Rev 5 | Details | Compare with Previous | Last modification | View Log | RSS feed
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 |
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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 |
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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 |
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93 | RO1RUNA3.PIX |
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94 | 0,0,flipped |
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95 | RO1RUNA2.PIX |
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96 | 0,0,flipped |
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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 |
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105 | 0,0,flipped |
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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 |
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115 | RO1RUNT3.PIX |
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116 | 0,0,not flipped |
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117 | RO1RUNT2.PIX |
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118 | 0,0,not flipped |
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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 |
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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 |
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127 | 0,0,flipped |
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128 | RO1SHK.PIX |
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129 | 0,0,not flipped |
||
130 | RO1TRN.PIX |
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131 | 0,0,not flipped |
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132 | 4 // Number of looping frames |
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133 | RO1RUNT1.PIX |
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134 | 0,0,flipped |
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135 | RO1RUNT2.PIX |
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136 | 0,0,flipped |
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137 | RO1RUNT3.PIX |
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138 | 0,0,flipped |
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139 | RO1RUNT2.PIX |
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140 | 0,0,flipped |
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141 | // Sequence #3 - turn frightened and run away to their left |
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142 | collide // Include this frame in collision calcs |
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143 | speed // Frame rate type |
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144 | 0.06,8 // Min frame rate, max frame rate, |
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145 | 4 // Number of initial frames |
||
146 | RO1SHK.PIX |
||
147 | 0,0,flipped |
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148 | RO1STL1.PIX |
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149 | 0,0,flipped |
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150 | RO1SHK.PIX |
||
151 | 0,0,not flipped |
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152 | RO1TRN.PIX |
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153 | 0,0,not flipped |
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154 | 4 // Number of looping frames |
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155 | RO1RUNA1.PIX |
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156 | 0,0,not flipped |
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157 | RO1RUNA2.PIX |
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158 | 0,0,not flipped |
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159 | RO1RUNA3.PIX |
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160 | 0,0,not flipped |
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161 | RO1RUNA2.PIX |
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162 | 0,0,not flipped |
||
163 | ///Sequence #4 - stationary, looking from side to side |
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164 | collide // Include this frame in collision calcs |
||
165 | variable // Frame rate type |
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166 | 1,6 // Min frame rate, max frame rate, |
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167 | |||
168 | 2 // Number of looping frames |
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169 | RO1STL1.PIX |
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170 | 0,0,flipped |
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171 | RO1STL2.PIX |
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172 | 0,0,flipped |
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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, |
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177 | 4 // Number of initial frames |
||
178 | RO1HIT1.PIX |
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179 | 0,0,not flipped |
||
180 | RO1HIT2.PIX |
||
181 | 0,0,not flipped |
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182 | RO1HIT3.PIX |
||
183 | 0,0,not flipped |
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184 | RO1HIT4.PIX |
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185 | 0,0,not flipped |
||
186 | 2 // Number of looping frames |
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187 | RO1DED1.PIX |
||
188 | 0,0,not flipped |
||
189 | RO1DED2.PIX |
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190 | 0,0,not flipped |
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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 |
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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 |
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216 | RO1BAK2.PIX |
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217 | 0,0,flipped |
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218 | NEXT PEDESTRIAN |
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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 |
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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 |
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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 |
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311 | RO2RUNA3.PIX |
||
312 | 0,0,flipped |
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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 |
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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 |
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352 | 0,0,flipped |
||
353 | RO2RUNT2.PIX |
||
354 | 0,0,flipped |
||
355 | RO2RUNT3.PIX |
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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 |