7243
10,10
7244
7									// Number of initial frames
7245
EXP1.PIX
7246
-0.02,0.11,flipped
7247
EXP2.PIX
7248
-0.03357,0.1492,flipped
7249
EXP3.PIX
7250
-0.05222,0.16039,flipped
7251
EXP4.PIX
7252
-0.05968,0.18277,flipped
7253
EXP5.PIX
7254
-0.05222,0.20515,flipped
7255
EXP6.PIX
7256
-0.05222,0.22007,flipped
7257
EXP7.PIX
7258
-0.05595,0.2238,flipped
7259
 
7260
NEXT PEDESTRIAN
7261
104										// Reference number
7262
0.19									// Height
7263
 
7264
0.0001									// Hit points
7265
1,5400									// Exploding noises
7266
-1										// Falling noise
7267
 
7268
-1										// Image index
7269
IDENTITY.TAB
7270
BARREL.PIX
7271
STDPED.MAT
7272
1										// Index of fatal car-impact action
7273
-1										// Index of non-fatal car-impact action
7274
-1										// Index of after-non-fatal-impact action
7275
-1										// Index of fatal falling action
7276
-1										// Index of non-fatal falling action
7277
-1										// Index of giblets action
7278
2										// Number of actions
10 pmbaty 7279
// Action #0 - standing there
5 pmbaty 7280
0,100								// Danger level, percentage chance
7281
0,0									// Initial speed, looping speed
7282
 
7283
 
7284
3									// Number of sequences for this action
7285
10,0							// Max bearing, sequence index
7286
350,1							// Max bearing, sequence index
7287
360,0							// Max bearing, sequence index
10 pmbaty 7288
// Action #1 - exploding
5 pmbaty 7289
1000,0								// Danger level, percentage chance
7290
0,0									// Initial speed, looping speed
7291
 
7292
 
7293
1									// Number of sequences for this action
7294
360,2							// Max bearing, sequence index
7295
3										// Number of sequences
10 pmbaty 7296
// Sequence #0 - standing there
5 pmbaty 7297
collide								// Include this frame in collision calcs
7298
fixed								// Frame rate type
7299
1									// Number of initial frames
7300
ORDRUM1.PIX
7301
0,0,flipped
7302
 
10 pmbaty 7303
// Sequence #1 - standing there
5 pmbaty 7304
collide								// Include this frame in collision calcs
7305
fixed								// Frame rate type
7306
1									// Number of initial frames
7307
ORDRUM2.PIX
7308
0,0,flipped
7309
 
7310
// Sequence #2 - exploding
7311
don't collide						// Exclude this frame in collision calcs
7312
variable							// Frame rate type
7313
10,10
7314
7									// Number of initial frames
7315
EXP1.PIX
7316
-0.02,0.11,flipped
7317
EXP2.PIX
7318
-0.03357,0.1492,flipped
7319
EXP3.PIX
7320
-0.05222,0.16039,flipped
7321
EXP4.PIX
7322
-0.05968,0.18277,flipped
7323
EXP5.PIX
7324
-0.05222,0.20515,flipped
7325
EXP6.PIX
7326
-0.05222,0.22007,flipped
7327
EXP7.PIX
7328
-0.05595,0.2238,flipped
7329
 
7330
NEXT PEDESTRIAN
7331
105										// Reference number
7332
0.19									// Height
7333
 
7334
0.0001									// Hit points
7335
1,5400									// Exploding noises
7336
-1										// Falling noise
7337
 
7338
-1										// Image index
7339
IDENTITY.TAB
7340
BARREL.PIX
7341
STDPED.MAT
7342
1										// Index of fatal car-impact action
7343
-1										// Index of non-fatal car-impact action
7344
-1										// Index of after-non-fatal-impact action
7345
-1										// Index of fatal falling action
7346
-1										// Index of non-fatal falling action
7347
-1										// Index of giblets action
7348
2										// Number of actions
10 pmbaty 7349
// Action #0 - standing there
5 pmbaty 7350
0,100								// Danger level, percentage chance
7351
0,0									// Initial speed, looping speed
7352
 
7353
 
7354
3									// Number of sequences for this action
7355
10,0							// Max bearing, sequence index
7356
350,1							// Max bearing, sequence index
7357
360,0							// Max bearing, sequence index
10 pmbaty 7358
// Action #1 - exploding
5 pmbaty 7359
1000,0								// Danger level, percentage chance
7360
0,0									// Initial speed, looping speed
7361
 
7362
 
7363
1									// Number of sequences for this action
7364
360,2							// Max bearing, sequence index
7365
3										// Number of sequences
10 pmbaty 7366
// Sequence #0 - standing there
5 pmbaty 7367
collide								// Include this frame in collision calcs
7368
fixed								// Frame rate type
7369
1									// Number of initial frames
7370
OCYLNDR1.PIX
7371
0,0,flipped
7372
 
10 pmbaty 7373
// Sequence #1 - standing there
5 pmbaty 7374
collide								// Include this frame in collision calcs
7375
fixed								// Frame rate type
7376
1									// Number of initial frames
7377
OCYLNDR2.PIX
7378
0,0,flipped
7379
 
7380
// Sequence #2 - exploding
7381
don't collide						// Exclude this frame in collision calcs
7382
variable							// Frame rate type
7383
10,10
7384
7									// Number of initial frames
7385
EXP1.PIX
7386
-0.02,0.11,flipped
7387
EXP2.PIX
7388
-0.03357,0.1492,flipped
7389
EXP3.PIX
7390
-0.05222,0.16039,flipped
7391
EXP4.PIX
7392
-0.05968,0.18277,flipped
7393
EXP5.PIX
7394
-0.05222,0.20515,flipped
7395
EXP6.PIX
7396
-0.05222,0.22007,flipped
7397
EXP7.PIX
7398
-0.05595,0.2238,flipped
7399
 
7400
NEXT PEDESTRIAN
7401
106										// Reference number
7402
0.19									// Height
7403
 
7404
0.0001									// Hit points
7405
1,5400									// Exploding noises
7406
-1										// Falling noise
7407
 
7408
-1										// Image index
7409
IDENTITY.TAB
7410
BARREL.PIX
7411
STDPED.MAT
7412
1										// Index of fatal car-impact action
7413
-1										// Index of non-fatal car-impact action
7414
-1										// Index of after-non-fatal-impact action
7415
-1										// Index of fatal falling action
7416
-1										// Index of non-fatal falling action
7417
-1										// Index of giblets action
7418
2										// Number of actions
10 pmbaty 7419
// Action #0 - standing there
5 pmbaty 7420
0,100								// Danger level, percentage chance
7421
0,0									// Initial speed, looping speed
7422
 
7423
 
7424
3									// Number of sequences for this action
7425
10,0							// Max bearing, sequence index
7426
350,1							// Max bearing, sequence index
7427
360,0							// Max bearing, sequence index
10 pmbaty 7428
// Action #1 - exploding
5 pmbaty 7429
1000,0								// Danger level, percentage chance
7430
0,0									// Initial speed, looping speed
7431
 
7432
 
7433
1									// Number of sequences for this action
7434
360,2							// Max bearing, sequence index
7435
3										// Number of sequences
10 pmbaty 7436
// Sequence #0 - standing there
5 pmbaty 7437
collide								// Include this frame in collision calcs
7438
fixed								// Frame rate type
7439
1									// Number of initial frames
7440
OCYLNDR1.PIX
7441
0,0,flipped
7442
 
10 pmbaty 7443
// Sequence #1 - standing there
5 pmbaty 7444
collide								// Include this frame in collision calcs
7445
fixed								// Frame rate type
7446
1									// Number of initial frames
7447
OCYLNDR2.PIX
7448
0,0,flipped
7449
 
7450
// Sequence #2 - exploding
7451
don't collide						// Exclude this frame in collision calcs
7452
variable							// Frame rate type
7453
10,10
7454
7									// Number of initial frames
7455
EXP1.PIX
7456
-0.02,0.11,flipped
7457
EXP2.PIX
7458
-0.03357,0.1492,flipped
7459
EXP3.PIX
7460
-0.05222,0.16039,flipped
7461
EXP4.PIX
7462
-0.05968,0.18277,flipped
7463
EXP5.PIX
7464
-0.05222,0.20515,flipped
7465
EXP6.PIX
7466
-0.05222,0.22007,flipped
7467
EXP7.PIX
7468
-0.05595,0.2238,flipped
7469
 
7470
NEXT PEDESTRIAN
7471
107										// Reference number
7472
0.19									// Height
7473
 
7474
0.0001									// Hit points
7475
1,5400									// Exploding noises
7476
-1										// Falling noise
7477
 
7478
-1										// Image index
7479
IDENTITY.TAB
7480
BARREL.PIX
7481
STDPED.MAT
7482
1										// Index of fatal car-impact action
7483
-1										// Index of non-fatal car-impact action
7484
-1										// Index of after-non-fatal-impact action
7485
-1										// Index of fatal falling action
7486
-1										// Index of non-fatal falling action
7487
-1										// Index of giblets action
7488
2										// Number of actions
10 pmbaty 7489
// Action #0 - standing there
5 pmbaty 7490
0,100								// Danger level, percentage chance
7491
0,0									// Initial speed, looping speed
7492
 
7493
 
7494
3									// Number of sequences for this action
7495
10,0							// Max bearing, sequence index
7496
350,1							// Max bearing, sequence index
7497
360,0							// Max bearing, sequence index
10 pmbaty 7498
// Action #1 - exploding
5 pmbaty 7499
1000,0								// Danger level, percentage chance
7500
0,0									// Initial speed, looping speed
7501
 
7502
 
7503
1									// Number of sequences for this action
7504
360,2							// Max bearing, sequence index
7505
3										// Number of sequences
10 pmbaty 7506
// Sequence #0 - standing there
5 pmbaty 7507
collide								// Include this frame in collision calcs
7508
fixed								// Frame rate type
7509
1									// Number of initial frames
7510
OTYRES1.PIX
7511
0,0,flipped
7512
 
10 pmbaty 7513
// Sequence #1 - standing there
5 pmbaty 7514
collide								// Include this frame in collision calcs
7515
fixed								// Frame rate type
7516
1									// Number of initial frames
7517
OTYRES2.PIX
7518
0,0,flipped
7519
 
7520
// Sequence #2 - exploding
7521
don't collide						// Exclude this frame in collision calcs
7522
variable							// Frame rate type
7523
10,10
7524
7									// Number of initial frames
7525
EXP1.PIX
7526
-0.02,0.11,flipped
7527
EXP2.PIX
7528
-0.03357,0.1492,flipped
7529
EXP3.PIX
7530
-0.05222,0.16039,flipped
7531
EXP4.PIX
7532
-0.05968,0.18277,flipped
7533
EXP5.PIX
7534
-0.05222,0.20515,flipped
7535
EXP6.PIX
7536
-0.05222,0.22007,flipped
7537
EXP7.PIX
7538
-0.05595,0.2238,flipped
7539
 
7540
NEXT PEDESTRIAN
7541
108										// Reference number
7542
0.19									// Height
7543
 
7544
0.0001									// Hit points
7545
1,5400									// Exploding noises
7546
-1										// Falling noise
7547
 
7548
-1										// Image index
7549
IDENTITY.TAB
7550
BARREL.PIX
7551
STDPED.MAT
7552
1										// Index of fatal car-impact action
7553
-1										// Index of non-fatal car-impact action
7554
-1										// Index of after-non-fatal-impact action
7555
-1										// Index of fatal falling action
7556
-1										// Index of non-fatal falling action
7557
-1										// Index of giblets action
7558
2										// Number of actions
10 pmbaty 7559
// Action #0 - standing there
5 pmbaty 7560
0,100								// Danger level, percentage chance
7561
0,0									// Initial speed, looping speed
7562
 
7563
 
7564
3									// Number of sequences for this action
7565
10,0							// Max bearing, sequence index
7566
350,1							// Max bearing, sequence index
7567
360,0							// Max bearing, sequence index
10 pmbaty 7568
// Action #1 - exploding
5 pmbaty 7569
1000,0								// Danger level, percentage chance
7570
0,0									// Initial speed, looping speed
7571
 
7572
 
7573
1									// Number of sequences for this action
7574
360,2							// Max bearing, sequence index
7575
3										// Number of sequences
10 pmbaty 7576
// Sequence #0 - standing there
5 pmbaty 7577
collide								// Include this frame in collision calcs
7578
fixed								// Frame rate type
7579
1									// Number of initial frames
7580
OYDRUM1.PIX
7581
0,0,flipped
7582
 
10 pmbaty 7583
// Sequence #1 - standing there
5 pmbaty 7584
collide								// Include this frame in collision calcs
7585
fixed								// Frame rate type
7586
1									// Number of initial frames
7587
OYDRUM2.PIX
7588
0,0,flipped
7589
 
7590
// Sequence #2 - exploding
7591
don't collide						// Exclude this frame in collision calcs
7592
variable							// Frame rate type
7593
10,10
7594
7									// Number of initial frames
7595
EXP1.PIX
7596
-0.02,0.11,flipped
7597
EXP2.PIX
7598
-0.03357,0.1492,flipped
7599
EXP3.PIX
7600
-0.05222,0.16039,flipped
7601
EXP4.PIX
7602
-0.05968,0.18277,flipped
7603
EXP5.PIX
7604
-0.05222,0.20515,flipped
7605
EXP6.PIX
7606
-0.05222,0.22007,flipped
7607
EXP7.PIX
7608
-0.05595,0.2238,flipped
7609
 
7610
NEXT PEDESTRIAN
7611
109										// Reference number
7612
0.19									// Height
7613
 
7614
0.0001									// Hit points
7615
1,5400									// Exploding noises
7616
-1										// Falling noise
7617
 
7618
-1										// Image index
7619
IDENTITY.TAB
7620
BARREL.PIX
7621
STDPED.MAT
7622
1										// Index of fatal car-impact action
7623
-1										// Index of non-fatal car-impact action
7624
-1										// Index of after-non-fatal-impact action
7625
-1										// Index of fatal falling action
7626
-1										// Index of non-fatal falling action
7627
-1										// Index of giblets action
7628
2										// Number of actions
10 pmbaty 7629
// Action #0 - standing there
5 pmbaty 7630
0,100								// Danger level, percentage chance
7631
0,0									// Initial speed, looping speed
7632
 
7633
 
7634
3									// Number of sequences for this action
7635
10,0							// Max bearing, sequence index
7636
350,1							// Max bearing, sequence index
7637
360,0							// Max bearing, sequence index
10 pmbaty 7638
// Action #1 - exploding
5 pmbaty 7639
1000,0								// Danger level, percentage chance
7640
0,0									// Initial speed, looping speed
7641
 
7642
 
7643
1									// Number of sequences for this action
7644
360,2							// Max bearing, sequence index
7645
3										// Number of sequences
10 pmbaty 7646
// Sequence #0 - standing there
5 pmbaty 7647
collide								// Include this frame in collision calcs
7648
fixed								// Frame rate type
7649
1									// Number of initial frames
7650
OYDRUM1.PIX
7651
0,0,flipped
7652
 
10 pmbaty 7653
// Sequence #1 - standing there
5 pmbaty 7654
collide								// Include this frame in collision calcs
7655
fixed								// Frame rate type
7656
1									// Number of initial frames
7657
OYDRUM2.PIX
7658
0,0,flipped
7659
 
7660
// Sequence #2 - exploding
7661
don't collide						// Exclude this frame in collision calcs
7662
variable							// Frame rate type
7663
10,10
7664
7									// Number of initial frames
7665
EXP1.PIX
7666
-0.02,0.11,flipped
7667
EXP2.PIX
7668
-0.03357,0.1492,flipped
7669
EXP3.PIX
7670
-0.05222,0.16039,flipped
7671
EXP4.PIX
7672
-0.05968,0.18277,flipped
7673
EXP5.PIX
7674
-0.05222,0.20515,flipped
7675
EXP6.PIX
7676
-0.05222,0.22007,flipped
7677
EXP7.PIX
7678
-0.05595,0.2238,flipped
7679
 
7680
NEXT PEDESTRIAN
7681
110										// Reference number
7682
0.19									// Height
7683
 
7684
0.0001									// Hit points
7685
1,5400
7686
-1										// Falling noise
7687
 
7688
-1										// Image index
7689
IDENTITY.TAB
7690
BARREL.PIX
7691
STDPED.MAT
7692
1										// Index of fatal car-impact action
7693
-1										// Index of non-fatal car-impact action
7694
-1										// Index of after-non-fatal-impact action
7695
-1										// Index of fatal falling action
7696
-1										// Index of non-fatal falling action
7697
-1										// Index of giblets action
7698
2										// Number of actions
10 pmbaty 7699
// Action #0 - standing there
5 pmbaty 7700
0,100								// Danger level, percentage chance
7701
0,0									// Initial speed, looping speed
7702
 
7703
 
7704
3									// Number of sequences for this action
7705
10,0							// Max bearing, sequence index
7706
350,1							// Max bearing, sequence index
7707
360,0							// Max bearing, sequence index
10 pmbaty 7708
// Action #1 - exploding
5 pmbaty 7709
1000,0								// Danger level, percentage chance
7710
0,0									// Initial speed, looping speed
7711
 
7712
 
7713
1									// Number of sequences for this action
7714
360,2							// Max bearing, sequence index
7715
3										// Number of sequences
10 pmbaty 7716
// Sequence #0 - standing there
5 pmbaty 7717
collide								// Include this frame in collision calcs
7718
fixed								// Frame rate type
7719
1									// Number of initial frames
7720
OGDRUM1.PIX
7721
0,0,flipped
7722
 
10 pmbaty 7723
// Sequence #1 - standing there
5 pmbaty 7724
collide								// Include this frame in collision calcs
7725
fixed								// Frame rate type
7726
1									// Number of initial frames
7727
OGDRUM1.PIX
7728
0,0,flipped
7729
 
7730
// Sequence #2 - exploding
7731
don't collide						// Exclude this frame in collision calcs
7732
variable							// Frame rate type
7733
10,10
7734
7									// Number of initial frames
7735
EXP1.PIX
7736
-0.02,0.11,flipped
7737
EXP2.PIX
7738
-0.03357,0.1492,flipped
7739
EXP3.PIX
7740
-0.05222,0.16039,flipped
7741
EXP4.PIX
7742
-0.05968,0.18277,flipped
7743
EXP5.PIX
7744
-0.05222,0.20515,flipped
7745
EXP6.PIX
7746
-0.05222,0.22007,flipped
7747
EXP7.PIX
7748
-0.05595,0.2238,flipped
7749
 
7750
NEXT PEDESTRIAN
7751
111										// Reference number
7752
0.19									// Height
7753
 
7754
0.0001									// Hit points
7755
1,5400
7756
-1										// Falling noise
7757
 
7758
-1										// Image index
7759
IDENTITY.TAB
7760
BARREL.PIX
7761
STDPED.MAT
7762
1										// Index of fatal car-impact action
7763
-1										// Index of non-fatal car-impact action
7764
-1										// Index of after-non-fatal-impact action
7765
-1										// Index of fatal falling action
7766
-1										// Index of non-fatal falling action
7767
-1										// Index of giblets action
7768
2										// Number of actions
10 pmbaty 7769
// Action #0 - standing there
5 pmbaty 7770
0,100								// Danger level, percentage chance
7771
0,0									// Initial speed, looping speed
7772
 
7773
 
7774
3									// Number of sequences for this action
7775
10,0							// Max bearing, sequence index
7776
350,1							// Max bearing, sequence index
7777
360,0							// Max bearing, sequence index
10 pmbaty 7778
// Action #1 - exploding
5 pmbaty 7779
1000,0								// Danger level, percentage chance
7780
0,0									// Initial speed, looping speed
7781
 
7782
 
7783
1									// Number of sequences for this action
7784
360,2							// Max bearing, sequence index
7785
3										// Number of sequences
10 pmbaty 7786
// Sequence #0 - standing there
5 pmbaty 7787
collide								// Include this frame in collision calcs
7788
fixed								// Frame rate type
7789
1									// Number of initial frames
7790
OCYLNDR1.PIX
7791
0,0,flipped
7792
 
10 pmbaty 7793
// Sequence #1 - standing there
5 pmbaty 7794
collide								// Include this frame in collision calcs
7795
fixed								// Frame rate type
7796
1									// Number of initial frames
7797
OCYLNDR2.PIX
7798
0,0,flipped
7799
 
7800
// Sequence #2 - exploding
7801
don't collide						// Exclude this frame in collision calcs
7802
variable							// Frame rate type
7803
10,10
7804
7									// Number of initial frames
7805
EXP1.PIX
7806
-0.02,0.11,flipped
7807
EXP2.PIX
7808
-0.03357,0.1492,flipped
7809
EXP3.PIX
7810
-0.05222,0.16039,flipped
7811
EXP4.PIX
7812
-0.05968,0.18277,flipped
7813
EXP5.PIX
7814
-0.05222,0.20515,flipped
7815
EXP6.PIX
7816
-0.05222,0.22007,flipped
7817
EXP7.PIX
7818
-0.05595,0.2238,flipped
7819
 
7820
NEXT PEDESTRIAN
7821
112										// Reference number
7822
0.19									// Height
7823
 
7824
0.0001									// Hit points
7825
1,5400
7826
-1										// Falling noise
7827
 
7828
-1										// Image index
7829
IDENTITY.TAB
7830
BARREL.PIX
7831
STDPED.MAT
7832
1										// Index of fatal car-impact action
7833
-1										// Index of non-fatal car-impact action
7834
-1										// Index of after-non-fatal-impact action
7835
-1										// Index of fatal falling action
7836
-1										// Index of non-fatal falling action
7837
-1										// Index of giblets action
7838
2										// Number of actions
10 pmbaty 7839
// Action #0 - standing there
5 pmbaty 7840
0,100								// Danger level, percentage chance
7841
0,0									// Initial speed, looping speed
7842
 
7843
 
7844
3									// Number of sequences for this action
7845
10,0							// Max bearing, sequence index
7846
350,1							// Max bearing, sequence index
7847
360,0							// Max bearing, sequence index
10 pmbaty 7848
// Action #1 - exploding
5 pmbaty 7849
1000,0								// Danger level, percentage chance
7850
0,0									// Initial speed, looping speed
7851
 
7852
 
7853
1									// Number of sequences for this action
7854
360,2							// Max bearing, sequence index
7855
3										// Number of sequences
10 pmbaty 7856
// Sequence #0 - standing there
5 pmbaty 7857
collide								// Include this frame in collision calcs
7858
fixed								// Frame rate type
7859
1									// Number of initial frames
7860
OGDRUM1.PIX
7861
0,0,flipped
7862
 
10 pmbaty 7863
// Sequence #1 - standing there
5 pmbaty 7864
collide								// Include this frame in collision calcs
7865
fixed								// Frame rate type
7866
1									// Number of initial frames
7867
OGDRUM2.PIX
7868
0,0,flipped
7869
 
7870
// Sequence #2 - exploding
7871
don't collide						// Exclude this frame in collision calcs
7872
variable							// Frame rate type
7873
10,10
7874
7									// Number of initial frames
7875
EXP1.PIX
7876
-0.02,0.11,flipped
7877
EXP2.PIX
7878
-0.03357,0.1492,flipped
7879
EXP3.PIX
7880
-0.05222,0.16039,flipped
7881
EXP4.PIX
7882
-0.05968,0.18277,flipped
7883
EXP5.PIX
7884
-0.05222,0.20515,flipped
7885
EXP6.PIX
7886
-0.05222,0.22007,flipped
7887
EXP7.PIX
7888
-0.05595,0.2238,flipped
7889
 
7890
NEXT PEDESTRIAN
7891
113										// Reference number
7892
0.19									// Height
7893
 
7894
0.0001									// Hit points
7895
1,5400
7896
-1										// Falling noise
7897
 
7898
-1										// Image index
7899
IDENTITY.TAB
7900
BARREL.PIX
7901
STDPED.MAT
7902
1										// Index of fatal car-impact action
7903
-1										// Index of non-fatal car-impact action
7904
-1										// Index of after-non-fatal-impact action
7905
-1										// Index of fatal falling action
7906
-1										// Index of non-fatal falling action
7907
-1										// Index of giblets action
7908
2										// Number of actions
10 pmbaty 7909
// Action #0 - standing there
5 pmbaty 7910
0,100								// Danger level, percentage chance
7911
0,0									// Initial speed, looping speed
7912
 
7913
 
7914
3									// Number of sequences for this action
7915
10,0							// Max bearing, sequence index
7916
350,1							// Max bearing, sequence index
7917
360,0							// Max bearing, sequence index
10 pmbaty 7918
// Action #1 - exploding
5 pmbaty 7919
1000,0								// Danger level, percentage chance
7920
0,0									// Initial speed, looping speed
7921
 
7922
 
7923
1									// Number of sequences for this action
7924
360,2							// Max bearing, sequence index
7925
3										// Number of sequences
10 pmbaty 7926
// Sequence #0 - standing there
5 pmbaty 7927
collide								// Include this frame in collision calcs
7928
fixed								// Frame rate type
7929
1									// Number of initial frames
7930
OGDRUM1.PIX
7931
0,0,flipped
7932
 
10 pmbaty 7933
// Sequence #1 - standing there
5 pmbaty 7934
collide								// Include this frame in collision calcs
7935
fixed								// Frame rate type
7936
1									// Number of initial frames
7937
OGDRUM2.PIX
7938
0,0,flipped
7939
 
7940
// Sequence #2 - exploding
7941
don't collide						// Exclude this frame in collision calcs
7942
variable							// Frame rate type
7943
10,10
7944
7									// Number of initial frames
7945
EXP1.PIX
7946
-0.02,0.11,flipped
7947
EXP2.PIX
7948
-0.03357,0.1492,flipped
7949
EXP3.PIX
7950
-0.05222,0.16039,flipped
7951
EXP4.PIX
7952
-0.05968,0.18277,flipped
7953
EXP5.PIX
7954
-0.05222,0.20515,flipped
7955
EXP6.PIX
7956
-0.05222,0.22007,flipped
7957
EXP7.PIX
7958
-0.05595,0.2238,flipped
7959
 
7960
NEXT PEDESTRIAN
7961
114										// Reference number
7962
0.35									// Height
7963
 
7964
0.0001									// Hit points
7965
1,5400
7966
-1										// Falling noise
7967
 
7968
-1										// Image index
7969
IDENTITY.TAB
7970
MINE.PIX
7971
STDPED.MAT
7972
1										// Index of fatal car-impact action
7973
-1										// Index of non-fatal car-impact action
7974
-1										// Index of after-non-fatal-impact action
7975
-1										// Index of fatal falling action
7976
-1										// Index of non-fatal falling action
7977
-1										// Index of giblets action
7978
2										// Number of actions
10 pmbaty 7979
// Action #0 - standing there
5 pmbaty 7980
0,100								// Danger level, percentage chance
7981
0,0									// Initial speed, looping speed
7982
 
7983
 
7984
3									// Number of sequences for this action
7985
10,0							// Max bearing, sequence index
7986
350,1							// Max bearing, sequence index
7987
360,0							// Max bearing, sequence index
10 pmbaty 7988
// Action #1 - exploding
5 pmbaty 7989
1000,0								// Danger level, percentage chance
7990
0,0									// Initial speed, looping speed
7991
 
7992
 
7993
1									// Number of sequences for this action
7994
360,2							// Max bearing, sequence index
7995
3										// Number of sequences
10 pmbaty 7996
// Sequence #0 - standing there
5 pmbaty 7997
collide								// Include this frame in collision calcs
7998
variable								// Frame rate type
7999
4,4
8000
 
8001
10									// Number of looping frames
8002
MINER0.PIX
8003
0,0,flipped
8004
MINER1.PIX
8005
0,0,flipped
8006
MINER2.PIX
8007
0,0,flipped
8008
MINER3.PIX
8009
0,0,flipped
8010
MINER4.PIX
8011
0,0,flipped
8012
MINER5.PIX
8013
0,0,flipped
8014
MINER4.PIX
8015
0,0,flipped
8016
MINER3.PIX
8017
0,0,flipped
8018
MINER2.PIX
8019
0,0,flipped
8020
MINER1.PIX
8021
0,0,flipped
10 pmbaty 8022
// Sequence #1 - standing there
5 pmbaty 8023
collide								// Include this frame in collision calcs
8024
variable								// Frame rate type
8025
4,4
8026
 
8027
10									// Number of looping frames
8028
MINER0.PIX
8029
0,0,flipped
8030
MINER1.PIX
8031
0,0,flipped
8032
MINER2.PIX
8033
0,0,flipped
8034
MINER3.PIX
8035
0,0,flipped
8036
MINER4.PIX
8037
0,0,flipped
8038
MINER5.PIX
8039
0,0,flipped
8040
MINER4.PIX
8041
0,0,flipped
8042
MINER3.PIX
8043
0,0,flipped
8044
MINER2.PIX
8045
0,0,flipped
8046
MINER1.PIX
8047
0,0,flipped
8048
// Sequence #2 - exploding
8049
don't collide						// Exclude this frame in collision calcs
8050
variable							// Frame rate type
8051
10,10
8052
7									// Number of initial frames
8053
EXP1.PIX
8054
-0.02,0.11,flipped
8055
EXP2.PIX
8056
-0.03357,0.1492,flipped
8057
EXP3.PIX
8058
-0.05222,0.16039,flipped
8059
EXP4.PIX
8060
-0.05968,0.18277,flipped
8061
EXP5.PIX
8062
-0.05222,0.20515,flipped
8063
EXP6.PIX
8064
-0.05222,0.22007,flipped
8065
EXP7.PIX
8066
-0.05595,0.2238,flipped
8067
 
8068
NEXT PEDESTRIAN
8069
115										// Reference number
8070
0.19									// Height
8071
 
8072
0.0001									// Hit points
8073
1,5400
8074
-1										// Falling noise
8075
 
8076
-1										// Image index
8077
IDENTITY.TAB
8078
BARREL.PIX
8079
STDPED.MAT
8080
1										// Index of fatal car-impact action
8081
-1										// Index of non-fatal car-impact action
8082
-1										// Index of after-non-fatal-impact action
8083
-1										// Index of fatal falling action
8084
-1										// Index of non-fatal falling action
8085
-1										// Index of giblets action
8086
2										// Number of actions
10 pmbaty 8087
// Action #0 - standing there
5 pmbaty 8088
0,100								// Danger level, percentage chance
8089
0,0									// Initial speed, looping speed
8090
 
8091
 
8092
3									// Number of sequences for this action
8093
10,0							// Max bearing, sequence index
8094
350,1							// Max bearing, sequence index
8095
360,0							// Max bearing, sequence index
10 pmbaty 8096
// Action #1 - exploding
5 pmbaty 8097
1000,0								// Danger level, percentage chance
8098
0,0									// Initial speed, looping speed
8099
 
8100
 
8101
1									// Number of sequences for this action
8102
360,2							// Max bearing, sequence index
8103
3										// Number of sequences
10 pmbaty 8104
// Sequence #0 - standing there
5 pmbaty 8105
collide								// Include this frame in collision calcs
8106
fixed								// Frame rate type
8107
1									// Number of initial frames
8108
ORDRUM1.PIX
8109
0,0,flipped
8110
 
10 pmbaty 8111
// Sequence #1 - standing there
5 pmbaty 8112
collide								// Include this frame in collision calcs
8113
fixed								// Frame rate type
8114
1									// Number of initial frames
8115
ORDRUM2.PIX
8116
0,0,flipped
8117
 
8118
// Sequence #2 - exploding
8119
don't collide						// Exclude this frame in collision calcs
8120
variable							// Frame rate type
8121
10,10
8122
7									// Number of initial frames
8123
EXP1.PIX
8124
-0.02,0.11,flipped
8125
EXP2.PIX
8126
-0.03357,0.1492,flipped
8127
EXP3.PIX
8128
-0.05222,0.16039,flipped
8129
EXP4.PIX
8130
-0.05968,0.18277,flipped
8131
EXP5.PIX
8132
-0.05222,0.20515,flipped
8133
EXP6.PIX
8134
-0.05222,0.22007,flipped
8135
EXP7.PIX
8136
-0.05595,0.2238,flipped
8137
 
8138
NEXT PEDESTRIAN
8139
116										// Reference number
8140
0.19									// Height
8141
 
8142
0.0001									// Hit points
8143
1,5400
8144
-1										// Falling noise
8145
 
8146
-1										// Image index
8147
IDENTITY.TAB
8148
BARREL.PIX
8149
STDPED.MAT
8150
1										// Index of fatal car-impact action
8151
-1										// Index of non-fatal car-impact action
8152
-1										// Index of after-non-fatal-impact action
8153
-1										// Index of fatal falling action
8154
-1										// Index of non-fatal falling action
8155
-1										// Index of giblets action
8156
2										// Number of actions
10 pmbaty 8157
// Action #0 - standing there
5 pmbaty 8158
0,100								// Danger level, percentage chance
8159
0,0									// Initial speed, looping speed
8160
 
8161
 
8162
3									// Number of sequences for this action
8163
10,0							// Max bearing, sequence index
8164
350,1							// Max bearing, sequence index
8165
360,0							// Max bearing, sequence index
10 pmbaty 8166
// Action #1 - exploding
5 pmbaty 8167
1000,0								// Danger level, percentage chance
8168
0,0									// Initial speed, looping speed
8169
 
8170
 
8171
1									// Number of sequences for this action
8172
360,2							// Max bearing, sequence index
8173
3										// Number of sequences
10 pmbaty 8174
// Sequence #0 - standing there
5 pmbaty 8175
collide								// Include this frame in collision calcs
8176
fixed								// Frame rate type
8177
1									// Number of initial frames
8178
ORDRUM1.PIX
8179
0,0,flipped
8180
 
10 pmbaty 8181
// Sequence #1 - standing there
5 pmbaty 8182
collide								// Include this frame in collision calcs
8183
fixed								// Frame rate type
8184
1									// Number of initial frames
8185
ORDRUM2.PIX
8186
0,0,flipped
8187
 
8188
// Sequence #2 - exploding
8189
don't collide						// Exclude this frame in collision calcs
8190
variable							// Frame rate type
8191
10,10
8192
7									// Number of initial frames
8193
EXP1.PIX
8194
-0.02,0.11,flipped
8195
EXP2.PIX
8196
-0.03357,0.1492,flipped
8197
EXP3.PIX
8198
-0.05222,0.16039,flipped
8199
EXP4.PIX
8200
-0.05968,0.18277,flipped
8201
EXP5.PIX
8202
-0.05222,0.20515,flipped
8203
EXP6.PIX
8204
-0.05222,0.22007,flipped
8205
EXP7.PIX
8206
-0.05595,0.2238,flipped
8207
 
8208
NEXT PEDESTRIAN
8209
117										// Reference number
8210
0.19									// Height
8211
 
8212
0.0001									// Hit points
8213
1,5400
8214
-1										// Falling noise
8215
 
8216
-1										// Image index
8217
IDENTITY.TAB
8218
BARREL.PIX
8219
STDPED.MAT
8220
1										// Index of fatal car-impact action
8221
-1										// Index of non-fatal car-impact action
8222
-1										// Index of after-non-fatal-impact action
8223
-1										// Index of fatal falling action
8224
-1										// Index of non-fatal falling action
8225
-1										// Index of giblets action
8226
2										// Number of actions
10 pmbaty 8227
// Action #0 - standing there
5 pmbaty 8228
0,100								// Danger level, percentage chance
8229
0,0									// Initial speed, looping speed
8230
 
8231
 
8232
3									// Number of sequences for this action
8233
10,0							// Max bearing, sequence index
8234
350,1							// Max bearing, sequence index
8235
360,0							// Max bearing, sequence index
10 pmbaty 8236
// Action #1 - exploding
5 pmbaty 8237
1000,0								// Danger level, percentage chance
8238
0,0									// Initial speed, looping speed
8239
 
8240
 
8241
1									// Number of sequences for this action
8242
360,2							// Max bearing, sequence index
8243
3										// Number of sequences
10 pmbaty 8244
// Sequence #0 - standing there
5 pmbaty 8245
collide								// Include this frame in collision calcs
8246
fixed								// Frame rate type
8247
1									// Number of initial frames
8248
ORDRUM1.PIX
8249
0,0,flipped
8250
 
10 pmbaty 8251
// Sequence #1 - standing there
5 pmbaty 8252
collide								// Include this frame in collision calcs
8253
fixed								// Frame rate type
8254
1									// Number of initial frames
8255
ORDRUM2.PIX
8256
0,0,flipped
8257
 
8258
// Sequence #2 - exploding
8259
don't collide						// Exclude this frame in collision calcs
8260
variable							// Frame rate type
8261
10,10
8262
7									// Number of initial frames
8263
EXP1.PIX
8264
-0.02,0.11,flipped
8265
EXP2.PIX
8266
-0.03357,0.1492,flipped
8267
EXP3.PIX
8268
-0.05222,0.16039,flipped
8269
EXP4.PIX
8270
-0.05968,0.18277,flipped
8271
EXP5.PIX
8272
-0.05222,0.20515,flipped
8273
EXP6.PIX
8274
-0.05222,0.22007,flipped
8275
EXP7.PIX
8276
-0.05595,0.2238,flipped
8277
 
8278
NEXT PEDESTRIAN
8279
118										// Reference number
8280
0.19									// Height
8281
 
8282
0.0001									// Hit points
8283
1,5400
8284
-1										// Falling noise
8285
 
8286
-1										// Image index
8287
IDENTITY.TAB
8288
BARREL.PIX
8289
STDPED.MAT
8290
1										// Index of fatal car-impact action
8291
-1										// Index of non-fatal car-impact action
8292
-1										// Index of after-non-fatal-impact action
8293
-1										// Index of fatal falling action
8294
-1										// Index of non-fatal falling action
8295
-1										// Index of giblets action
8296
2										// Number of actions
10 pmbaty 8297
// Action #0 - standing there
5 pmbaty 8298
0,100								// Danger level, percentage chance
8299
0,0									// Initial speed, looping speed
8300
 
8301
 
8302
3									// Number of sequences for this action
8303
10,0							// Max bearing, sequence index
8304
350,1							// Max bearing, sequence index
8305
360,0							// Max bearing, sequence index
10 pmbaty 8306
// Action #1 - exploding
5 pmbaty 8307
1000,0								// Danger level, percentage chance
8308
0,0									// Initial speed, looping speed
8309
 
8310
 
8311
1									// Number of sequences for this action
8312
360,2							// Max bearing, sequence index
8313
3										// Number of sequences
10 pmbaty 8314
// Sequence #0 - standing there
5 pmbaty 8315
collide								// Include this frame in collision calcs
8316
fixed								// Frame rate type
8317
1									// Number of initial frames
8318
ORDRUM1.PIX
8319
0,0,flipped
8320
 
10 pmbaty 8321
// Sequence #1 - standing there
5 pmbaty 8322
collide								// Include this frame in collision calcs
8323
fixed								// Frame rate type
8324
1									// Number of initial frames
8325
ORDRUM2.PIX
8326
0,0,flipped
8327
 
8328
// Sequence #2 - exploding
8329
don't collide						// Exclude this frame in collision calcs
8330
variable							// Frame rate type
8331
10,10
8332
7									// Number of initial frames
8333
EXP1.PIX
8334
-0.02,0.11,flipped
8335
EXP2.PIX
8336
-0.03357,0.1492,flipped
8337
EXP3.PIX
8338
-0.05222,0.16039,flipped
8339
EXP4.PIX
8340
-0.05968,0.18277,flipped
8341
EXP5.PIX
8342
-0.05222,0.20515,flipped
8343
EXP6.PIX
8344
-0.05222,0.22007,flipped
8345
EXP7.PIX
8346
-0.05595,0.2238,flipped
8347
 
8348
NEXT PEDESTRIAN
8349
119										// Reference number
8350
0.19									// Height
8351
 
8352
0.0001									// Hit points
8353
1,5400
8354
-1										// Falling noise
8355
 
8356
-1										// Image index
8357
IDENTITY.TAB
8358
BARREL.PIX
8359
STDPED.MAT
8360
1										// Index of fatal car-impact action
8361
-1										// Index of non-fatal car-impact action
8362
-1										// Index of after-non-fatal-impact action
8363
-1										// Index of fatal falling action
8364
-1										// Index of non-fatal falling action
8365
-1										// Index of giblets action
8366
2										// Number of actions
10 pmbaty 8367
// Action #0 - standing there
5 pmbaty 8368
0,100								// Danger level, percentage chance
8369
0,0									// Initial speed, looping speed
8370
 
8371
 
8372
3									// Number of sequences for this action
8373
10,0							// Max bearing, sequence index
8374
350,1							// Max bearing, sequence index
8375
360,0							// Max bearing, sequence index
10 pmbaty 8376
// Action #1 - exploding
5 pmbaty 8377
1000,0								// Danger level, percentage chance
8378
0,0									// Initial speed, looping speed
8379
 
8380
 
8381
1									// Number of sequences for this action
8382
360,2							// Max bearing, sequence index
8383
3										// Number of sequences
10 pmbaty 8384
// Sequence #0 - standing there
5 pmbaty 8385
collide								// Include this frame in collision calcs
8386
fixed								// Frame rate type
8387
1									// Number of initial frames
8388
ORDRUM1.PIX
8389
0,0,flipped
8390
 
10 pmbaty 8391
// Sequence #1 - standing there
5 pmbaty 8392
collide								// Include this frame in collision calcs
8393
fixed								// Frame rate type
8394
1									// Number of initial frames
8395
ORDRUM2.PIX
8396
0,0,flipped
8397
 
8398
// Sequence #2 - exploding
8399
don't collide						// Exclude this frame in collision calcs
8400
variable							// Frame rate type
8401
10,10
8402
7									// Number of initial frames
8403
EXP1.PIX
8404
-0.02,0.11,flipped
8405
EXP2.PIX
8406
-0.03357,0.1492,flipped
8407
EXP3.PIX
8408
-0.05222,0.16039,flipped
8409
EXP4.PIX
8410
-0.05968,0.18277,flipped
8411
EXP5.PIX
8412
-0.05222,0.20515,flipped
8413
EXP6.PIX
8414
-0.05222,0.22007,flipped
8415
EXP7.PIX
8416
-0.05595,0.2238,flipped
8417
 
8418
NEXT PEDESTRIAN
8419
120										// Reference number
8420
0.19									// Height
8421
 
8422
0.0001									// Hit points
8423
1,5400
8424
-1										// Falling noise
8425
 
8426
-1										// Image index
8427
IDENTITY.TAB
8428
BARREL.PIX
8429
STDPED.MAT
8430
1										// Index of fatal car-impact action
8431
-1										// Index of non-fatal car-impact action
8432
-1										// Index of after-non-fatal-impact action
8433
-1										// Index of fatal falling action
8434
-1										// Index of non-fatal falling action
8435
-1										// Index of giblets action
8436
2										// Number of actions
10 pmbaty 8437
// Action #0 - standing there
5 pmbaty 8438
0,100								// Danger level, percentage chance
8439
0,0									// Initial speed, looping speed
8440
 
8441
 
8442
3									// Number of sequences for this action
8443
10,0							// Max bearing, sequence index
8444
350,1							// Max bearing, sequence index
8445
360,0							// Max bearing, sequence index
10 pmbaty 8446
// Action #1 - exploding
5 pmbaty 8447
1000,0								// Danger level, percentage chance
8448
0,0									// Initial speed, looping speed
8449
 
8450
 
8451
1									// Number of sequences for this action
8452
360,2							// Max bearing, sequence index
8453
3										// Number of sequences
10 pmbaty 8454
// Sequence #0 - standing there
5 pmbaty 8455
collide								// Include this frame in collision calcs
8456
fixed								// Frame rate type
8457
1									// Number of initial frames
8458
ORDRUM1.PIX
8459
0,0,flipped
8460
 
10 pmbaty 8461
// Sequence #1 - standing there
5 pmbaty 8462
collide								// Include this frame in collision calcs
8463
fixed								// Frame rate type
8464
1									// Number of initial frames
8465
ORDRUM2.PIX
8466
0,0,flipped
8467
 
8468
// Sequence #2 - exploding
8469
don't collide						// Exclude this frame in collision calcs
8470
variable							// Frame rate type
8471
10,10
8472
7									// Number of initial frames
8473
EXP1.PIX
8474
-0.02,0.11,flipped
8475
EXP2.PIX
8476
-0.03357,0.1492,flipped
8477
EXP3.PIX
8478
-0.05222,0.16039,flipped
8479
EXP4.PIX
8480
-0.05968,0.18277,flipped
8481
EXP5.PIX
8482
-0.05222,0.20515,flipped
8483
EXP6.PIX
8484
-0.05222,0.22007,flipped
8485
EXP7.PIX
8486
-0.05595,0.2238,flipped
8487
 
8488
NEXT PEDESTRIAN
8489
121										// Reference number
8490
0.19									// Height
8491
 
8492
0.0001									// Hit points
8493
1,5400
8494
-1										// Falling noise
8495
 
8496
-1										// Image index
8497
IDENTITY.TAB
8498
BARREL.PIX
8499
STDPED.MAT
8500
1										// Index of fatal car-impact action
8501
-1										// Index of non-fatal car-impact action
8502
-1										// Index of after-non-fatal-impact action
8503
-1										// Index of fatal falling action
8504
-1										// Index of non-fatal falling action
8505
-1										// Index of giblets action
8506
2										// Number of actions
10 pmbaty 8507
// Action #0 - standing there
5 pmbaty 8508
0,100								// Danger level, percentage chance
8509
0,0									// Initial speed, looping speed
8510
 
8511
 
8512
3									// Number of sequences for this action
8513
10,0							// Max bearing, sequence index
8514
350,1							// Max bearing, sequence index
8515
360,0							// Max bearing, sequence index
10 pmbaty 8516
// Action #1 - exploding
5 pmbaty 8517
1000,0								// Danger level, percentage chance
8518
0,0									// Initial speed, looping speed
8519
 
8520
 
8521
1									// Number of sequences for this action
8522
360,2							// Max bearing, sequence index
8523
3										// Number of sequences
10 pmbaty 8524
// Sequence #0 - standing there
5 pmbaty 8525
collide								// Include this frame in collision calcs
8526
fixed								// Frame rate type
8527
1									// Number of initial frames
8528
ORDRUM1.PIX
8529
0,0,flipped
8530
 
10 pmbaty 8531
// Sequence #1 - standing there
5 pmbaty 8532
collide								// Include this frame in collision calcs
8533
fixed								// Frame rate type
8534
1									// Number of initial frames
8535
ORDRUM2.PIX
8536
0,0,flipped
8537
 
8538
// Sequence #2 - exploding
8539
don't collide						// Exclude this frame in collision calcs
8540
variable							// Frame rate type
8541
10,10
8542
7									// Number of initial frames
8543
EXP1.PIX
8544
-0.02,0.11,flipped
8545
EXP2.PIX
8546
-0.03357,0.1492,flipped
8547
EXP3.PIX
8548
-0.05222,0.16039,flipped
8549
EXP4.PIX
8550
-0.05968,0.18277,flipped
8551
EXP5.PIX
8552
-0.05222,0.20515,flipped
8553
EXP6.PIX
8554
-0.05222,0.22007,flipped
8555
EXP7.PIX
8556
-0.05595,0.2238,flipped
8557
 
8558
NEXT PEDESTRIAN
8559
122										// Reference number
8560
0.19									// Height
8561
 
8562
0.0001									// Hit points
8563
1,5400
8564
-1										// Falling noise
8565
 
8566
-1										// Image index
8567
IDENTITY.TAB
8568
BARREL.PIX
8569
STDPED.MAT
8570
1										// Index of fatal car-impact action
8571
-1										// Index of non-fatal car-impact action
8572
-1										// Index of after-non-fatal-impact action
8573
-1										// Index of fatal falling action
8574
-1										// Index of non-fatal falling action
8575
-1										// Index of giblets action
8576
2										// Number of actions
10 pmbaty 8577
// Action #0 - standing there
5 pmbaty 8578
0,100								// Danger level, percentage chance
8579
0,0									// Initial speed, looping speed
8580
 
8581
 
8582
3									// Number of sequences for this action
8583
10,0							// Max bearing, sequence index
8584
350,1							// Max bearing, sequence index
8585
360,0							// Max bearing, sequence index
10 pmbaty 8586
// Action #1 - exploding
5 pmbaty 8587
1000,0								// Danger level, percentage chance
8588
0,0									// Initial speed, looping speed
8589
 
8590
 
8591
1									// Number of sequences for this action
8592
360,2							// Max bearing, sequence index
8593
3										// Number of sequences
10 pmbaty 8594
// Sequence #0 - standing there
5 pmbaty 8595
collide								// Include this frame in collision calcs
8596
fixed								// Frame rate type
8597
1									// Number of initial frames
8598
ORDRUM1.PIX
8599
0,0,flipped
8600
 
10 pmbaty 8601
// Sequence #1 - standing there
5 pmbaty 8602
collide								// Include this frame in collision calcs
8603
fixed								// Frame rate type
8604
1									// Number of initial frames
8605
ORDRUM2.PIX
8606
0,0,flipped
8607
 
8608
// Sequence #2 - exploding
8609
don't collide						// Exclude this frame in collision calcs
8610
variable							// Frame rate type
8611
10,10
8612
7									// Number of initial frames
8613
EXP1.PIX
8614
-0.02,0.11,flipped
8615
EXP2.PIX
8616
-0.03357,0.1492,flipped
8617
EXP3.PIX
8618
-0.05222,0.16039,flipped
8619
EXP4.PIX
8620
-0.05968,0.18277,flipped
8621
EXP5.PIX
8622
-0.05222,0.20515,flipped
8623
EXP6.PIX
8624
-0.05222,0.22007,flipped
8625
EXP7.PIX
8626
-0.05595,0.2238,flipped
8627
 
8628
NEXT PEDESTRIAN
8629
123										// Reference number
8630
0.19									// Height
8631
 
8632
0.0001									// Hit points
8633
1,5400
8634
-1										// Falling noise
8635
 
8636
-1										// Image index
8637
IDENTITY.TAB
8638
BARREL.PIX
8639
STDPED.MAT
8640
1										// Index of fatal car-impact action
8641
-1										// Index of non-fatal car-impact action
8642
-1										// Index of after-non-fatal-impact action
8643
-1										// Index of fatal falling action
8644
-1										// Index of non-fatal falling action
8645
-1										// Index of giblets action
8646
2										// Number of actions
10 pmbaty 8647
// Action #0 - standing there
5 pmbaty 8648
0,100								// Danger level, percentage chance
8649
0,0									// Initial speed, looping speed
8650
 
8651
 
8652
3									// Number of sequences for this action
8653
10,0							// Max bearing, sequence index
8654
350,1							// Max bearing, sequence index
8655
360,0							// Max bearing, sequence index
10 pmbaty 8656
// Action #1 - exploding
5 pmbaty 8657
1000,0								// Danger level, percentage chance
8658
0,0									// Initial speed, looping speed
8659
 
8660
 
8661
1									// Number of sequences for this action
8662
360,2							// Max bearing, sequence index
8663
3										// Number of sequences
10 pmbaty 8664
// Sequence #0 - standing there
5 pmbaty 8665
collide								// Include this frame in collision calcs
8666
fixed								// Frame rate type
8667
1									// Number of initial frames
8668
QTYRES1.PIX
8669
0,0,flipped
8670
 
10 pmbaty 8671
// Sequence #1 - standing there
5 pmbaty 8672
collide								// Include this frame in collision calcs
8673
fixed								// Frame rate type
8674
1									// Number of initial frames
8675
QTYRES2.PIX
8676
0,0,flipped
8677
 
8678
// Sequence #2 - exploding
8679
don't collide						// Exclude this frame in collision calcs
8680
variable							// Frame rate type
8681
10,10
8682
7									// Number of initial frames
8683
EXP1.PIX
8684
-0.02,0.11,flipped
8685
EXP2.PIX
8686
-0.03357,0.1492,flipped
8687
EXP3.PIX
8688
-0.05222,0.16039,flipped
8689
EXP4.PIX
8690
-0.05968,0.18277,flipped
8691
EXP5.PIX
8692
-0.05222,0.20515,flipped
8693
EXP6.PIX
8694
-0.05222,0.22007,flipped
8695
EXP7.PIX
8696
-0.05595,0.2238,flipped
8697
 
8698
NEXT PEDESTRIAN
8699
124										// Reference number
8700
0.19									// Height
8701
 
8702
0.0001									// Hit points
8703
1,5400
8704
-1										// Falling noise
8705
 
8706
-1										// Image index
8707
IDENTITY.TAB
8708
BARREL.PIX
8709
STDPED.MAT
8710
1										// Index of fatal car-impact action
8711
-1										// Index of non-fatal car-impact action
8712
-1										// Index of after-non-fatal-impact action
8713
-1										// Index of fatal falling action
8714
-1										// Index of non-fatal falling action
8715
-1										// Index of giblets action
8716
2										// Number of actions
10 pmbaty 8717
// Action #0 - standing there
5 pmbaty 8718
0,100								// Danger level, percentage chance
8719
0,0									// Initial speed, looping speed
8720
 
8721
 
8722
3									// Number of sequences for this action
8723
10,0							// Max bearing, sequence index
8724
350,1							// Max bearing, sequence index
8725
360,0							// Max bearing, sequence index
10 pmbaty 8726
// Action #1 - exploding
5 pmbaty 8727
1000,0								// Danger level, percentage chance
8728
0,0									// Initial speed, looping speed
8729
 
8730
 
8731
1									// Number of sequences for this action
8732
360,2							// Max bearing, sequence index
8733
3										// Number of sequences
10 pmbaty 8734
// Sequence #0 - standing there
5 pmbaty 8735
collide								// Include this frame in collision calcs
8736
fixed								// Frame rate type
8737
1									// Number of initial frames
8738
QTYRES1.PIX
8739
0,0,flipped
8740
 
10 pmbaty 8741
// Sequence #1 - standing there
5 pmbaty 8742
collide								// Include this frame in collision calcs
8743
fixed								// Frame rate type
8744
1									// Number of initial frames
8745
QTYRES2.PIX
8746
0,0,flipped
8747
 
8748
// Sequence #2 - exploding
8749
don't collide						// Exclude this frame in collision calcs
8750
variable							// Frame rate type
8751
10,10
8752
7									// Number of initial frames
8753
EXP1.PIX
8754
-0.02,0.11,flipped
8755
EXP2.PIX
8756
-0.03357,0.1492,flipped
8757
EXP3.PIX
8758
-0.05222,0.16039,flipped
8759
EXP4.PIX
8760
-0.05968,0.18277,flipped
8761
EXP5.PIX
8762
-0.05222,0.20515,flipped
8763
EXP6.PIX
8764
-0.05222,0.22007,flipped
8765
EXP7.PIX
8766
-0.05595,0.2238,flipped
8767
 
8768
NEXT PEDESTRIAN
8769
125										// Reference number
8770
0.19									// Height
8771
 
8772
0.0001									// Hit points
8773
1,5400
8774
-1										// Falling noise
8775
 
8776
-1										// Image index
8777
IDENTITY.TAB
8778
BARREL.PIX
8779
STDPED.MAT
8780
1										// Index of fatal car-impact action
8781
-1										// Index of non-fatal car-impact action
8782
-1										// Index of after-non-fatal-impact action
8783
-1										// Index of fatal falling action
8784
-1										// Index of non-fatal falling action
8785
-1										// Index of giblets action
8786
2										// Number of actions
10 pmbaty 8787
// Action #0 - standing there
5 pmbaty 8788
0,100								// Danger level, percentage chance
8789
0,0									// Initial speed, looping speed
8790
 
8791
 
8792
3									// Number of sequences for this action
8793
10,0							// Max bearing, sequence index
8794
350,1							// Max bearing, sequence index
8795
360,0							// Max bearing, sequence index
10 pmbaty 8796
// Action #1 - exploding
5 pmbaty 8797
1000,0								// Danger level, percentage chance
8798
0,0									// Initial speed, looping speed
8799
 
8800
 
8801
1									// Number of sequences for this action
8802
360,2							// Max bearing, sequence index
8803
3										// Number of sequences
10 pmbaty 8804
// Sequence #0 - standing there
5 pmbaty 8805
collide								// Include this frame in collision calcs
8806
fixed								// Frame rate type
8807
1									// Number of initial frames
8808
OTYRES1.PIX
8809
0,0,flipped
8810
 
10 pmbaty 8811
// Sequence #1 - standing there
5 pmbaty 8812
collide								// Include this frame in collision calcs
8813
fixed								// Frame rate type
8814
1									// Number of initial frames
8815
OTYRES2.PIX
8816
0,0,flipped
8817
 
8818
// Sequence #2 - exploding
8819
don't collide						// Exclude this frame in collision calcs
8820
variable							// Frame rate type
8821
10,10
8822
7									// Number of initial frames
8823
EXP1.PIX
8824
-0.02,0.11,flipped
8825
EXP2.PIX
8826
-0.03357,0.1492,flipped
8827
EXP3.PIX
8828
-0.05222,0.16039,flipped
8829
EXP4.PIX
8830
-0.05968,0.18277,flipped
8831
EXP5.PIX
8832
-0.05222,0.20515,flipped
8833
EXP6.PIX
8834
-0.05222,0.22007,flipped
8835
EXP7.PIX
8836
-0.05595,0.2238,flipped
8837
 
8838
NEXT PEDESTRIAN
8839
126										// Reference number
8840
0.19									// Height
8841
 
8842
0.0001									// Hit points
8843
1,5400
8844
-1										// Falling noise
8845
 
8846
-1										// Image index
8847
IDENTITY.TAB
8848
BARREL.PIX
8849
STDPED.MAT
8850
1										// Index of fatal car-impact action
8851
-1										// Index of non-fatal car-impact action
8852
-1										// Index of after-non-fatal-impact action
8853
-1										// Index of fatal falling action
8854
-1										// Index of non-fatal falling action
8855
-1										// Index of giblets action
8856
2										// Number of actions
10 pmbaty 8857
// Action #0 - standing there
5 pmbaty 8858
0,100								// Danger level, percentage chance
8859
0,0									// Initial speed, looping speed
8860
 
8861
 
8862
3									// Number of sequences for this action
8863
10,0							// Max bearing, sequence index
8864
350,1							// Max bearing, sequence index
8865
360,0							// Max bearing, sequence index
10 pmbaty 8866
// Action #1 - exploding
5 pmbaty 8867
1000,0								// Danger level, percentage chance
8868
0,0									// Initial speed, looping speed
8869
 
8870
 
8871
1									// Number of sequences for this action
8872
360,2							// Max bearing, sequence index
8873
3										// Number of sequences
10 pmbaty 8874
// Sequence #0 - standing there
5 pmbaty 8875
collide								// Include this frame in collision calcs
8876
fixed								// Frame rate type
8877
1									// Number of initial frames
8878
OTYRES1.PIX
8879
0,0,flipped
8880
 
10 pmbaty 8881
// Sequence #1 - standing there
5 pmbaty 8882
collide								// Include this frame in collision calcs
8883
fixed								// Frame rate type
8884
1									// Number of initial frames
8885
OTYRES2.PIX
8886
0,0,flipped
8887
 
8888
// Sequence #2 - exploding
8889
don't collide						// Exclude this frame in collision calcs
8890
variable							// Frame rate type
8891
10,10
8892
7									// Number of initial frames
8893
EXP1.PIX
8894
-0.02,0.11,flipped
8895
EXP2.PIX
8896
-0.03357,0.1492,flipped
8897
EXP3.PIX
8898
-0.05222,0.16039,flipped
8899
EXP4.PIX
8900
-0.05968,0.18277,flipped
8901
EXP5.PIX
8902
-0.05222,0.20515,flipped
8903
EXP6.PIX
8904
-0.05222,0.22007,flipped
8905
EXP7.PIX
8906
-0.05595,0.2238,flipped
8907
 
8908
NEXT PEDESTRIAN
8909
127										// Reference number
8910
0.19									// Height
8911
 
8912
0.0001									// Hit points
8913
1,5400
8914
-1										// Falling noise
8915
 
8916
-1										// Image index
8917
IDENTITY.TAB
8918
BARREL.PIX
8919
STDPED.MAT
8920
1										// Index of fatal car-impact action
8921
-1										// Index of non-fatal car-impact action
8922
-1										// Index of after-non-fatal-impact action
8923
-1										// Index of fatal falling action
8924
-1										// Index of non-fatal falling action
8925
-1										// Index of giblets action
8926
2										// Number of actions
10 pmbaty 8927
// Action #0 - standing there
5 pmbaty 8928
0,100								// Danger level, percentage chance
8929
0,0									// Initial speed, looping speed
8930
 
8931
 
8932
3									// Number of sequences for this action
8933
10,0							// Max bearing, sequence index
8934
350,1							// Max bearing, sequence index
8935
360,0							// Max bearing, sequence index
10 pmbaty 8936
// Action #1 - exploding
5 pmbaty 8937
1000,0								// Danger level, percentage chance
8938
0,0									// Initial speed, looping speed
8939
 
8940
 
8941
1									// Number of sequences for this action
8942
360,2							// Max bearing, sequence index
8943
3										// Number of sequences
10 pmbaty 8944
// Sequence #0 - standing there
5 pmbaty 8945
collide								// Include this frame in collision calcs
8946
fixed								// Frame rate type
8947
1									// Number of initial frames
8948
ORDRUM1.PIX
8949
0,0,flipped
8950
 
10 pmbaty 8951
// Sequence #1 - standing there
5 pmbaty 8952
collide								// Include this frame in collision calcs
8953
fixed								// Frame rate type
8954
1									// Number of initial frames
8955
ORDRUM2.PIX
8956
0,0,flipped
8957
 
8958
// Sequence #2 - exploding
8959
don't collide						// Exclude this frame in collision calcs
8960
variable							// Frame rate type
8961
10,10
8962
7									// Number of initial frames
8963
EXP1.PIX
8964
-0.02,0.11,flipped
8965
EXP2.PIX
8966
-0.03357,0.1492,flipped
8967
EXP3.PIX
8968
-0.05222,0.16039,flipped
8969
EXP4.PIX
8970
-0.05968,0.18277,flipped
8971
EXP5.PIX
8972
-0.05222,0.20515,flipped
8973
EXP6.PIX
8974
-0.05222,0.22007,flipped
8975
EXP7.PIX
8976
-0.05595,0.2238,flipped
8977
 
8978
NEXT PEDESTRIAN
8979
128										// Reference number
8980
0.19									// Height
8981
 
8982
0.0001									// Hit points
8983
1,5400
8984
-1										// Falling noise
8985
 
8986
-1										// Image index
8987
IDENTITY.TAB
8988
BARREL.PIX
8989
STDPED.MAT
8990
1										// Index of fatal car-impact action
8991
-1										// Index of non-fatal car-impact action
8992
-1										// Index of after-non-fatal-impact action
8993
-1										// Index of fatal falling action
8994
-1										// Index of non-fatal falling action
8995
-1										// Index of giblets action
8996
2										// Number of actions
10 pmbaty 8997
// Action #0 - standing there
5 pmbaty 8998
0,100								// Danger level, percentage chance
8999
0,0									// Initial speed, looping speed
9000
 
9001
 
9002
3									// Number of sequences for this action
9003
10,0							// Max bearing, sequence index
9004
350,1							// Max bearing, sequence index
9005
360,0							// Max bearing, sequence index
10 pmbaty 9006
// Action #1 - exploding
5 pmbaty 9007
1000,0								// Danger level, percentage chance
9008
0,0									// Initial speed, looping speed
9009
 
9010
 
9011
1									// Number of sequences for this action
9012
360,2							// Max bearing, sequence index
9013
3										// Number of sequences
10 pmbaty 9014
// Sequence #0 - standing there
5 pmbaty 9015
collide								// Include this frame in collision calcs
9016
fixed								// Frame rate type
9017
1									// Number of initial frames
9018
QGDRUM1.PIX
9019
0,0,flipped
9020
 
10 pmbaty 9021
// Sequence #1 - standing there
5 pmbaty 9022
collide								// Include this frame in collision calcs
9023
fixed								// Frame rate type
9024
1									// Number of initial frames
9025
QGDRUM2.PIX
9026
0,0,flipped
9027
 
9028
// Sequence #2 - exploding
9029
don't collide						// Exclude this frame in collision calcs
9030
variable							// Frame rate type
9031
10,10
9032
7									// Number of initial frames
9033
EXP1.PIX
9034
-0.02,0.11,flipped
9035
EXP2.PIX
9036
-0.03357,0.1492,flipped
9037
EXP3.PIX
9038
-0.05222,0.16039,flipped
9039
EXP4.PIX
9040
-0.05968,0.18277,flipped
9041
EXP5.PIX
9042
-0.05222,0.20515,flipped
9043
EXP6.PIX
9044
-0.05222,0.22007,flipped
9045
EXP7.PIX
9046
-0.05595,0.2238,flipped
9047
 
9048
NEXT PEDESTRIAN
9049
129										// Reference number
9050
0.19									// Height
9051
 
9052
0.0001									// Hit points
9053
1,5400
9054
-1										// Falling noise
9055
 
9056
-1										// Image index
9057
IDENTITY.TAB
9058
BARREL.PIX
9059
STDPED.MAT
9060
1										// Index of fatal car-impact action
9061
-1										// Index of non-fatal car-impact action
9062
-1										// Index of after-non-fatal-impact action
9063
-1										// Index of fatal falling action
9064
-1										// Index of non-fatal falling action
9065
-1										// Index of giblets action
9066
2										// Number of actions
10 pmbaty 9067
// Action #0 - standing there
5 pmbaty 9068
0,100								// Danger level, percentage chance
9069
0,0									// Initial speed, looping speed
9070
 
9071
 
9072
3									// Number of sequences for this action
9073
10,0							// Max bearing, sequence index
9074
350,1							// Max bearing, sequence index
9075
360,0							// Max bearing, sequence index
10 pmbaty 9076
// Action #1 - exploding
5 pmbaty 9077
1000,0								// Danger level, percentage chance
9078
0,0									// Initial speed, looping speed
9079
 
9080
 
9081
1									// Number of sequences for this action
9082
360,2							// Max bearing, sequence index
9083
3										// Number of sequences
10 pmbaty 9084
// Sequence #0 - standing there
5 pmbaty 9085
collide								// Include this frame in collision calcs
9086
fixed								// Frame rate type
9087
1									// Number of initial frames
9088
QRDRUM1.PIX
9089
0,0,flipped
9090
 
10 pmbaty 9091
// Sequence #1 - standing there
5 pmbaty 9092
collide								// Include this frame in collision calcs
9093
fixed								// Frame rate type
9094
1									// Number of initial frames
9095
QRDRUM2.PIX
9096
0,0,flipped
9097
 
9098
// Sequence #2 - exploding
9099
don't collide						// Exclude this frame in collision calcs
9100
variable							// Frame rate type
9101
10,10
9102
7									// Number of initial frames
9103
EXP1.PIX
9104
-0.02,0.11,flipped
9105
EXP2.PIX
9106
-0.03357,0.1492,flipped
9107
EXP3.PIX
9108
-0.05222,0.16039,flipped
9109
EXP4.PIX
9110
-0.05968,0.18277,flipped
9111
EXP5.PIX
9112
-0.05222,0.20515,flipped
9113
EXP6.PIX
9114
-0.05222,0.22007,flipped
9115
EXP7.PIX
9116
-0.05595,0.2238,flipped
9117
 
9118
NEXT PEDESTRIAN
9119
130										// Reference number
9120
0.19									// Height
9121
 
9122
0.0001									// Hit points
9123
1,5400
9124
-1										// Falling noise
9125
 
9126
-1										// Image index
9127
IDENTITY.TAB
9128
BARREL.PIX
9129
STDPED.MAT
9130
1										// Index of fatal car-impact action
9131
-1										// Index of non-fatal car-impact action
9132
-1										// Index of after-non-fatal-impact action
9133
-1										// Index of fatal falling action
9134
-1										// Index of non-fatal falling action
9135
-1										// Index of giblets action
9136
2										// Number of actions
10 pmbaty 9137
// Action #0 - standing there
5 pmbaty 9138
0,100								// Danger level, percentage chance
9139
0,0									// Initial speed, looping speed
9140
 
9141
 
9142
3									// Number of sequences for this action
9143
10,0							// Max bearing, sequence index
9144
350,1							// Max bearing, sequence index
9145
360,0							// Max bearing, sequence index
10 pmbaty 9146
// Action #1 - exploding
5 pmbaty 9147
1000,0								// Danger level, percentage chance
9148
0,0									// Initial speed, looping speed
9149
 
9150
 
9151
1									// Number of sequences for this action
9152
360,2							// Max bearing, sequence index
9153
3										// Number of sequences
10 pmbaty 9154
// Sequence #0 - standing there
5 pmbaty 9155
collide								// Include this frame in collision calcs
9156
fixed								// Frame rate type
9157
1									// Number of initial frames
9158
QCYLNDR1.PIX
9159
0,0,flipped
9160
 
10 pmbaty 9161
// Sequence #1 - standing there
5 pmbaty 9162
collide								// Include this frame in collision calcs
9163
fixed								// Frame rate type
9164
1									// Number of initial frames
9165
QCYLNDR2.PIX
9166
0,0,flipped
9167
 
9168
// Sequence #2 - exploding
9169
don't collide						// Exclude this frame in collision calcs
9170
variable							// Frame rate type
9171
10,10
9172
7									// Number of initial frames
9173
EXP1.PIX
9174
-0.02,0.11,flipped
9175
EXP2.PIX
9176
-0.03357,0.1492,flipped
9177
EXP3.PIX
9178
-0.05222,0.16039,flipped
9179
EXP4.PIX
9180
-0.05968,0.18277,flipped
9181
EXP5.PIX
9182
-0.05222,0.20515,flipped
9183
EXP6.PIX
9184
-0.05222,0.22007,flipped
9185
EXP7.PIX
9186
-0.05595,0.2238,flipped
9187
 
9188
NEXT PEDESTRIAN
9189
131										// Reference number
9190
0.19									// Height
9191
 
9192
0.0001									// Hit points
9193
1,5400
9194
-1										// Falling noise
9195
 
9196
-1										// Image index
9197
IDENTITY.TAB
9198
BARREL.PIX
9199
STDPED.MAT
9200
1										// Index of fatal car-impact action
9201
-1										// Index of non-fatal car-impact action
9202
-1										// Index of after-non-fatal-impact action
9203
-1										// Index of fatal falling action
9204
-1										// Index of non-fatal falling action
9205
-1										// Index of giblets action
9206
2										// Number of actions
10 pmbaty 9207
// Action #0 - standing there
5 pmbaty 9208
0,100								// Danger level, percentage chance
9209
0,0									// Initial speed, looping speed
9210
 
9211
 
9212
3									// Number of sequences for this action
9213
10,0							// Max bearing, sequence index
9214
350,1							// Max bearing, sequence index
9215
360,0							// Max bearing, sequence index
10 pmbaty 9216
// Action #1 - exploding
5 pmbaty 9217
1000,0								// Danger level, percentage chance
9218
0,0									// Initial speed, looping speed
9219
 
9220
 
9221
1									// Number of sequences for this action
9222
360,2							// Max bearing, sequence index
9223
3										// Number of sequences
10 pmbaty 9224
// Sequence #0 - standing there
5 pmbaty 9225
collide								// Include this frame in collision calcs
9226
fixed								// Frame rate type
9227
1									// Number of initial frames
9228
QYDRUM1.PIX
9229
0,0,flipped
9230
 
10 pmbaty 9231
// Sequence #1 - standing there
5 pmbaty 9232
collide								// Include this frame in collision calcs
9233
fixed								// Frame rate type
9234
1									// Number of initial frames
9235
QYDRUM2.PIX
9236
0,0,flipped
9237
 
9238
// Sequence #2 - exploding
9239
don't collide						// Exclude this frame in collision calcs
9240
variable							// Frame rate type
9241
10,10
9242
7									// Number of initial frames
9243
EXP1.PIX
9244
-0.02,0.11,flipped
9245
EXP2.PIX
9246
-0.03357,0.1492,flipped
9247
EXP3.PIX
9248
-0.05222,0.16039,flipped
9249
EXP4.PIX
9250
-0.05968,0.18277,flipped
9251
EXP5.PIX
9252
-0.05222,0.20515,flipped
9253
EXP6.PIX
9254
-0.05222,0.22007,flipped
9255
EXP7.PIX
9256
-0.05595,0.2238,flipped
9257
 
9258
NEXT PEDESTRIAN
9259
132										// Reference number
9260
0.19									// Height
9261
 
9262
0.0001									// Hit points
9263
1,5400
9264
-1										// Falling noise
9265
 
9266
-1										// Image index
9267
IDENTITY.TAB
9268
BARREL.PIX
9269
STDPED.MAT
9270
1										// Index of fatal car-impact action
9271
-1										// Index of non-fatal car-impact action
9272
-1										// Index of after-non-fatal-impact action
9273
-1										// Index of fatal falling action
9274
-1										// Index of non-fatal falling action
9275
-1										// Index of giblets action
9276
2										// Number of actions
10 pmbaty 9277
// Action #0 - standing there
5 pmbaty 9278
0,100								// Danger level, percentage chance
9279
0,0									// Initial speed, looping speed
9280
 
9281
 
9282
3									// Number of sequences for this action
9283
10,0							// Max bearing, sequence index
9284
350,1							// Max bearing, sequence index
9285
360,0							// Max bearing, sequence index
10 pmbaty 9286
// Action #1 - exploding
5 pmbaty 9287
1000,0								// Danger level, percentage chance
9288
0,0									// Initial speed, looping speed
9289
 
9290
 
9291
1									// Number of sequences for this action
9292
360,2							// Max bearing, sequence index
9293
3										// Number of sequences
10 pmbaty 9294
// Sequence #0 - standing there
5 pmbaty 9295
collide								// Include this frame in collision calcs
9296
fixed								// Frame rate type
9297
1									// Number of initial frames
9298
ORDRUM1.PIX
9299
0,0,flipped
9300
 
10 pmbaty 9301
// Sequence #1 - standing there
5 pmbaty 9302
collide								// Include this frame in collision calcs
9303
fixed								// Frame rate type
9304
1									// Number of initial frames
9305
ORDRUM2.PIX
9306
0,0,flipped
9307
 
9308
// Sequence #2 - exploding
9309
don't collide						// Exclude this frame in collision calcs
9310
variable							// Frame rate type
9311
10,10
9312
7									// Number of initial frames
9313
EXP1.PIX
9314
-0.02,0.11,flipped
9315
EXP2.PIX
9316
-0.03357,0.1492,flipped
9317
EXP3.PIX
9318
-0.05222,0.16039,flipped
9319
EXP4.PIX
9320
-0.05968,0.18277,flipped
9321
EXP5.PIX
9322
-0.05222,0.20515,flipped
9323
EXP6.PIX
9324
-0.05222,0.22007,flipped
9325
EXP7.PIX
9326
-0.05595,0.2238,flipped
9327
 
9328
NEXT PEDESTRIAN
9329
133										// Reference number
9330
0.19									// Height
9331
 
9332
0.0001									// Hit points
9333
1,5400
9334
-1										// Falling noise
9335
 
9336
-1										// Image index
9337
IDENTITY.TAB
9338
BARREL.PIX
9339
STDPED.MAT
9340
1										// Index of fatal car-impact action
9341
-1										// Index of non-fatal car-impact action
9342
-1										// Index of after-non-fatal-impact action
9343
-1										// Index of fatal falling action
9344
-1										// Index of non-fatal falling action
9345
-1										// Index of giblets action
9346
2										// Number of actions
10 pmbaty 9347
// Action #0 - standing there
5 pmbaty 9348
0,100								// Danger level, percentage chance
9349
0,0									// Initial speed, looping speed
9350
 
9351
 
9352
3									// Number of sequences for this action
9353
10,0							// Max bearing, sequence index
9354
350,1							// Max bearing, sequence index
9355
360,0							// Max bearing, sequence index
10 pmbaty 9356
// Action #1 - exploding
5 pmbaty 9357
1000,0								// Danger level, percentage chance
9358
0,0									// Initial speed, looping speed
9359
 
9360
 
9361
1									// Number of sequences for this action
9362
360,2							// Max bearing, sequence index
9363
3										// Number of sequences
10 pmbaty 9364
// Sequence #0 - standing there
5 pmbaty 9365
collide								// Include this frame in collision calcs
9366
fixed								// Frame rate type
9367
1									// Number of initial frames
9368
QTYRES1.PIX
9369
0,0,flipped
9370
 
10 pmbaty 9371
// Sequence #1 - standing there
5 pmbaty 9372
collide								// Include this frame in collision calcs
9373
fixed								// Frame rate type
9374
1									// Number of initial frames
9375
QTYRES2.PIX
9376
0,0,flipped
9377
 
9378
// Sequence #2 - exploding
9379
don't collide						// Exclude this frame in collision calcs
9380
variable							// Frame rate type
9381
10,10
9382
7									// Number of initial frames
9383
EXP1.PIX
9384
-0.02,0.11,flipped
9385
EXP2.PIX
9386
-0.03357,0.1492,flipped
9387
EXP3.PIX
9388
-0.05222,0.16039,flipped
9389
EXP4.PIX
9390
-0.05968,0.18277,flipped
9391
EXP5.PIX
9392
-0.05222,0.20515,flipped
9393
EXP6.PIX
9394
-0.05222,0.22007,flipped
9395
EXP7.PIX
9396
-0.05595,0.2238,flipped
9397
 
9398
NEXT PEDESTRIAN
9399
134										// Reference number
9400
0.19									// Height
9401
 
9402
0.0001									// Hit points
9403
1,5400
9404
-1										// Falling noise
9405
 
9406
-1										// Image index
9407
IDENTITY.TAB
9408
BARREL.PIX
9409
STDPED.MAT
9410
1										// Index of fatal car-impact action
9411
-1										// Index of non-fatal car-impact action
9412
-1										// Index of after-non-fatal-impact action
9413
-1										// Index of fatal falling action
9414
-1										// Index of non-fatal falling action
9415
-1										// Index of giblets action
9416
2										// Number of actions
10 pmbaty 9417
// Action #0 - standing there
5 pmbaty 9418
0,100								// Danger level, percentage chance
9419
0,0									// Initial speed, looping speed
9420
 
9421
 
9422
3									// Number of sequences for this action
9423
10,0							// Max bearing, sequence index
9424
350,1							// Max bearing, sequence index
9425
360,0							// Max bearing, sequence index
10 pmbaty 9426
// Action #1 - exploding
5 pmbaty 9427
1000,0								// Danger level, percentage chance
9428
0,0									// Initial speed, looping speed
9429
 
9430
 
9431
1									// Number of sequences for this action
9432
360,2							// Max bearing, sequence index
9433
3										// Number of sequences
10 pmbaty 9434
// Sequence #0 - standing there
5 pmbaty 9435
collide								// Include this frame in collision calcs
9436
fixed								// Frame rate type
9437
1									// Number of initial frames
9438
QTYRES1.PIX
9439
0,0,flipped
9440
 
10 pmbaty 9441
// Sequence #1 - standing there
5 pmbaty 9442
collide								// Include this frame in collision calcs
9443
fixed								// Frame rate type
9444
1									// Number of initial frames
9445
QTYRES2.PIX
9446
0,0,flipped
9447
 
9448
// Sequence #2 - exploding
9449
don't collide						// Exclude this frame in collision calcs
9450
variable							// Frame rate type
9451
10,10
9452
7									// Number of initial frames
9453
EXP1.PIX
9454
-0.02,0.11,flipped
9455
EXP2.PIX
9456
-0.03357,0.1492,flipped
9457
EXP3.PIX
9458
-0.05222,0.16039,flipped
9459
EXP4.PIX
9460
-0.05968,0.18277,flipped
9461
EXP5.PIX
9462
-0.05222,0.20515,flipped
9463
EXP6.PIX
9464
-0.05222,0.22007,flipped
9465
EXP7.PIX
9466
-0.05595,0.2238,flipped
9467
 
9468
NEXT PEDESTRIAN
9469
135										// Reference number
9470
0.19									// Height
9471
 
9472
0.0001									// Hit points
9473
1,5400
9474
-1										// Falling noise
9475
 
9476
-1										// Image index
9477
IDENTITY.TAB
9478
BARREL.PIX
9479
STDPED.MAT
9480
1										// Index of fatal car-impact action
9481
-1										// Index of non-fatal car-impact action
9482
-1										// Index of after-non-fatal-impact action
9483
-1										// Index of fatal falling action
9484
-1										// Index of non-fatal falling action
9485
-1										// Index of giblets action
9486
2										// Number of actions
10 pmbaty 9487
// Action #0 - standing there
5 pmbaty 9488
0,100								// Danger level, percentage chance
9489
0,0									// Initial speed, looping speed
9490
 
9491
 
9492
3									// Number of sequences for this action
9493
10,0							// Max bearing, sequence index
9494
350,1							// Max bearing, sequence index
9495
360,0							// Max bearing, sequence index
10 pmbaty 9496
// Action #1 - exploding
5 pmbaty 9497
1000,0								// Danger level, percentage chance
9498
0,0									// Initial speed, looping speed
9499
 
9500
 
9501
1									// Number of sequences for this action
9502
360,2							// Max bearing, sequence index
9503
3										// Number of sequences
10 pmbaty 9504
// Sequence #0 - standing there
5 pmbaty 9505
collide								// Include this frame in collision calcs
9506
fixed								// Frame rate type
9507
1									// Number of initial frames
9508
OTYRES1.PIX
9509
0,0,flipped
9510
 
10 pmbaty 9511
// Sequence #1 - standing there
5 pmbaty 9512
collide								// Include this frame in collision calcs
9513
fixed								// Frame rate type
9514
1									// Number of initial frames
9515
OTYRES2.PIX
9516
0,0,flipped
9517
 
9518
// Sequence #2 - exploding
9519
don't collide						// Exclude this frame in collision calcs
9520
variable							// Frame rate type
9521
10,10
9522
7									// Number of initial frames
9523
EXP1.PIX
9524
-0.02,0.11,flipped
9525
EXP2.PIX
9526
-0.03357,0.1492,flipped
9527
EXP3.PIX
9528
-0.05222,0.16039,flipped
9529
EXP4.PIX
9530
-0.05968,0.18277,flipped
9531
EXP5.PIX
9532
-0.05222,0.20515,flipped
9533
EXP6.PIX
9534
-0.05222,0.22007,flipped
9535
EXP7.PIX
9536
-0.05595,0.2238,flipped
9537
 
9538
NEXT PEDESTRIAN
9539
136										// Reference number
9540
0.19									// Height
9541
 
9542
0.0001									// Hit points
9543
1,5400
9544
-1										// Falling noise
9545
 
9546
-1										// Image index
9547
IDENTITY.TAB
9548
BARREL.PIX
9549
STDPED.MAT
9550
1										// Index of fatal car-impact action
9551
-1										// Index of non-fatal car-impact action
9552
-1										// Index of after-non-fatal-impact action
9553
-1										// Index of fatal falling action
9554
-1										// Index of non-fatal falling action
9555
-1										// Index of giblets action
9556
2										// Number of actions
10 pmbaty 9557
// Action #0 - standing there
5 pmbaty 9558
0,100								// Danger level, percentage chance
9559
0,0									// Initial speed, looping speed
9560
 
9561
 
9562
3									// Number of sequences for this action
9563
10,0							// Max bearing, sequence index
9564
350,1							// Max bearing, sequence index
9565
360,0							// Max bearing, sequence index
10 pmbaty 9566
// Action #1 - exploding
5 pmbaty 9567
1000,0								// Danger level, percentage chance
9568
0,0									// Initial speed, looping speed
9569
 
9570
 
9571
1									// Number of sequences for this action
9572
360,2							// Max bearing, sequence index
9573
3										// Number of sequences
10 pmbaty 9574
// Sequence #0 - standing there
5 pmbaty 9575
collide								// Include this frame in collision calcs
9576
fixed								// Frame rate type
9577
1									// Number of initial frames
9578
OTYRES1.PIX
9579
0,0,flipped
9580
 
10 pmbaty 9581
// Sequence #1 - standing there
5 pmbaty 9582
collide								// Include this frame in collision calcs
9583
fixed								// Frame rate type
9584
1									// Number of initial frames
9585
OTYRES2.PIX
9586
0,0,flipped
9587
 
9588
// Sequence #2 - exploding
9589
don't collide						// Exclude this frame in collision calcs
9590
variable							// Frame rate type
9591
10,10
9592
7									// Number of initial frames
9593
EXP1.PIX
9594
-0.02,0.11,flipped
9595
EXP2.PIX
9596
-0.03357,0.1492,flipped
9597
EXP3.PIX
9598
-0.05222,0.16039,flipped
9599
EXP4.PIX
9600
-0.05968,0.18277,flipped
9601
EXP5.PIX
9602
-0.05222,0.20515,flipped
9603
EXP6.PIX
9604
-0.05222,0.22007,flipped
9605
EXP7.PIX
9606
-0.05595,0.2238,flipped
9607
 
9608
NEXT PEDESTRIAN
9609
137										// Reference number
9610
0.19									// Height
9611
 
9612
0.0001									// Hit points
9613
1,5400
9614
-1										// Falling noise
9615
 
9616
-1										// Image index
9617
IDENTITY.TAB
9618
BARREL.PIX
9619
STDPED.MAT
9620
1										// Index of fatal car-impact action
9621
-1										// Index of non-fatal car-impact action
9622
-1										// Index of after-non-fatal-impact action
9623
-1										// Index of fatal falling action
9624
-1										// Index of non-fatal falling action
9625
-1										// Index of giblets action
9626
2										// Number of actions
10 pmbaty 9627
// Action #0 - standing there
5 pmbaty 9628
0,100								// Danger level, percentage chance
9629
0,0									// Initial speed, looping speed
9630
 
9631
 
9632
3									// Number of sequences for this action
9633
10,0							// Max bearing, sequence index
9634
350,1							// Max bearing, sequence index
9635
360,0							// Max bearing, sequence index
10 pmbaty 9636
// Action #1 - exploding
5 pmbaty 9637
1000,0								// Danger level, percentage chance
9638
0,0									// Initial speed, looping speed
9639
 
9640
 
9641
1									// Number of sequences for this action
9642
360,2							// Max bearing, sequence index
9643
3										// Number of sequences
10 pmbaty 9644
// Sequence #0 - standing there
5 pmbaty 9645
collide								// Include this frame in collision calcs
9646
fixed								// Frame rate type
9647
1									// Number of initial frames
9648
ORDRUM1.PIX
9649
0,0,flipped
9650
 
10 pmbaty 9651
// Sequence #1 - standing there
5 pmbaty 9652
collide								// Include this frame in collision calcs
9653
fixed								// Frame rate type
9654
1									// Number of initial frames
9655
ORDRUM2.PIX
9656
0,0,flipped
9657
 
9658
// Sequence #2 - exploding
9659
don't collide						// Exclude this frame in collision calcs
9660
variable							// Frame rate type
9661
10,10
9662
7									// Number of initial frames
9663
EXP1.PIX
9664
-0.02,0.11,flipped
9665
EXP2.PIX
9666
-0.03357,0.1492,flipped
9667
EXP3.PIX
9668
-0.05222,0.16039,flipped
9669
EXP4.PIX
9670
-0.05968,0.18277,flipped
9671
EXP5.PIX
9672
-0.05222,0.20515,flipped
9673
EXP6.PIX
9674
-0.05222,0.22007,flipped
9675
EXP7.PIX
9676
-0.05595,0.2238,flipped
9677
 
9678
NEXT PEDESTRIAN
9679
138										// Reference number
9680
0.19									// Height
9681
 
9682
0.0001									// Hit points
9683
1,5400
9684
-1										// Falling noise
9685
 
9686
-1										// Image index
9687
IDENTITY.TAB
9688
BARREL.PIX
9689
STDPED.MAT
9690
1										// Index of fatal car-impact action
9691
-1										// Index of non-fatal car-impact action
9692
-1										// Index of after-non-fatal-impact action
9693
-1										// Index of fatal falling action
9694
-1										// Index of non-fatal falling action
9695
-1										// Index of giblets action
9696
2										// Number of actions
10 pmbaty 9697
// Action #0 - standing there
5 pmbaty 9698
0,100								// Danger level, percentage chance
9699
0,0									// Initial speed, looping speed
9700
 
9701
 
9702
3									// Number of sequences for this action
9703
10,0							// Max bearing, sequence index
9704
350,1							// Max bearing, sequence index
9705
360,0							// Max bearing, sequence index
10 pmbaty 9706
// Action #1 - exploding
5 pmbaty 9707
1000,0								// Danger level, percentage chance
9708
0,0									// Initial speed, looping speed
9709
 
9710
 
9711
1									// Number of sequences for this action
9712
360,2							// Max bearing, sequence index
9713
3										// Number of sequences
10 pmbaty 9714
// Sequence #0 - standing there
5 pmbaty 9715
collide								// Include this frame in collision calcs
9716
fixed								// Frame rate type
9717
1									// Number of initial frames
9718
QGDRUM1.PIX
9719
0,0,flipped
9720
 
10 pmbaty 9721
// Sequence #1 - standing there
5 pmbaty 9722
collide								// Include this frame in collision calcs
9723
fixed								// Frame rate type
9724
1									// Number of initial frames
9725
QGDRUM2.PIX
9726
0,0,flipped
9727
 
9728
// Sequence #2 - exploding
9729
don't collide						// Exclude this frame in collision calcs
9730
variable							// Frame rate type
9731
10,10
9732
7									// Number of initial frames
9733
EXP1.PIX
9734
-0.02,0.11,flipped
9735
EXP2.PIX
9736
-0.03357,0.1492,flipped
9737
EXP3.PIX
9738
-0.05222,0.16039,flipped
9739
EXP4.PIX
9740
-0.05968,0.18277,flipped
9741
EXP5.PIX
9742
-0.05222,0.20515,flipped
9743
EXP6.PIX
9744
-0.05222,0.22007,flipped
9745
EXP7.PIX
9746
-0.05595,0.2238,flipped
9747
 
9748
NEXT PEDESTRIAN
9749
139										// Reference number
9750
0.19									// Height
9751
 
9752
0.0001									// Hit points
9753
1,5400
9754
-1										// Falling noise
9755
 
9756
-1										// Image index
9757
IDENTITY.TAB
9758
BARREL.PIX
9759
STDPED.MAT
9760
1										// Index of fatal car-impact action
9761
-1										// Index of non-fatal car-impact action
9762
-1										// Index of after-non-fatal-impact action
9763
-1										// Index of fatal falling action
9764
-1										// Index of non-fatal falling action
9765
-1										// Index of giblets action
9766
2										// Number of actions
10 pmbaty 9767
// Action #0 - standing there
5 pmbaty 9768
0,100								// Danger level, percentage chance
9769
0,0									// Initial speed, looping speed
9770
 
9771
 
9772
3									// Number of sequences for this action
9773
10,0							// Max bearing, sequence index
9774
350,1							// Max bearing, sequence index
9775
360,0							// Max bearing, sequence index
10 pmbaty 9776
// Action #1 - exploding
5 pmbaty 9777
1000,0								// Danger level, percentage chance
9778
0,0									// Initial speed, looping speed
9779
 
9780
 
9781
1									// Number of sequences for this action
9782
360,2							// Max bearing, sequence index
9783
3										// Number of sequences
10 pmbaty 9784
// Sequence #0 - standing there
5 pmbaty 9785
collide								// Include this frame in collision calcs
9786
fixed								// Frame rate type
9787
1									// Number of initial frames
9788
QRDRUM1.PIX
9789
0,0,flipped
9790
 
10 pmbaty 9791
// Sequence #1 - standing there
5 pmbaty 9792
collide								// Include this frame in collision calcs
9793
fixed								// Frame rate type
9794
1									// Number of initial frames
9795
QRDRUM2.PIX
9796
0,0,flipped
9797
 
9798
// Sequence #2 - exploding
9799
don't collide						// Exclude this frame in collision calcs
9800
variable							// Frame rate type
9801
10,10
9802
7									// Number of initial frames
9803
EXP1.PIX
9804
-0.02,0.11,flipped
9805
EXP2.PIX
9806
-0.03357,0.1492,flipped
9807
EXP3.PIX
9808
-0.05222,0.16039,flipped
9809
EXP4.PIX
9810
-0.05968,0.18277,flipped
9811
EXP5.PIX
9812
-0.05222,0.20515,flipped
9813
EXP6.PIX
9814
-0.05222,0.22007,flipped
9815
EXP7.PIX
9816
-0.05595,0.2238,flipped
9817
 
9818
NEXT PEDESTRIAN
9819
140										// Reference number
9820
0.19									// Height
9821
 
9822
0.0001									// Hit points
9823
1,5400
9824
-1										// Falling noise
9825
 
9826
-1										// Image index
9827
IDENTITY.TAB
9828
BARREL.PIX
9829
STDPED.MAT
9830
1										// Index of fatal car-impact action
9831
-1										// Index of non-fatal car-impact action
9832
-1										// Index of after-non-fatal-impact action
9833
-1										// Index of fatal falling action
9834
-1										// Index of non-fatal falling action
9835
-1										// Index of giblets action
9836
2										// Number of actions
10 pmbaty 9837
// Action #0 - standing there
5 pmbaty 9838
0,100								// Danger level, percentage chance
9839
0,0									// Initial speed, looping speed
9840
 
9841
 
9842
3									// Number of sequences for this action
9843
10,0							// Max bearing, sequence index
9844
350,1							// Max bearing, sequence index
9845
360,0							// Max bearing, sequence index
10 pmbaty 9846
// Action #1 - exploding
5 pmbaty 9847
1000,0								// Danger level, percentage chance
9848
0,0									// Initial speed, looping speed
9849
 
9850
 
9851
1									// Number of sequences for this action
9852
360,2							// Max bearing, sequence index
9853
3										// Number of sequences
10 pmbaty 9854
// Sequence #0 - standing there
5 pmbaty 9855
collide								// Include this frame in collision calcs
9856
fixed								// Frame rate type
9857
1									// Number of initial frames
9858
QRDRUM1.PIX
9859
0,0,flipped
9860
 
10 pmbaty 9861
// Sequence #1 - standing there
5 pmbaty 9862
collide								// Include this frame in collision calcs
9863
fixed								// Frame rate type
9864
1									// Number of initial frames
9865
QRDRUM2.PIX
9866
0,0,flipped
9867
 
9868
// Sequence #2 - exploding
9869
don't collide						// Exclude this frame in collision calcs
9870
variable							// Frame rate type
9871
10,10
9872
7									// Number of initial frames
9873
EXP1.PIX
9874
-0.02,0.11,flipped
9875
EXP2.PIX
9876
-0.03357,0.1492,flipped
9877
EXP3.PIX
9878
-0.05222,0.16039,flipped
9879
EXP4.PIX
9880
-0.05968,0.18277,flipped
9881
EXP5.PIX
9882
-0.05222,0.20515,flipped
9883
EXP6.PIX
9884
-0.05222,0.22007,flipped
9885
EXP7.PIX
9886
-0.05595,0.2238,flipped
9887
 
9888
NEXT PEDESTRIAN
9889
141										// Reference number
9890
0.19									// Height
9891
 
9892
0.0001									// Hit points
9893
1,5400
9894
-1										// Falling noise
9895
 
9896
-1										// Image index
9897
IDENTITY.TAB
9898
BARREL.PIX
9899
STDPED.MAT
9900
1										// Index of fatal car-impact action
9901
-1										// Index of non-fatal car-impact action
9902
-1										// Index of after-non-fatal-impact action
9903
-1										// Index of fatal falling action
9904
-1										// Index of non-fatal falling action
9905
-1										// Index of giblets action
9906
2										// Number of actions
10 pmbaty 9907
// Action #0 - standing there
5 pmbaty 9908
0,100								// Danger level, percentage chance
9909
0,0									// Initial speed, looping speed
9910
 
9911
 
9912
3									// Number of sequences for this action
9913
10,0							// Max bearing, sequence index
9914
350,1							// Max bearing, sequence index
9915
360,0							// Max bearing, sequence index
10 pmbaty 9916
// Action #1 - exploding
5 pmbaty 9917
1000,0								// Danger level, percentage chance
9918
0,0									// Initial speed, looping speed
9919
 
9920
 
9921
1									// Number of sequences for this action
9922
360,2							// Max bearing, sequence index
9923
3										// Number of sequences
10 pmbaty 9924
// Sequence #0 - standing there
5 pmbaty 9925
collide								// Include this frame in collision calcs
9926
fixed								// Frame rate type
9927
1									// Number of initial frames
9928
QRDRUM1.PIX
9929
0,0,flipped
9930
 
10 pmbaty 9931
// Sequence #1 - standing there
5 pmbaty 9932
collide								// Include this frame in collision calcs
9933
fixed								// Frame rate type
9934
1									// Number of initial frames
9935
QRDRUM2.PIX
9936
0,0,flipped
9937
 
9938
// Sequence #2 - exploding
9939
don't collide						// Exclude this frame in collision calcs
9940
variable							// Frame rate type
9941
10,10
9942
7									// Number of initial frames
9943
EXP1.PIX
9944
-0.02,0.11,flipped
9945
EXP2.PIX
9946
-0.03357,0.1492,flipped
9947
EXP3.PIX
9948
-0.05222,0.16039,flipped
9949
EXP4.PIX
9950
-0.05968,0.18277,flipped
9951
EXP5.PIX
9952
-0.05222,0.20515,flipped
9953
EXP6.PIX
9954
-0.05222,0.22007,flipped
9955
EXP7.PIX
9956
-0.05595,0.2238,flipped
9957
 
9958
NEXT PEDESTRIAN
9959
142										// Reference number
9960
0.19									// Height
9961
 
9962
0.0001									// Hit points
9963
1,5400
9964
-1										// Falling noise
9965
 
9966
-1										// Image index
9967
IDENTITY.TAB
9968
BARREL.PIX
9969
STDPED.MAT
9970
1										// Index of fatal car-impact action
9971
-1										// Index of non-fatal car-impact action
9972
-1										// Index of after-non-fatal-impact action
9973
-1										// Index of fatal falling action
9974
-1										// Index of non-fatal falling action
9975
-1										// Index of giblets action
9976
2										// Number of actions
10 pmbaty 9977
// Action #0 - standing there
5 pmbaty 9978
0,100								// Danger level, percentage chance
9979
0,0									// Initial speed, looping speed
9980
 
9981
 
9982
3									// Number of sequences for this action
9983
10,0							// Max bearing, sequence index
9984
350,1							// Max bearing, sequence index
9985
360,0							// Max bearing, sequence index
10 pmbaty 9986
// Action #1 - exploding
5 pmbaty 9987
1000,0								// Danger level, percentage chance
9988
0,0									// Initial speed, looping speed
9989
 
9990
 
9991
1									// Number of sequences for this action
9992
360,2							// Max bearing, sequence index
9993
3										// Number of sequences
10 pmbaty 9994
// Sequence #0 - standing there
5 pmbaty 9995
collide								// Include this frame in collision calcs
9996
fixed								// Frame rate type
9997
1									// Number of initial frames
9998
QRDRUM1.PIX
9999
0,0,flipped
10000
 
10 pmbaty 10001
// Sequence #1 - standing there
5 pmbaty 10002
collide								// Include this frame in collision calcs
10003
fixed								// Frame rate type
10004
1									// Number of initial frames
10005
QRDRUM2.PIX
10006
0,0,flipped
10007
 
10008
// Sequence #2 - exploding
10009
don't collide						// Exclude this frame in collision calcs
10010
variable							// Frame rate type
10011
10,10
10012
7									// Number of initial frames
10013
EXP1.PIX
10014
-0.02,0.11,flipped
10015
EXP2.PIX
10016
-0.03357,0.1492,flipped
10017
EXP3.PIX
10018
-0.05222,0.16039,flipped
10019
EXP4.PIX
10020
-0.05968,0.18277,flipped
10021
EXP5.PIX
10022
-0.05222,0.20515,flipped
10023
EXP6.PIX
10024
-0.05222,0.22007,flipped
10025
EXP7.PIX
10026
-0.05595,0.2238,flipped
10027
 
10028
NEXT PEDESTRIAN
10029
143										// Reference number
10030
0.19									// Height
10031
 
10032
0.0001									// Hit points
10033
1,5400
10034
-1										// Falling noise
10035
 
10036
-1										// Image index
10037
IDENTITY.TAB
10038
BARREL.PIX
10039
STDPED.MAT
10040
1										// Index of fatal car-impact action
10041
-1										// Index of non-fatal car-impact action
10042
-1										// Index of after-non-fatal-impact action
10043
-1										// Index of fatal falling action
10044
-1										// Index of non-fatal falling action
10045
-1										// Index of giblets action
10046
2										// Number of actions
10 pmbaty 10047
// Action #0 - standing there
5 pmbaty 10048
0,100								// Danger level, percentage chance
10049
0,0									// Initial speed, looping speed
10050
 
10051
 
10052
3									// Number of sequences for this action
10053
10,0							// Max bearing, sequence index
10054
350,1							// Max bearing, sequence index
10055
360,0							// Max bearing, sequence index
10 pmbaty 10056
// Action #1 - exploding
5 pmbaty 10057
1000,0								// Danger level, percentage chance
10058
0,0									// Initial speed, looping speed
10059
 
10060
 
10061
1									// Number of sequences for this action
10062
360,2							// Max bearing, sequence index
10063
3										// Number of sequences
10 pmbaty 10064
// Sequence #0 - standing there
5 pmbaty 10065
collide								// Include this frame in collision calcs
10066
fixed								// Frame rate type
10067
1									// Number of initial frames
10068
QRDRUM1.PIX
10069
0,0,flipped
10070
 
10 pmbaty 10071
// Sequence #1 - standing there
5 pmbaty 10072
collide								// Include this frame in collision calcs
10073
fixed								// Frame rate type
10074
1									// Number of initial frames
10075
QRDRUM2.PIX
10076
0,0,flipped
10077
 
10078
// Sequence #2 - exploding
10079
don't collide						// Exclude this frame in collision calcs
10080
variable							// Frame rate type
10081
10,10
10082
7									// Number of initial frames
10083
EXP1.PIX
10084
-0.02,0.11,flipped
10085
EXP2.PIX
10086
-0.03357,0.1492,flipped
10087
EXP3.PIX
10088
-0.05222,0.16039,flipped
10089
EXP4.PIX
10090
-0.05968,0.18277,flipped
10091
EXP5.PIX
10092
-0.05222,0.20515,flipped
10093
EXP6.PIX
10094
-0.05222,0.22007,flipped
10095
EXP7.PIX
10096
-0.05595,0.2238,flipped
10097
 
10098
NEXT PEDESTRIAN
10099
144										// Reference number
10100
0.19									// Height
10101
 
10102
0.0001									// Hit points
10103
1,5400
10104
-1										// Falling noise
10105
 
10106
-1										// Image index
10107
IDENTITY.TAB
10108
BARREL.PIX
10109
STDPED.MAT
10110
1										// Index of fatal car-impact action
10111
-1										// Index of non-fatal car-impact action
10112
-1										// Index of after-non-fatal-impact action
10113
-1										// Index of fatal falling action
10114
-1										// Index of non-fatal falling action
10115
-1										// Index of giblets action
10116
2										// Number of actions
10 pmbaty 10117
// Action #0 - standing there
5 pmbaty 10118
0,100								// Danger level, percentage chance
10119
0,0									// Initial speed, looping speed
10120
 
10121
 
10122
3									// Number of sequences for this action
10123
10,0							// Max bearing, sequence index
10124
350,1							// Max bearing, sequence index
10125
360,0							// Max bearing, sequence index
10 pmbaty 10126
// Action #1 - exploding
5 pmbaty 10127
1000,0								// Danger level, percentage chance
10128
0,0									// Initial speed, looping speed
10129
 
10130
 
10131
1									// Number of sequences for this action
10132
360,2							// Max bearing, sequence index
10133
3										// Number of sequences
10 pmbaty 10134
// Sequence #0 - standing there
5 pmbaty 10135
collide								// Include this frame in collision calcs
10136
fixed								// Frame rate type
10137
1									// Number of initial frames
10138
QRDRUM1.PIX
10139
0,0,flipped
10140
 
10 pmbaty 10141
// Sequence #1 - standing there
5 pmbaty 10142
collide								// Include this frame in collision calcs
10143
fixed								// Frame rate type
10144
1									// Number of initial frames
10145
QRDRUM2.PIX
10146
0,0,flipped
10147
 
10148
// Sequence #2 - exploding
10149
don't collide						// Exclude this frame in collision calcs
10150
variable							// Frame rate type
10151
10,10
10152
7									// Number of initial frames
10153
EXP1.PIX
10154
-0.02,0.11,flipped
10155
EXP2.PIX
10156
-0.03357,0.1492,flipped
10157
EXP3.PIX
10158
-0.05222,0.16039,flipped
10159
EXP4.PIX
10160
-0.05968,0.18277,flipped
10161
EXP5.PIX
10162
-0.05222,0.20515,flipped
10163
EXP6.PIX
10164
-0.05222,0.22007,flipped
10165
EXP7.PIX
10166
-0.05595,0.2238,flipped
10167
 
10168
NEXT PEDESTRIAN
10169
145										// Reference number
10170
0.19									// Height
10171
 
10172
0.0001									// Hit points
10173
1,5400
10174
-1										// Falling noise
10175
 
10176
-1										// Image index
10177
IDENTITY.TAB
10178
BARREL.PIX
10179
STDPED.MAT
10180
1										// Index of fatal car-impact action
10181
-1										// Index of non-fatal car-impact action
10182
-1										// Index of after-non-fatal-impact action
10183
-1										// Index of fatal falling action
10184
-1										// Index of non-fatal falling action
10185
-1										// Index of giblets action
10186
2										// Number of actions
10 pmbaty 10187
// Action #0 - standing there
5 pmbaty 10188
0,100								// Danger level, percentage chance
10189
0,0									// Initial speed, looping speed
10190
 
10191
 
10192
3									// Number of sequences for this action
10193
10,0							// Max bearing, sequence index
10194
350,1							// Max bearing, sequence index
10195
360,0							// Max bearing, sequence index
10 pmbaty 10196
// Action #1 - exploding
5 pmbaty 10197
1000,0								// Danger level, percentage chance
10198
0,0									// Initial speed, looping speed
10199
 
10200
 
10201
1									// Number of sequences for this action
10202
360,2							// Max bearing, sequence index
10203
3										// Number of sequences
10 pmbaty 10204
// Sequence #0 - standing there
5 pmbaty 10205
collide								// Include this frame in collision calcs
10206
fixed								// Frame rate type
10207
1									// Number of initial frames
10208
QRDRUM1.PIX
10209
0,0,flipped
10210
 
10 pmbaty 10211
// Sequence #1 - standing there
5 pmbaty 10212
collide								// Include this frame in collision calcs
10213
fixed								// Frame rate type
10214
1									// Number of initial frames
10215
QRDRUM2.PIX
10216
0,0,flipped
10217
 
10218
// Sequence #2 - exploding
10219
don't collide						// Exclude this frame in collision calcs
10220
variable							// Frame rate type
10221
10,10
10222
7									// Number of initial frames
10223
EXP1.PIX
10224
-0.02,0.11,flipped
10225
EXP2.PIX
10226
-0.03357,0.1492,flipped
10227
EXP3.PIX
10228
-0.05222,0.16039,flipped
10229
EXP4.PIX
10230
-0.05968,0.18277,flipped
10231
EXP5.PIX
10232
-0.05222,0.20515,flipped
10233
EXP6.PIX
10234
-0.05222,0.22007,flipped
10235
EXP7.PIX
10236
-0.05595,0.2238,flipped
10237
 
10238
NEXT PEDESTRIAN
10239
146										// Reference number
10240
0.35									// Height
10241
 
10242
0.0001									// Hit points
10243
1,5400
10244
-1										// Falling noise
10245
 
10246
-1										// Image index
10247
IDENTITY.TAB
10248
LNDMINE8.PIX
10249
STDPED.MAT
10250
1										// Index of fatal car-impact action
10251
-1										// Index of non-fatal car-impact action
10252
-1										// Index of after-non-fatal-impact action
10253
-1										// Index of fatal falling action
10254
-1										// Index of non-fatal falling action
10255
-1										// Index of giblets action
10256
2										// Number of actions
10 pmbaty 10257
// Action #0 - standing there
5 pmbaty 10258
0,100								// Danger level, percentage chance
10259
0,0									// Initial speed, looping speed
10260
 
10261
 
10262
3									// Number of sequences for this action
10263
10,0							// Max bearing, sequence index
10264
350,1							// Max bearing, sequence index
10265
360,0							// Max bearing, sequence index
10 pmbaty 10266
// Action #1 - exploding
5 pmbaty 10267
1000,0								// Danger level, percentage chance
10268
0,0									// Initial speed, looping speed
10269
 
10270
 
10271
1									// Number of sequences for this action
10272
360,2							// Max bearing, sequence index
10273
3										// Number of sequences
10 pmbaty 10274
// Sequence #0 - standing there
5 pmbaty 10275
collide								// Include this frame in collision calcs
10276
fixed								// Frame rate type
10277
1									// Number of initial frames
10278
LNDMINE8.PIX
10279
0,0,not flipped		
10280
 
10 pmbaty 10281
// Sequence #1 - standing there
5 pmbaty 10282
collide								// Include this frame in collision calcs
10283
fixed								// Frame rate type
10284
1									// Number of initial frames
10285
LNDMINE8.PIX
10286
0,0,not flipped
10287
 
10288
// Sequence #2 - exploding
10289
don't collide						// Exclude this frame in collision calcs
10290
variable							// Frame rate type
10291
10,10
10292
7									// Number of initial frames
10293
EXP1.PIX
10294
-0.02,0.11,flipped
10295
EXP2.PIX
10296
-0.03357,0.1492,flipped
10297
EXP3.PIX
10298
-0.05222,0.16039,flipped
10299
EXP4.PIX
10300
-0.05968,0.18277,flipped
10301
EXP5.PIX
10302
-0.05222,0.20515,flipped
10303
EXP6.PIX
10304
-0.05222,0.22007,flipped
10305
EXP7.PIX
10306
-0.05595,0.2238,flipped
10307
 
10308
END OF PEDESTRIANS