Subversion Repositories Games.Carmageddon

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Rev Author Line No. Line
5 pmbaty 1
// **************** NIK 2 ****************
2
1										// Reference number
3
0.24									// Height
4
100										// Points value
5
10										// Hit points
6
2,4031,4030								// Exploding noises
7
4003										// Falling noise
8
0.00002									// Acceleration
9
1										// Image index
10
IDENTITY.TAB
11
NIK.PIX
12
STDPED.MAT
13
2										// Index of fatal car-impact action
14
4										// Index of non-fatal car-impact action
15
1										// Index of after-non-fatal-impact action
16
5										// Index of fatal falling action
17
6										// Index of non-fatal falling action
18
3										// Index of giblets action
19
7										// Number of actions
20
// Action #0 - stand there, looking nervous
21
0,100								// Danger level, percentage chance
22
0,0									// Initial speed, looping speed
23
20.0									// Reaction time for this action
24
 
25
3									// Number of sequences for this action
26
90,8							// Max bearing, sequence index
27
270,4							// Max bearing, sequence index
28
360,8							// Max bearing, sequence index
29
// Action #1 - turn frightened and run sike fuck
30
1,100								// Danger level, percentage chance
31
0,0.0008							// Initial speed, looping speed
32
0.05								// Reaction time for this action
33
1,4002							// Sounds
34
4									// Number of sequences for this action
35
90,3							// Max bearing, sequence index
36
180,1							// Max bearing, sequence index
37
270,2							// Max bearing, sequence index
38
360,0							// Max bearing, sequence index
39
// Action #2 - fatal car collision
40
1000,0								// Danger level, percentage chance
41
0,0									// Initial speed, looping speed
42
 
43
1,4012							// Sounds
44
1									// Number of sequences for this action
45
360,5							// Max bearing, sequence index
46
// Action #3 - turning into giblets
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
1,4002							// 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
1,4012							// Sounds
65
1									// Number of sequences for this action
66
360,5							// Max bearing, sequence index
67
// Action #6 - non-fatal ground collision
68
1000,0								// Danger level, percentage chance
69
0,0									// Initial speed, looping speed
70
 
71
1,4002							// Sounds
72
1									// Number of sequences for this action
73
360,7							// Max bearing, sequence index
74
9										// Number of sequences
75
// Sequence #0 - turn frightened and run away to their right
76
collide								// Include this frame in collision calcs
77
speed								// Frame rate type
78
0.08,8								// Min frame rate, max frame rate,
79
4									// Number of initial frames
80
NIKSHK.PIX
81
0,0,flipped
82
NIKSTL.PIX
83
0,0,flipped
84
NIKSHK.PIX
85
0,0,not flipped
86
NIKTRN.PIX
87
0,0,not flipped
88
4									// Number of looping frames
89
NIKRUNA1.PIX
90
0,0,flipped
91
NIKRUNA2.PIX
92
0,0,flipped
93
NIKRUNA3.PIX
94
0,0,flipped
95
NIKRUNA2.PIX
96
0,0,flipped
97
// Sequence #1 - turn frightened and run towards to their left
98
collide								// Include this frame in collision calcs
99
speed								// Frame rate type
100
0.08,8								// Min frame rate, max frame rate,
101
4									// Number of initial frames
102
NIKSHK.PIX
103
0,0,flipped
104
NIKSTL.PIX
105
0,0,flipped
106
NIKSHK.PIX
107
0,0,not flipped
108
NIKTRN.PIX
109
0,0,not flipped
110
4									// Number of looping frames
111
NIKRUNT1.PIX
112
0,0,not flipped
113
NIKRUNT2.PIX
114
0,0,not flipped
115
NIKRUNT3.PIX
116
0,0,not flipped
117
NIKRUNT2.PIX
118
0,0,not flipped
119
// Sequence #2 - turn frightened and run towards to their right
120
collide								// Include this frame in collision calcs
121
speed								// Frame rate type
122
0.08,8								// Min frame rate, max frame rate,
123
4									// Number of initial frames
124
NIKSHK.PIX
125
0,0,flipped
126
NIKSTL.PIX
127
0,0,flipped
128
NIKSHK.PIX
129
0,0,not flipped
130
NIKTRN.PIX
131
0,0,not flipped
132
4									// Number of looping frames
133
NIKRUNT1.PIX
134
0,0,flipped
135
NIKRUNT2.PIX
136
0,0,flipped
137
NIKRUNT3.PIX
138
0,0,flipped
139
NIKRUNT2.PIX
140
0,0,flipped
141
// Sequence #3 - turn frightened and run away to their left
142
collide								// Include this frame in collision calcs
143
speed								// Frame rate type
144
0.08,8								// Min frame rate, max frame rate,
145
4									// Number of initial frames
146
NIKSHK.PIX
147
0,0,flipped
148
NIKSTL.PIX
149
0,0,flipped
150
NIKSHK.PIX
151
0,0,not flipped
152
NIKTRN.PIX
153
0,0,not flipped
154
4									// Number of looping frames
155
NIKRUNA1.PIX
156
0,0,not flipped
157
NIKRUNA2.PIX
158
0,0,not flipped
159
NIKRUNA3.PIX
160
0,0,not flipped
161
NIKRUNA2.PIX
162
0,0,not flipped
163
// Sequence #4 - stationary, sooking from side to side
164
collide								// Include this frame in collision calcs
165
variable							// Frame rate type
166
1,6									// Min frame rate, max frame rate,
167
 
168
2									// Number of looping frames
169
NIKSTL.PIX
170
0,0,not flipped
171
NIKSTL.PIX
172
0,0,flipped
173
// Sequence #5 - fatal collision with car
174
don't collide						// Exclude this frame in collision calcs
175
variable								// Frame rate type
176
12,12									// Min frame rate, max frame rate,
177
5									// Number of initial frames
178
NIKHIT1.PIX
179
0,0,not flipped
180
NIKHIT2.PIX
181
0,0,not flipped
182
NIKHIT3.PIX
183
0,0,not flipped
184
NIKHIT4.PIX
185
0,0,not flipped
186
NIKDED.PIX
187
0,0,not flipped
188
 
189
// Sequence #6 - turning into giblets
190
don't collide						// Exclude this frame in collision calcs
191
fixed								// Frame rate type
192
1									// Number of initial frames
193
CHUNKS.PIX
194
0,0,not flipped
195
 
196
// Sequence #7 - non-fatal collision with car
197
collide								// Include this frame in collision calcs
198
variable								// Frame rate type
199
12,12									// Min frame rate, max frame rate,
200
2									// Number of initial frames
201
NIKHIT1.PIX
202
0,0,not flipped
203
NIKHIT2.PIX
204
0,0,not flipped
205
 
206
// Sequence #8 - stationary, looking the other way from side to side
207
collide								// Include this frame in collision calcs
208
variable							// Frame rate type
209
1,6									// Min frame rate, max frame rate,
210
 
211
2									// Number of looping frames
212
NIKBAK.PIX
213
0,0,not flipped
214
NIKBAK.PIX
215
0,0,flipped
216
NEXT PEDESTRIAN
217
// **************** RO1 2 ****************
218
32										// Reference number
219
0.35									// Height
220
125										// Points value
221
15										// Hit points
222
2,4031,4030								// Exploding noises
223
4040									// Falling noise
224
0.00002									// Acceleration
225
1										// Image index
226
IDENTITY.TAB
227
RO1.PIX
228
STDPED.MAT
229
2										// Index of fatal car-impact action
230
4										// Index of non-fatal car-impact action
231
1										// Index of after-non-fatal-impact action
232
5										// Index of fatal falling action
233
6										// Index of non-fatal falling action
234
3										// Index of giblets action
235
7										// Number of actions
236
// Action #0 - stand there, looking nervous
237
0,100								// Danger level, percentage chance
238
0,0									// Initial speed, looping speed
239
20.0									// Reaction time for this action
240
 
241
3									// Number of sequences for this action
242
90,8							// Max bearing, sequence index
243
270,4							// Max bearing, sequence index
244
360,8							// Max bearing, sequence index
245
// Action #1 - turn frightened and run sike fuck
246
1,100								// Danger level, percentage chance
247
0,0.0008							// Initial speed, looping speed
248
0.05								// Reaction time for this action
249
1,4003							// Sounds
250
4									// Number of sequences for this action
251
90,0							// Max bearing, sequence index
252
180,1							// Max bearing, sequence index
253
270,2							// Max bearing, sequence index
254
360,3							// Max bearing, sequence index
255
// Action #2 - fatal car collision
256
1000,0								// Danger level, percentage chance
257
0,0									// Initial speed, looping speed
258
 
259
1,4013							// Sounds
260
1									// Number of sequences for this action
261
360,5							// Max bearing, sequence index
262
// Action #3 - turning into giblets
263
1000,0								// Danger level, percentage chance
264
0,0									// Initial speed, looping speed
265
 
266
 
267
1									// Number of sequences for this action
268
360,6							// Max bearing, sequence index
269
// Action #4 - non-fatal car collision
270
1000,0								// Danger level, percentage chance
271
0,0									// Initial speed, looping speed
272
 
273
1,4003							// Sounds
274
1									// Number of sequences for this action
275
360,7							// Max bearing, sequence index
276
// Action #5 - fatal ground collision
277
1000,0								// Danger level, percentage chance
278
0,0									// Initial speed, looping speed
279
 
280
1,4013							// Sounds
281
1									// Number of sequences for this action
282
360,5							// Max bearing, sequence index
283
// Action #6 - non-fatal ground collision
284
1000,0								// Danger level, percentage chance
285
0,0									// Initial speed, looping speed
286
 
287
1,4003							// Sounds
288
1									// Number of sequences for this action
289
360,7							// Max bearing, sequence index
290
9										// Number of sequences
291
// Sequence #0 - turn frightened and run away to their right
292
collide								// Include this frame in collision calcs
293
speed								// Frame rate type
294
0.06,8								// Min frame rate, max frame rate,
295
4									// Number of initial frames
296
RO1SHK.PIX
297
0,0,flipped
298
RO1STL1.PIX
299
0,0,flipped
300
RO1SHK.PIX
301
0,0,not flipped
302
RO1TRN.PIX
303
0,0,not flipped
304
4									// Number of looping frames
305
RO1RUNA1.PIX
306
0,0,flipped
307
RO1RUNA2.PIX
308
0,0,flipped
309
RO1RUNA3.PIX
310
0,0,flipped
311
RO1RUNA2.PIX
312
0,0,flipped
313
// Sequence #1 - turn frightened and run towards to their left
314
collide								// Include this frame in collision calcs
315
speed								// Frame rate type
316
0.06,8								// Min frame rate, max frame rate,
317
4									// Number of initial frames
318
RO1SHK.PIX
319
0,0,flipped
320
RO1STL1.PIX
321
0,0,flipped
322
RO1SHK.PIX
323
0,0,not flipped
324
RO1TRN.PIX
325
0,0,not flipped
326
4									// Number of looping frames
327
RO1RUNT1.PIX
328
0,0,not flipped
329
RO1RUNT2.PIX
330
0,0,not flipped
331
RO1RUNT3.PIX
332
0,0,not flipped
333
RO1RUNT2.PIX
334
0,0,not flipped
335
// Sequence #2 - turn frightened and run towards to their right
336
collide								// Include this frame in collision calcs
337
speed								// Frame rate type
338
0.06,8								// Min frame rate, max frame rate,
339
4									// Number of initial frames
340
RO1SHK.PIX
341
0,0,flipped
342
RO1STL1.PIX
343
0,0,flipped
344
RO1SHK.PIX
345
0,0,not flipped
346
RO1TRN.PIX
347
0,0,not flipped
348
4									// Number of looping frames
349
RO1RUNT1.PIX
350
0,0,flipped
351
RO1RUNT2.PIX
352
0,0,flipped
353
RO1RUNT3.PIX
354
0,0,flipped
355
RO1RUNT2.PIX
356
0,0,flipped
357
// Sequence #3 - turn frightened and run away to their left
358
collide								// Include this frame in collision calcs
359
speed								// Frame rate type
360
0.06,8								// Min frame rate, max frame rate,
361
4									// Number of initial frames
362
RO1SHK.PIX
363
0,0,flipped
364
RO1STL1.PIX
365
0,0,flipped
366
RO1SHK.PIX
367
0,0,not flipped
368
RO1TRN.PIX
369
0,0,not flipped
370
4									// Number of looping frames
371
RO1RUNA1.PIX
372
0,0,not flipped
373
RO1RUNA2.PIX
374
0,0,not flipped
375
RO1RUNA3.PIX
376
0,0,not flipped
377
RO1RUNA2.PIX
378
0,0,not flipped
379
// Sequence #4 - stationary, sooking from side to side
380
collide								// Include this frame in collision calcs
381
variable							// Frame rate type
382
1,6									// Min frame rate, max frame rate,
383
 
384
2									// Number of looping frames
385
RO1STL1.PIX
386
0,0,flipped
387
RO1STL2.PIX
388
0,0,flipped
389
// Sequence #5 - fatal collision with car
390
don't collide						// Exclude this frame in collision calcs
391
variable								// Frame rate type
392
12,12									// Min frame rate, max frame rate,
393
4									// Number of initial frames
394
RO1HIT1.PIX
395
0,0,not flipped
396
RO1HIT2.PIX
397
0,0,not flipped
398
RO1HIT3.PIX
399
0,0,not flipped
400
RO1HIT4.PIX
401
0,0,not flipped
402
2									// Number of looping frames
403
RO1DED1.PIX
404
0,0,not flipped
405
RO1DED2.PIX
406
0,0,not flipped
407
// Sequence #6 - turning into giblets
408
don't collide						// Exclude this frame in collision calcs
409
fixed								// Frame rate type
410
1									// Number of initial frames
411
CHUNKS.PIX
412
0,0,not flipped
413
 
414
// Sequence #7 - non-fatal collision with car
415
collide								// Include this frame in collision calcs
416
variable								// Frame rate type
417
12,12									// Min frame rate, max frame rate,
418
2									// Number of initial frames
419
RO1HIT1.PIX
420
0,0,not flipped
421
RO1HIT2.PIX
422
0,0,not flipped
423
 
424
// Sequence #8 - stationary, looking the other way from side to side
425
collide								// Include this frame in collision calcs
426
variable							// Frame rate type
427
1,6									// Min frame rate, max frame rate,
428
 
429
2									// Number of looping frames
430
RO1BAK1.PIX
431
0,0,not flipped
432
RO1BAK2.PIX
433
0,0,flipped
434
NEXT PEDESTRIAN
435
// **************** BUS 2 ****************
436
2										// Reference number
437
0.27									// Height
438
125										// Points value
439
15										// Hit points
440
2,4031,4030								// Exploding noises
441
4003									// Falling noise
442
0.00002									// Acceleration
443
1										// Image index
444
IDENTITY.TAB
445
BUS.PIX
446
STDPED.MAT
447
2										// Index of fatal car-impact action
448
4										// Index of non-fatal car-impact action
449
1										// Index of after-non-fatal-impact action
450
5										// Index of fatal falling action
451
6										// Index of non-fatal falling action
452
3										// Index of giblets action
453
7										// Number of actions
454
// Action #0 - stand there, looking nervous
455
0,100								// Danger level, percentage chance
456
0,0									// Initial speed, looping speed
457
20.0									// Reaction time for this action
458
 
459
3									// Number of sequences for this action
460
90,8							// Max bearing, sequence index
461
270,4							// Max bearing, sequence index
462
360,8							// Max bearing, sequence index
463
// Action #1 - turn frightened and run sike fuck
464
1,100								// Danger level, percentage chance
465
0,0.0008							// Initial speed, looping speed
466
0.05								// Reaction time for this action
467
2,4003,4904							// Sounds
468
4									// Number of sequences for this action
469
90,0							// Max bearing, sequence index
470
180,1							// Max bearing, sequence index
471
270,2							// Max bearing, sequence index
472
360,3							// Max bearing, sequence index
473
// Action #2 - fatal car collision
474
1000,0								// Danger level, percentage chance
475
0,0									// Initial speed, looping speed
476
 
477
1,4013							// Sounds
478
1									// Number of sequences for this action
479
360,5							// Max bearing, sequence index
480
// Action #3 - turning into giblets
481
1000,0								// Danger level, percentage chance
482
0,0									// Initial speed, looping speed
483
 
484
 
485
1									// Number of sequences for this action
486
360,6							// Max bearing, sequence index
487
// Action #4 - non-fatal car collision
488
1000,0								// Danger level, percentage chance
489
0,0									// Initial speed, looping speed
490
 
491
1,4003							// Sounds
492
1									// Number of sequences for this action
493
360,7							// Max bearing, sequence index
494
// Action #5 - fatal ground collision
495
1000,0								// Danger level, percentage chance
496
0,0									// Initial speed, looping speed
497
 
498
1,4013							// Sounds
499
1									// Number of sequences for this action
500
360,5							// Max bearing, sequence index
501
// Action #6 - non-fatal ground collision
502
1000,0								// Danger level, percentage chance
503
0,0									// Initial speed, looping speed
504
 
505
1,4003							// Sounds
506
1									// Number of sequences for this action
507
360,7							// Max bearing, sequence index
508
9										// Number of sequences
509
// Sequence #0 - turn frightened and run away to their right
510
collide								// Include this frame in collision calcs
511
speed								// Frame rate type
512
0.06,8								// Min frame rate, max frame rate,
513
4									// Number of initial frames
514
BUSSHK.PIX
515
0,0,flipped
516
BUSSTL.PIX
517
0,0,flipped
518
BUSSHK.PIX
519
0,0,not flipped
520
BUSTRN.PIX
521
0,0,not flipped
522
4									// Number of looping frames
523
BUSRUNA1.PIX
524
0,0,flipped
525
BUSRUNA2.PIX
526
0,0,flipped
527
BUSRUNA3.PIX
528
0,0,flipped
529
BUSRUNA2.PIX
530
0,0,flipped
531
// Sequence #1 - turn frightened and run towards to their left
532
collide								// Include this frame in collision calcs
533
speed								// Frame rate type
534
0.06,8								// Min frame rate, max frame rate,
535
4									// Number of initial frames
536
BUSSHK.PIX
537
0,0,flipped
538
BUSSTL.PIX
539
0,0,flipped
540
BUSSHK.PIX
541
0,0,not flipped
542
BUSTRN.PIX
543
0,0,not flipped
544
4									// Number of looping frames
545
BUSRUNT1.PIX
546
0,0,not flipped
547
BUSRUNT2.PIX
548
0,0,not flipped
549
BUSRUNT3.PIX
550
0,0,not flipped
551
BUSRUNT2.PIX
552
0,0,not flipped
553
// Sequence #2 - turn frightened and run towards to their right
554
collide								// Include this frame in collision calcs
555
speed								// Frame rate type
556
0.06,8								// Min frame rate, max frame rate,
557
4									// Number of initial frames
558
BUSSHK.PIX
559
0,0,flipped
560
BUSSTL.PIX
561
0,0,flipped
562
BUSSHK.PIX
563
0,0,not flipped
564
BUSTRN.PIX
565
0,0,not flipped
566
4									// Number of looping frames
567
BUSRUNT1.PIX
568
0,0,flipped
569
BUSRUNT2.PIX
570
0,0,flipped
571
BUSRUNT3.PIX
572
0,0,flipped
573
BUSRUNT2.PIX
574
0,0,flipped
575
// Sequence #3 - turn frightened and run away to their left
576
collide								// Include this frame in collision calcs
577
speed								// Frame rate type
578
0.06,8								// Min frame rate, max frame rate,
579
4									// Number of initial frames
580
BUSSHK.PIX
581
0,0,flipped
582
BUSSTL.PIX
583
0,0,flipped
584
BUSSHK.PIX
585
0,0,not flipped
586
BUSTRN.PIX
587
0,0,not flipped
588
4									// Number of looping frames
589
BUSRUNA1.PIX
590
0,0,not flipped
591
BUSRUNA2.PIX
592
0,0,not flipped
593
BUSRUNA3.PIX
594
0,0,not flipped
595
BUSRUNA2.PIX
596
0,0,not flipped
597
// Sequence #4 - stationary, sooking from side to side
598
collide								// Include this frame in collision calcs
599
variable							// Frame rate type
600
1,6									// Min frame rate, max frame rate,
601
 
602
2									// Number of looping frames
603
BUSSTL.PIX
604
0,0,not flipped
605
BUSSTL.PIX
606
0,0,flipped
607
// Sequence #5 - fatal collision with car
608
don't collide						// Exclude this frame in collision calcs
609
variable								// Frame rate type
610
12,12									// Min frame rate, max frame rate,
611
5									// Number of initial frames
612
BUSHIT1.PIX
613
0,0,not flipped
614
BUSHIT2.PIX
615
0,0,not flipped
616
BUSHIT3.PIX
617
0,0,not flipped
618
BUSHIT4.PIX
619
0,0,not flipped
620
BUSDED.PIX
621
0,0,not flipped
622
 
623
// Sequence #6 - turning into giblets
624
don't collide						// Exclude this frame in collision calcs
625
fixed								// Frame rate type
626
1									// Number of initial frames
627
CHUNKS.PIX
628
0,0,not flipped
629
 
630
// Sequence #7 - non-fatal collision with car
631
collide								// Include this frame in collision calcs
632
variable								// Frame rate type
633
12,12									// Min frame rate, max frame rate,
634
2									// Number of initial frames
635
BUSHIT1.PIX
636
0,0,not flipped
637
BUSHIT2.PIX
638
0,0,not flipped
639
 
640
// Sequence #8 - stationary, looking the other way from side to side
641
collide								// Include this frame in collision calcs
642
variable							// Frame rate type
643
1,6									// Min frame rate, max frame rate,
644
 
645
2									// Number of looping frames
646
BUSBAK.PIX
647
0,0,not flipped
648
BUSBAK.PIX
649
0,0,flipped
650
NEXT PEDESTRIAN
651
// **************** F^T 2 ****************
652
3										// Reference number
653
0.27									// Height
654
150										// Points value
655
20										// Hit points
656
2,4031,4030								// Exploding noises
657
4040									// Falling noise
658
0.00002									// Acceleration
659
1										// Image index
660
IDENTITY.TAB
661
FAT.PIX
662
STDPED.MAT
663
2										// Index of fatal car-impact action
664
4										// Index of non-fatal car-impact action
665
1										// Index of after-non-fatal-impact action
666
5										// Index of fatal falling action
667
6										// Index of non-fatal falling action
668
3										// Index of giblets action
669
7										// Number of actions
670
// Action #0 - stand there, looking nervous
671
0,100								// Danger level, percentage chance
672
0,0									// Initial speed, looping speed
673
20.0									// Reaction time for this action
674
 
675
3									// Number of sequences for this action
676
90,8							// Max bearing, sequence index
677
270,4							// Max bearing, sequence index
678
360,8							// Max bearing, sequence index
679
// Action #1 - turn frightened and run sike fuck
680
1,100								// Danger level, percentage chance
681
0,0.0005							// Initial speed, looping speed
682
0.05								// Reaction time for this action
683
3,4001,4001,4902							// Sounds
684
4									// Number of sequences for this action
685
90,3							// Max bearing, sequence index
686
180,1							// Max bearing, sequence index
687
270,2							// Max bearing, sequence index
688
360,0							// Max bearing, sequence index
689
// Action #2 - fatal car collision
690
1000,0								// Danger level, percentage chance
691
0,0									// Initial speed, looping speed
692
 
693
2,4010,4907							// Sounds
694
1									// Number of sequences for this action
695
360,5							// Max bearing, sequence index
696
// Action #3 - turning into giblets
697
1000,0								// Danger level, percentage chance
698
0,0									// Initial speed, looping speed
699
 
700
 
701
1									// Number of sequences for this action
702
360,6							// Max bearing, sequence index
703
// Action #4 - non-fatal car collision
704
1000,0								// Danger level, percentage chance
705
0,0									// Initial speed, looping speed
706
 
707
1,4001							// Sounds
708
1									// Number of sequences for this action
709
360,7							// Max bearing, sequence index
710
// Action #5 - fatal ground collision
711
1000,0								// Danger level, percentage chance
712
0,0									// Initial speed, looping speed
713
 
714
1,4010							// Sounds
715
1									// Number of sequences for this action
716
360,5							// Max bearing, sequence index
717
// Action #6 - non-fatal ground collision
718
1000,0								// Danger level, percentage chance
719
0,0									// Initial speed, looping speed
720
 
721
1,4001							// Sounds
722
1									// Number of sequences for this action
723
360,7							// Max bearing, sequence index
724
9										// Number of sequences
725
// Sequence #0 - turn frightened and run away to their right
726
collide								// Include this frame in collision calcs
727
speed								// Frame rate type
728
0.09,8								// Min frame rate, max frame rate,
729
4									// Number of initial frames
730
FATSHK.PIX
731
0,0,flipped
732
FATSTL.PIX
733
0,0,flipped
734
FATSHK.PIX
735
0,0,not flipped
736
FATTRN.PIX
737
0,0,not flipped
738
4									// Number of looping frames
739
FATRUNA1.PIX
740
0,0,flipped
741
FATRUNA2.PIX
742
0,0,flipped
743
FATRUNA3.PIX
744
0,0,flipped
745
FATRUNA2.PIX
746
0,0,flipped
747
// Sequence #1 - turn frightened and run towards to their left
748
collide								// Include this frame in collision calcs
749
speed								// Frame rate type
750
0.07,8								// Min frame rate, max frame rate,
751
4									// Number of initial frames
752
FATSHK.PIX
753
0,0,flipped
754
FATSTL.PIX
755
0,0,flipped
756
FATSHK.PIX
757
0,0,not flipped
758
FATTRN.PIX
759
0,0,not flipped
760
4									// Number of looping frames
761
FATRUNT1.PIX
762
0,0,not flipped
763
FATRUNT2.PIX
764
0,0,not flipped
765
FATRUNT3.PIX
766
0,0,not flipped
767
FATRUNT2.PIX
768
0,0,not flipped
769
// Sequence #2 - turn frightened and run towards to their right
770
collide								// Include this frame in collision calcs
771
speed								// Frame rate type
772
0.07,8								// Min frame rate, max frame rate,
773
4									// Number of initial frames
774
FATSHK.PIX
775
0,0,flipped
776
FATSTL.PIX
777
0,0,flipped
778
FATSHK.PIX
779
0,0,not flipped
780
FATTRN.PIX
781
0,0,not flipped
782
4									// Number of looping frames
783
FATRUNT1.PIX
784
0,0,flipped
785
FATRUNT2.PIX
786
0,0,flipped
787
FATRUNT3.PIX
788
0,0,flipped
789
FATRUNT2.PIX
790
0,0,flipped
791
// Sequence #3 - turn frightened and run away to their left
792
collide								// Include this frame in collision calcs
793
speed								// Frame rate type
794
0.09,8								// Min frame rate, max frame rate,
795
4									// Number of initial frames
796
FATSHK.PIX
797
0,0,flipped
798
FATSTL.PIX
799
0,0,flipped
800
FATSHK.PIX
801
0,0,not flipped
802
FATTRN.PIX
803
0,0,not flipped
804
4									// Number of looping frames
805
FATRUNA1.PIX
806
0,0,not flipped
807
FATRUNA2.PIX
808
0,0,not flipped
809
FATRUNA3.PIX
810
0,0,not flipped
811
FATRUNA2.PIX
812
0,0,not flipped
813
// Sequence #4 - stationary, sooking from side to side
814
collide								// Include this frame in collision calcs
815
variable							// Frame rate type
816
1,6									// Min frame rate, max frame rate,
817
 
818
2									// Number of looping frames
819
FATSTL.PIX
820
0,0,not flipped
821
FATSTL.PIX
822
0,0,flipped
823
// Sequence #5 - fatal collision with car
824
don't collide						// Exclude this frame in collision calcs
825
variable								// Frame rate type
826
12,12									// Min frame rate, max frame rate,
827
5									// Number of initial frames
828
FATHIT1.PIX
829
0,0,not flipped
830
FATHIT2.PIX
831
0,0,not flipped
832
FATHIT3.PIX
833
0,0,not flipped
834
FATHIT4.PIX
835
0,0,not flipped
836
FATDED.PIX
837
0,0,not flipped
838
 
839
// Sequence #6 - turning into giblets
840
don't collide						// Exclude this frame in collision calcs
841
fixed								// Frame rate type
842
1									// Number of initial frames
843
CHUNKS.PIX
844
0,0,not flipped
845
 
846
// Sequence #7 - non-fatal collision with car
847
collide								// Include this frame in collision calcs
848
variable								// Frame rate type
849
12,12									// Min frame rate, max frame rate,
850
2									// Number of initial frames
851
FATHIT1.PIX
852
0,0,not flipped
853
FATHIT2.PIX
854
0,0,not flipped
855
 
856
// Sequence #8 - stationary, looking the other way from side to side
857
collide								// Include this frame in collision calcs
858
variable							// Frame rate type
859
1,6									// Min frame rate, max frame rate,
860
 
861
2									// Number of looping frames
862
FATBAK.PIX
863
0,0,not flipped
864
FATBAK.PIX
865
0,0,flipped
866
NEXT PEDESTRIAN
867
// **************** ANN 2 ****************
868
4										// Reference number
869
0.27									// Height
870
100										// Points value
871
10										// Hit points
872
2,4031,4030								// Exploding noises
873
4003										// Falling noise
874
0.00002									// Acceleration
875
1										// Image index
876
IDENTITY.TAB
877
ANN.PIX
878
STDPED.MAT
879
2										// Index of fatal car-impact action
880
4										// Index of non-fatal car-impact action
881
1										// Index of after-non-fatal-impact action
882
5										// Index of fatal falling action
883
6										// Index of non-fatal falling action
884
3										// Index of giblets action
885
7										// Number of actions
886
// Action #0 - stand there, looking nervous
887
0,100								// Danger level, percentage chance
888
0,0									// Initial speed, looping speed
889
20.0									// Reaction time for this action
890
 
891
3									// Number of sequences for this action
892
90,8							// Max bearing, sequence index
893
270,4							// Max bearing, sequence index
894
360,8							// Max bearing, sequence index
895
// Action #1 - turn frightened and run sike fuck
896
1,100								// Danger level, percentage chance
897
0,0.0008							// Initial speed, looping speed
898
0.05								// Reaction time for this action
899
2,4904,4905							// Sounds
900
4									// Number of sequences for this action
901
90,0							// Max bearing, sequence index
902
180,1							// Max bearing, sequence index
903
270,2							// Max bearing, sequence index
904
360,3							// Max bearing, sequence index
905
// Action #2 - fatal car collision
906
1000,0								// Danger level, percentage chance
907
0,0									// Initial speed, looping speed
908
 
909
1,4014							// Sounds
910
1									// Number of sequences for this action
911
360,5							// Max bearing, sequence index
912
// Action #3 - turning into giblets
913
1000,0								// Danger level, percentage chance
914
0,0									// Initial speed, looping speed
915
 
916
 
917
1									// Number of sequences for this action
918
360,6							// Max bearing, sequence index
919
// Action #4 - non-fatal car collision
920
1000,0								// Danger level, percentage chance
921
0,0									// Initial speed, looping speed
922
 
923
1,4002							// Sounds
924
1									// Number of sequences for this action
925
360,7							// Max bearing, sequence index
926
// Action #5 - fatal ground collision
927
1000,0								// Danger level, percentage chance
928
0,0									// Initial speed, looping speed
929
 
930
1,4014							// Sounds
931
1									// Number of sequences for this action
932
360,5							// Max bearing, sequence index
933
// Action #6 - non-fatal ground collision
934
1000,0								// Danger level, percentage chance
935
0,0									// Initial speed, looping speed
936
 
937
1,4002							// Sounds
938
1									// Number of sequences for this action
939
360,7							// Max bearing, sequence index
940
9										// Number of sequences
941
// Sequence #0 - turn frightened and run away to their right
942
collide								// Include this frame in collision calcs
943
speed								// Frame rate type
944
0.08,8								// Min frame rate, max frame rate,
945
4									// Number of initial frames
946
ANSHK.PIX
947
0,0,flipped
948
ANSTL.PIX
949
0,0,flipped
950
ANSHK.PIX
951
0,0,not flipped
952
ANTRN.PIX
953
0,0,not flipped
954
4									// Number of looping frames
955
ANRUNA1.PIX
956
0,0,flipped
957
ANRUNA2.PIX
958
0,0,flipped
959
ANRUNA3.PIX
960
0,0,flipped
961
ANRUNA2.PIX
962
0,0,flipped
963
// Sequence #1 - turn frightened and run towards to their left
964
collide								// Include this frame in collision calcs
965
speed								// Frame rate type
966
0.08,8								// Min frame rate, max frame rate,
967
4									// Number of initial frames
968
ANSHK.PIX
969
0,0,flipped
970
ANSTL.PIX
971
0,0,flipped
972
ANSHK.PIX
973
0,0,not flipped
974
ANTRN.PIX
975
0,0,not flipped
976
4									// Number of looping frames
977
ANRUNT1.PIX
978
0,0,not flipped
979
ANRUNT2.PIX
980
0,0,not flipped
981
ANRUNT3.PIX
982
0,0,not flipped
983
ANRUNT2.PIX
984
0,0,not flipped
985
// Sequence #2 - turn frightened and run towards to their right
986
collide								// Include this frame in collision calcs
987
speed								// Frame rate type
988
0.08,8								// Min frame rate, max frame rate,
989
4									// Number of initial frames
990
ANSHK.PIX
991
0,0,flipped
992
ANSTL.PIX
993
0,0,flipped
994
ANSHK.PIX
995
0,0,not flipped
996
ANTRN.PIX
997
0,0,not flipped
998
4									// Number of looping frames
999
ANRUNT1.PIX
1000
0,0,flipped
1001
ANRUNT2.PIX
1002
0,0,flipped
1003
ANRUNT3.PIX
1004
0,0,flipped
1005
ANRUNT2.PIX
1006
0,0,flipped
1007
// Sequence #3 - turn frightened and run away to their left
1008
collide								// Include this frame in collision calcs
1009
speed								// Frame rate type
1010
0.08,8								// Min frame rate, max frame rate,
1011
4									// Number of initial frames
1012
ANSHK.PIX
1013
0,0,flipped
1014
ANSTL.PIX
1015
0,0,flipped
1016
ANSHK.PIX
1017
0,0,not flipped
1018
ANTRN.PIX
1019
0,0,not flipped
1020
4									// Number of looping frames
1021
ANRUNA1.PIX
1022
0,0,not flipped
1023
ANRUNA2.PIX
1024
0,0,not flipped
1025
ANRUNA3.PIX
1026
0,0,not flipped
1027
ANRUNA2.PIX
1028
0,0,not flipped
1029
// Sequence #4 - stationary, sooking from side to side
1030
collide								// Include this frame in collision calcs
1031
variable							// Frame rate type
1032
1,6									// Min frame rate, max frame rate,
1033
 
1034
2									// Number of looping frames
1035
ANSTL.PIX
1036
0,0,not flipped
1037
ANSTL.PIX
1038
0,0,flipped
1039
// Sequence #5 - fatal collision with car
1040
don't collide						// Exclude this frame in collision calcs
1041
variable								// Frame rate type
1042
12,12									// Min frame rate, max frame rate,
1043
5									// Number of initial frames
1044
ANHIT1.PIX
1045
0,0,not flipped
1046
ANHIT2.PIX
1047
0,0,not flipped
1048
ANHIT3.PIX
1049
0,0,not flipped
1050
ANHIT4.PIX
1051
0,0,not flipped
1052
ANDED.PIX
1053
0,0,not flipped
1054
 
1055
// Sequence #6 - turning into giblets
1056
don't collide						// Exclude this frame in collision calcs
1057
fixed								// Frame rate type
1058
1									// Number of initial frames
1059
CHUNKS.PIX
1060
0,0,not flipped
1061
 
1062
// Sequence #7 - non-fatal collision with car
1063
collide								// Include this frame in collision calcs
1064
variable								// Frame rate type
1065
12,12									// Min frame rate, max frame rate,
1066
2									// Number of initial frames
1067
ANHIT1.PIX
1068
0,0,not flipped
1069
ANHIT2.PIX
1070
0,0,not flipped
1071
 
1072
// Sequence #8 - stationary, looking the other way from side to side
1073
collide								// Include this frame in collision calcs
1074
variable							// Frame rate type
1075
1,6									// Min frame rate, max frame rate,
1076
 
1077
2									// Number of looping frames
1078
ANBAK.PIX
1079
0,0,not flipped
1080
ANBAK.PIX
1081
0,0,flipped
1082
NEXT PEDESTRIAN
1083
// **************** PER 2 ****************
1084
5										// Reference number
1085
0.29									// Height
1086
100										// Points value
1087
10										// Hit points
1088
2,4031,4030								// Exploding noises
1089
4040									// Falling noise
1090
0.00002									// Acceleration
1091
1										// Image index
1092
IDENTITY.TAB
1093
PER.PIX
1094
STDPED.MAT
1095
2										// Index of fatal car-impact action
1096
4										// Index of non-fatal car-impact action
1097
1										// Index of after-non-fatal-impact action
1098
5										// Index of fatal falling action
1099
6										// Index of non-fatal falling action
1100
3										// Index of giblets action
1101
7										// Number of actions
1102
// Action #0 - stand there, looking nervous
1103
0,100								// Danger level, percentage chance
1104
0,0									// Initial speed, looping speed
1105
20.0									// Reaction time for this action
1106
 
1107
3									// Number of sequences for this action
1108
90,8							// Max bearing, sequence index
1109
270,4							// Max bearing, sequence index
1110
360,8							// Max bearing, sequence index
1111
// Action #1 - turn frightened and run sike fuck
1112
1,100								// Danger level, percentage chance
1113
0,0.0008							// Initial speed, looping speed
1114
0.05								// Reaction time for this action
1115
1,4004							// Sounds
1116
4									// Number of sequences for this action
1117
90,0							// Max bearing, sequence index
1118
180,1							// Max bearing, sequence index
1119
270,2							// Max bearing, sequence index
1120
360,3							// Max bearing, sequence index
1121
// Action #2 - fatal car collision
1122
1000,0								// Danger level, percentage chance
1123
0,0									// Initial speed, looping speed
1124
 
1125
3,4011,4010,4907							// Sounds
1126
1									// Number of sequences for this action
1127
360,5							// Max bearing, sequence index
1128
// Action #3 - turning into giblets
1129
1000,0								// Danger level, percentage chance
1130
0,0									// Initial speed, looping speed
1131
 
1132
 
1133
1									// Number of sequences for this action
1134
360,6							// Max bearing, sequence index
1135
// Action #4 - non-fatal car collision
1136
1000,0								// Danger level, percentage chance
1137
0,0									// Initial speed, looping speed
1138
 
1139
1,4000							// Sounds
1140
1									// Number of sequences for this action
1141
360,7							// Max bearing, sequence index
1142
// Action #5 - fatal ground collision
1143
1000,0								// Danger level, percentage chance
1144
0,0									// Initial speed, looping speed
1145
 
1146
1,4011							// Sounds
1147
1									// Number of sequences for this action
1148
360,5							// Max bearing, sequence index
1149
// Action #6 - non-fatal ground collision
1150
1000,0								// Danger level, percentage chance
1151
0,0									// Initial speed, looping speed
1152
 
1153
1,4000							// Sounds
1154
1									// Number of sequences for this action
1155
360,7							// Max bearing, sequence index
1156
9										// Number of sequences
1157
// Sequence #0 - turn frightened and run away to their right
1158
collide								// Include this frame in collision calcs
1159
speed								// Frame rate type
1160
0.08,8								// Min frame rate, max frame rate,
1161
4									// Number of initial frames
1162
PERSHK.PIX
1163
0,0,flipped
1164
PERSTL.PIX
1165
0,0,flipped
1166
PERSHK.PIX
1167
0,0,not flipped
1168
PERTRN.PIX
1169
0,0,not flipped
1170
4									// Number of looping frames
1171
PERRUNA1.PIX
1172
0,0,flipped
1173
PERRUNA2.PIX
1174
0,0,flipped
1175
PERRUNA3.PIX
1176
0,0,flipped
1177
PERRUNA2.PIX
1178
0,0,flipped
1179
// Sequence #1 - turn frightened and run towards to their left
1180
collide								// Include this frame in collision calcs
1181
speed								// Frame rate type
1182
0.08,8								// Min frame rate, max frame rate,
1183
4									// Number of initial frames
1184
PERSHK.PIX
1185
0,0,flipped
1186
PERSTL.PIX
1187
0,0,flipped
1188
PERSHK.PIX
1189
0,0,not flipped
1190
PERTRN.PIX
1191
0,0,not flipped
1192
4									// Number of looping frames
1193
PERRUNT1.PIX
1194
0,0,not flipped
1195
PERRUNT2.PIX
1196
0,0,not flipped
1197
PERRUNT3.PIX
1198
0,0,not flipped
1199
PERRUNT2.PIX
1200
0,0,not flipped
1201
// Sequence #2 - turn frightened and run towards to their right
1202
collide								// Include this frame in collision calcs
1203
speed								// Frame rate type
1204
0.08,8								// Min frame rate, max frame rate,
1205
4									// Number of initial frames
1206
PERSHK.PIX
1207
0,0,flipped
1208
PERSTL.PIX
1209
0,0,flipped
1210
PERSHK.PIX
1211
0,0,not flipped
1212
PERTRN.PIX
1213
0,0,not flipped
1214
4									// Number of looping frames
1215
PERRUNT1.PIX
1216
0,0,flipped
1217
PERRUNT2.PIX
1218
0,0,flipped
1219
PERRUNT3.PIX
1220
0,0,flipped
1221
PERRUNT2.PIX
1222
0,0,flipped
1223
// Sequence #3 - turn frightened and run away to their left
1224
collide								// Include this frame in collision calcs
1225
speed								// Frame rate type
1226
0.08,8								// Min frame rate, max frame rate,
1227
4									// Number of initial frames
1228
PERSHK.PIX
1229
0,0,flipped
1230
PERSTL.PIX
1231
0,0,flipped
1232
PERSHK.PIX
1233
0,0,not flipped
1234
PERTRN.PIX
1235
0,0,not flipped
1236
4									// Number of looping frames
1237
PERRUNA1.PIX
1238
0,0,not flipped
1239
PERRUNA2.PIX
1240
0,0,not flipped
1241
PERRUNA3.PIX
1242
0,0,not flipped
1243
PERRUNA2.PIX
1244
0,0,not flipped
1245
// Sequence #4 - stationary, sooking from side to side
1246
collide								// Include this frame in collision calcs
1247
variable							// Frame rate type
1248
1,6									// Min frame rate, max frame rate,
1249
 
1250
2									// Number of looping frames
1251
PERSTL.PIX
1252
0,0,not flipped
1253
PERSTL.PIX
1254
0,0,flipped
1255
// Sequence #5 - fatal collision with car
1256
don't collide						// Exclude this frame in collision calcs
1257
variable								// Frame rate type
1258
12,12									// Min frame rate, max frame rate,
1259
5									// Number of initial frames
1260
PERHIT1.PIX
1261
0,0,not flipped
1262
PERHIT2.PIX
1263
0,0,not flipped
1264
PERHIT3.PIX
1265
0,0,not flipped
1266
PERHIT4.PIX
1267
0,0,not flipped
1268
PERDED.PIX
1269
0,0,not flipped
1270
 
1271
// Sequence #6 - turning into giblets
1272
don't collide						// Exclude this frame in collision calcs
1273
fixed								// Frame rate type
1274
1									// Number of initial frames
1275
CHUNKS.PIX
1276
0,0,not flipped
1277
 
1278
// Sequence #7 - non-fatal collision with car
1279
collide								// Include this frame in collision calcs
1280
variable								// Frame rate type
1281
12,12									// Min frame rate, max frame rate,
1282
2									// Number of initial frames
1283
PERHIT1.PIX
1284
0,0,not flipped
1285
PERHIT2.PIX
1286
0,0,not flipped
1287
 
1288
// Sequence #8 - stationary, looking the other way from side to side
1289
collide								// Include this frame in collision calcs
1290
variable							// Frame rate type
1291
1,6									// Min frame rate, max frame rate,
1292
 
1293
2									// Number of looping frames
1294
PERBAK.PIX
1295
0,0,not flipped
1296
PERBAK.PIX
1297
0,0,flipped
1298
NEXT PEDESTRIAN
1299
// **************** PRS 2 ****************
1300
6										// Reference number
1301
0.25									// Height
1302
100										// Points value
1303
10										// Hit points
1304
2,4031,4030								// Exploding noises
1305
4040									// Falling noise
1306
0.00002									// Acceleration
1307
1										// Image index
1308
IDENTITY.TAB
1309
PRS.PIX
1310
STDPED.MAT
1311
2										// Index of fatal car-impact action
1312
4										// Index of non-fatal car-impact action
1313
1										// Index of after-non-fatal-impact action
1314
5										// Index of fatal falling action
1315
6										// Index of non-fatal falling action
1316
3										// Index of giblets action
1317
7										// Number of actions
1318
// Action #0 - stand there, looking nervous
1319
0,100								// Danger level, percentage chance
1320
0,0									// Initial speed, looping speed
1321
20.0									// Reaction time for this action
1322
 
1323
3									// Number of sequences for this action
1324
90,8							// Max bearing, sequence index
1325
270,4							// Max bearing, sequence index
1326
360,8							// Max bearing, sequence index
1327
// Action #1 - turn frightened and run sike fuck
1328
1,100								// Danger level, percentage chance
1329
0,0.0008							// Initial speed, looping speed
1330
0.05								// Reaction time for this action
1331
2,4904,4905							// Sounds
1332
4									// Number of sequences for this action
1333
90,0							// Max bearing, sequence index
1334
180,1							// Max bearing, sequence index
1335
270,2							// Max bearing, sequence index
1336
360,3							// Max bearing, sequence index
1337
// Action #2 - fatal car collision
1338
1000,0								// Danger level, percentage chance
1339
0,0									// Initial speed, looping speed
1340
 
1341
1,4013							// Sounds
1342
1									// Number of sequences for this action
1343
360,5							// Max bearing, sequence index
1344
// Action #3 - turning into giblets
1345
1000,0								// Danger level, percentage chance
1346
0,0									// Initial speed, looping speed
1347
 
1348
 
1349
1									// Number of sequences for this action
1350
360,6							// Max bearing, sequence index
1351
// Action #4 - non-fatal car collision
1352
1000,0								// Danger level, percentage chance
1353
0,0									// Initial speed, looping speed
1354
 
1355
1,4003							// Sounds
1356
1									// Number of sequences for this action
1357
360,7							// Max bearing, sequence index
1358
// Action #5 - fatal ground collision
1359
1000,0								// Danger level, percentage chance
1360
0,0									// Initial speed, looping speed
1361
 
1362
1,4013							// Sounds
1363
1									// Number of sequences for this action
1364
360,5							// Max bearing, sequence index
1365
// Action #6 - non-fatal ground collision
1366
1000,0								// Danger level, percentage chance
1367
0,0									// Initial speed, looping speed
1368
 
1369
1,4003							// Sounds
1370
1									// Number of sequences for this action
1371
360,7							// Max bearing, sequence index
1372
9										// Number of sequences
1373
// Sequence #0 - turn frightened and run away to their right
1374
collide								// Include this frame in collision calcs
1375
speed								// Frame rate type
1376
0.08,8								// Min frame rate, max frame rate,
1377
4									// Number of initial frames
1378
PRSSHK.PIX
1379
0,0,flipped
1380
PRSSTL.PIX
1381
0,0,flipped
1382
PRSSHK.PIX
1383
0,0,not flipped
1384
PRSTRN.PIX
1385
0,0,not flipped
1386
4									// Number of looping frames
1387
PRSRUNA1.PIX
1388
0,0,flipped
1389
PRSRUNA2.PIX
1390
0,0,flipped
1391
PRSRUNA3.PIX
1392
0,0,flipped
1393
PRSRUNA2.PIX
1394
0,0,flipped
1395
// Sequence #1 - turn frightened and run towards to their left
1396
collide								// Include this frame in collision calcs
1397
speed								// Frame rate type
1398
0.08,8								// Min frame rate, max frame rate,
1399
4									// Number of initial frames
1400
PRSSHK.PIX
1401
0,0,flipped
1402
PRSSTL.PIX
1403
0,0,flipped
1404
PRSSHK.PIX
1405
0,0,not flipped
1406
PRSTRN.PIX
1407
0,0,not flipped
1408
4									// Number of looping frames
1409
PRSRUNT1.PIX
1410
0,0,not flipped
1411
PRSRUNT2.PIX
1412
0,0,not flipped
1413
PRSRUNT3.PIX
1414
0,0,not flipped
1415
PRSRUNT2.PIX
1416
0,0,not flipped
1417
// Sequence #2 - turn frightened and run towards to their right
1418
collide								// Include this frame in collision calcs
1419
speed								// Frame rate type
1420
0.08,8								// Min frame rate, max frame rate,
1421
4									// Number of initial frames
1422
PRSSHK.PIX
1423
0,0,flipped
1424
PRSSTL.PIX
1425
0,0,flipped
1426
PRSSHK.PIX
1427
0,0,not flipped
1428
PRSTRN.PIX
1429
0,0,not flipped
1430
4									// Number of looping frames
1431
PRSRUNT1.PIX
1432
0,0,flipped
1433
PRSRUNT2.PIX
1434
0,0,flipped
1435
PRSRUNT3.PIX
1436
0,0,flipped
1437
PRSRUNT2.PIX
1438
0,0,flipped
1439
// Sequence #3 - turn frightened and run away to their left
1440
collide								// Include this frame in collision calcs
1441
speed								// Frame rate type
1442
0.08,8								// Min frame rate, max frame rate,
1443
4									// Number of initial frames
1444
PRSSHK.PIX
1445
0,0,flipped
1446
PRSSTL.PIX
1447
0,0,flipped
1448
PRSSHK.PIX
1449
0,0,not flipped
1450
PRSTRN.PIX
1451
0,0,not flipped
1452
4									// Number of looping frames
1453
PRSRUNA1.PIX
1454
0,0,not flipped
1455
PRSRUNA2.PIX
1456
0,0,not flipped
1457
PRSRUNA3.PIX
1458
0,0,not flipped
1459
PRSRUNA2.PIX
1460
0,0,not flipped
1461
// Sequence #4 - stationary, sooking from side to side
1462
collide								// Include this frame in collision calcs
1463
variable							// Frame rate type
1464
1,6									// Min frame rate, max frame rate,
1465
 
1466
2									// Number of looping frames
1467
PRSSTL.PIX
1468
0,0,not flipped
1469
PRSSTL.PIX
1470
0,0,flipped
1471
// Sequence #5 - fatal collision with car
1472
don't collide						// Exclude this frame in collision calcs
1473
variable								// Frame rate type
1474
12,12									// Min frame rate, max frame rate,
1475
5									// Number of initial frames
1476
PRSHIT1.PIX
1477
0,0,not flipped
1478
PRSHIT2.PIX
1479
0,0,not flipped
1480
PRSHIT3.PIX
1481
0,0,not flipped
1482
PRSHIT4.PIX
1483
0,0,not flipped
1484
PRSDED.PIX
1485
0,0,not flipped
1486
 
1487
// Sequence #6 - turning into giblets
1488
don't collide						// Exclude this frame in collision calcs
1489
fixed								// Frame rate type
1490
1									// Number of initial frames
1491
CHUNKS.PIX
1492
0,0,not flipped
1493
 
1494
// Sequence #7 - non-fatal collision with car
1495
collide								// Include this frame in collision calcs
1496
variable								// Frame rate type
1497
12,12									// Min frame rate, max frame rate,
1498
2									// Number of initial frames
1499
PRSHIT1.PIX
1500
0,0,not flipped
1501
PRSHIT2.PIX
1502
0,0,not flipped
1503
 
1504
// Sequence #8 - stationary, looking the other way from side to side
1505
collide								// Include this frame in collision calcs
1506
variable							// Frame rate type
1507
1,6									// Min frame rate, max frame rate,
1508
 
1509
2									// Number of looping frames
1510
PRSBAK.PIX
1511
0,0,not flipped
1512
PRSBAK.PIX
1513
0,0,flipped
1514
NEXT PEDESTRIAN
1515
// **************** TON 2 ****************
1516
7										// Reference number
1517
0.26									// Height
1518
100										// Points value
1519
10										// Hit points
1520
2,4031,4030								// Exploding noises
1521
4040									// Falling noise
1522
0.00002									// Acceleration
1523
1										// Image index
1524
IDENTITY.TAB
1525
TON.PIX
1526
STDPED.MAT
1527
2										// Index of fatal car-impact action
1528
4										// Index of non-fatal car-impact action
1529
1										// Index of after-non-fatal-impact action
1530
5										// Index of fatal falling action
1531
6										// Index of non-fatal falling action
1532
3										// Index of giblets action
1533
7										// Number of actions
1534
// Action #0 - stand there, looking nervous
1535
0,100								// Danger level, percentage chance
1536
0,0									// Initial speed, looping speed
1537
20.0									// Reaction time for this action
1538
 
1539
3									// Number of sequences for this action
1540
90,8							// Max bearing, sequence index
1541
270,4							// Max bearing, sequence index
1542
360,8							// Max bearing, sequence index
1543
// Action #1 - turn frightened and run sike fuck
1544
1,100								// Danger level, percentage chance
1545
0,0.0008							// Initial speed, looping speed
1546
0.05								// Reaction time for this action
1547
2,4000,4902							// Sounds
1548
4									// Number of sequences for this action
1549
90,3							// Max bearing, sequence index
1550
180,1							// Max bearing, sequence index
1551
270,2							// Max bearing, sequence index
1552
360,0							// Max bearing, sequence index
1553
// Action #2 - fatal car collision
1554
1000,0								// Danger level, percentage chance
1555
0,0									// Initial speed, looping speed
1556
 
1557
2,4010,4907							// Sounds
1558
1									// Number of sequences for this action
1559
360,5							// Max bearing, sequence index
1560
// Action #3 - turning into giblets
1561
1000,0								// Danger level, percentage chance
1562
0,0									// Initial speed, looping speed
1563
 
1564
 
1565
1									// Number of sequences for this action
1566
360,6							// Max bearing, sequence index
1567
// Action #4 - non-fatal car collision
1568
1000,0								// Danger level, percentage chance
1569
0,0									// Initial speed, looping speed
1570
 
1571
1,4001							// Sounds
1572
1									// Number of sequences for this action
1573
360,7							// Max bearing, sequence index
1574
// Action #5 - fatal ground collision
1575
1000,0								// Danger level, percentage chance
1576
0,0									// Initial speed, looping speed
1577
 
1578
1,4011							// Sounds
1579
1									// Number of sequences for this action
1580
360,5							// Max bearing, sequence index
1581
// Action #6 - non-fatal ground collision
1582
1000,0								// Danger level, percentage chance
1583
0,0									// Initial speed, looping speed
1584
 
1585
1,4001							// Sounds
1586
1									// Number of sequences for this action
1587
360,7							// Max bearing, sequence index
1588
9										// Number of sequences
1589
// Sequence #0 - turn frightened and run away to their right
1590
collide								// Include this frame in collision calcs
1591
speed								// Frame rate type
1592
0.08,8								// Min frame rate, max frame rate,
1593
4									// Number of initial frames
1594
TONSHK.PIX
1595
0,0,flipped
1596
TONSTL.PIX
1597
0,0,flipped
1598
TONSHK.PIX
1599
0,0,not flipped
1600
TONTRN.PIX
1601
0,0,not flipped
1602
4									// Number of looping frames
1603
TONRUNA1.PIX
1604
0,0,flipped
1605
TONRUNA2.PIX
1606
0,0,flipped
1607
TONRUNA3.PIX
1608
0,0,flipped
1609
TONRUNA2.PIX
1610
0,0,flipped
1611
// Sequence #1 - turn frightened and run towards to their left
1612
collide								// Include this frame in collision calcs
1613
speed								// Frame rate type
1614
0.08,8								// Min frame rate, max frame rate,
1615
4									// Number of initial frames
1616
TONSHK.PIX
1617
0,0,flipped
1618
TONSTL.PIX
1619
0,0,flipped
1620
TONSHK.PIX
1621
0,0,not flipped
1622
TONTRN.PIX
1623
0,0,not flipped
1624
4									// Number of looping frames
1625
TONRUNT1.PIX
1626
0,0,not flipped
1627
TONRUNT2.PIX
1628
0,0,not flipped
1629
TONRUNT3.PIX
1630
0,0,not flipped
1631
TONRUNT2.PIX
1632
0,0,not flipped
1633
// Sequence #2 - turn frightened and run towards to their right
1634
collide								// Include this frame in collision calcs
1635
speed								// Frame rate type
1636
0.08,8								// Min frame rate, max frame rate,
1637
4									// Number of initial frames
1638
TONSHK.PIX
1639
0,0,flipped
1640
TONSTL.PIX
1641
0,0,flipped
1642
TONSHK.PIX
1643
0,0,not flipped
1644
TONTRN.PIX
1645
0,0,not flipped
1646
4									// Number of looping frames
1647
TONRUNT1.PIX
1648
0,0,flipped
1649
TONRUNT2.PIX
1650
0,0,flipped
1651
TONRUNT3.PIX
1652
0,0,flipped
1653
TONRUNT2.PIX
1654
0,0,flipped
1655
// Sequence #3 - turn frightened and run away to their left
1656
collide								// Include this frame in collision calcs
1657
speed								// Frame rate type
1658
0.08,8								// Min frame rate, max frame rate,
1659
4									// Number of initial frames
1660
TONSHK.PIX
1661
0,0,flipped
1662
TONSTL.PIX
1663
0,0,flipped
1664
TONSHK.PIX
1665
0,0,not flipped
1666
TONTRN.PIX
1667
0,0,not flipped
1668
4									// Number of looping frames
1669
TONRUNA1.PIX
1670
0,0,not flipped
1671
TONRUNA2.PIX
1672
0,0,not flipped
1673
TONRUNA3.PIX
1674
0,0,not flipped
1675
TONRUNA2.PIX
1676
0,0,not flipped
1677
// Sequence #4 - stationary, sooking from side to side
1678
collide								// Include this frame in collision calcs
1679
variable							// Frame rate type
1680
1,6									// Min frame rate, max frame rate,
1681
 
1682
2									// Number of looping frames
1683
TONSTL.PIX
1684
0,0,not flipped
1685
TONSTL.PIX
1686
0,0,flipped
1687
// Sequence #5 - fatal collision with car
1688
don't collide						// Exclude this frame in collision calcs
1689
variable								// Frame rate type
1690
12,12									// Min frame rate, max frame rate,
1691
5									// Number of initial frames
1692
TONHIT1.PIX
1693
0,0,not flipped
1694
TONHIT2.PIX
1695
0,0,not flipped
1696
TONHIT3.PIX
1697
0,0,not flipped
1698
TONHIT4.PIX
1699
0,0,not flipped
1700
TONDED.PIX
1701
0,0,not flipped
1702
 
1703
// Sequence #6 - turning into giblets
1704
don't collide						// Exclude this frame in collision calcs
1705
fixed								// Frame rate type
1706
1									// Number of initial frames
1707
CHUNKS.PIX
1708
0,0,not flipped
1709
 
1710
// Sequence #7 - non-fatal collision with car
1711
collide								// Include this frame in collision calcs
1712
variable								// Frame rate type
1713
12,12									// Min frame rate, max frame rate,
1714
2									// Number of initial frames
1715
TONHIT1.PIX
1716
0,0,not flipped
1717
TONHIT2.PIX
1718
0,0,not flipped
1719
 
1720
// Sequence #8 - stationary, looking the other way from side to side
1721
collide								// Include this frame in collision calcs
1722
variable							// Frame rate type
1723
1,6									// Min frame rate, max frame rate,
1724
 
1725
2									// Number of looping frames
1726
TONBAK.PIX
1727
0,0,not flipped
1728
TONBAK.PIX
1729
0,0,flipped
1730
NEXT PEDESTRIAN
1731
// **************** C^M 2 ****************
1732
8										// Reference number
1733
0.245									// Height
1734
100										// Points value
1735
10										// Hit points
1736
2,4031,4030								// Exploding noises
1737
-1										// Falling noise
1738
0.00002									// Acceleration
1739
1										// Image index
1740
IDENTITY.TAB
1741
CAM.PIX
1742
STDPED.MAT
1743
2										// Index of fatal car-impact action
1744
4										// Index of non-fatal car-impact action
1745
1										// Index of after-non-fatal-impact action
1746
5										// Index of fatal falling action
1747
6										// Index of non-fatal falling action
1748
3										// Index of giblets action
1749
7										// Number of actions
1750
// Action #0 - stand there, looking nervous
1751
0,100								// Danger level, percentage chance
1752
0,0									// Initial speed, looping speed
1753
20.0									// Reaction time for this action
1754
 
1755
3									// Number of sequences for this action
1756
90,8							// Max bearing, sequence index
1757
270,4							// Max bearing, sequence index
1758
360,8							// Max bearing, sequence index
1759
// Action #1 - turn frightened and run sike fuck
1760
1,100								// Danger level, percentage chance
1761
0,0.0008							// Initial speed, looping speed
1762
0.05								// Reaction time for this action
1763
1,4002							// Sounds
1764
4									// Number of sequences for this action
1765
90,3							// Max bearing, sequence index
1766
180,1							// Max bearing, sequence index
1767
270,2							// Max bearing, sequence index
1768
360,0							// Max bearing, sequence index
1769
// Action #2 - fatal car collision
1770
1000,0								// Danger level, percentage chance
1771
0,0									// Initial speed, looping speed
1772
 
1773
1,4015							// Sounds
1774
1									// Number of sequences for this action
1775
360,5							// Max bearing, sequence index
1776
// Action #3 - turning into giblets
1777
1000,0								// Danger level, percentage chance
1778
0,0									// Initial speed, looping speed
1779
 
1780
 
1781
1									// Number of sequences for this action
1782
360,6							// Max bearing, sequence index
1783
// Action #4 - non-fatal car collision
1784
1000,0								// Danger level, percentage chance
1785
0,0									// Initial speed, looping speed
1786
 
1787
1,4002							// Sounds
1788
1									// Number of sequences for this action
1789
360,7							// Max bearing, sequence index
1790
// Action #5 - fatal ground collision
1791
1000,0								// Danger level, percentage chance
1792
0,0									// Initial speed, looping speed
1793
 
1794
1,4015							// Sounds
1795
1									// Number of sequences for this action
1796
360,5							// Max bearing, sequence index
1797
// Action #6 - non-fatal ground collision
1798
1000,0								// Danger level, percentage chance
1799
0,0									// Initial speed, looping speed
1800
 
1801
1,4002							// Sounds
1802
1									// Number of sequences for this action
1803
360,7							// Max bearing, sequence index
1804
9										// Number of sequences
1805
// Sequence #0 - turn frightened and run away to their right
1806
collide								// Include this frame in collision calcs
1807
speed								// Frame rate type
1808
0.08,8								// Min frame rate, max frame rate,
1809
4									// Number of initial frames
1810
CAMSHK.PIX
1811
0,0,flipped
1812
CAMSTL.PIX
1813
0,0,flipped
1814
CAMSHK.PIX
1815
0,0,not flipped
1816
CAMTRN.PIX
1817
0,0,not flipped
1818
4									// Number of looping frames
1819
CAMRUNA1.PIX
1820
0,0,flipped
1821
CAMRUNA2.PIX
1822
0,0,flipped
1823
CAMRUNA3.PIX
1824
0,0,flipped
1825
CAMRUNA2.PIX
1826
0,0,flipped
1827
// Sequence #1 - turn frightened and run towards to their left
1828
collide								// Include this frame in collision calcs
1829
speed								// Frame rate type
1830
0.08,8								// Min frame rate, max frame rate,
1831
4									// Number of initial frames
1832
CAMSHK.PIX
1833
0,0,flipped
1834
CAMSTL.PIX
1835
0,0,flipped
1836
CAMSHK.PIX
1837
0,0,not flipped
1838
CAMTRN.PIX
1839
0,0,not flipped
1840
4									// Number of looping frames
1841
CAMRUNT1.PIX
1842
0,0,not flipped
1843
CAMRUNT2.PIX
1844
0,0,not flipped
1845
CAMRUNT3.PIX
1846
0,0,not flipped
1847
CAMRUNT2.PIX
1848
0,0,not flipped
1849
// Sequence #2 - turn frightened and run towards to their right
1850
collide								// Include this frame in collision calcs
1851
speed								// Frame rate type
1852
0.08,8								// Min frame rate, max frame rate,
1853
4									// Number of initial frames
1854
CAMSHK.PIX
1855
0,0,flipped
1856
CAMSTL.PIX
1857
0,0,flipped
1858
CAMSHK.PIX
1859
0,0,not flipped
1860
CAMTRN.PIX
1861
0,0,not flipped
1862
4									// Number of looping frames
1863
CAMRUNT1.PIX
1864
0,0,flipped
1865
CAMRUNT2.PIX
1866
0,0,flipped
1867
CAMRUNT3.PIX
1868
0,0,flipped
1869
CAMRUNT2.PIX
1870
0,0,flipped
1871
// Sequence #3 - turn frightened and run away to their left
1872
collide								// Include this frame in collision calcs
1873
speed								// Frame rate type
1874
0.08,8								// Min frame rate, max frame rate,
1875
4									// Number of initial frames
1876
CAMSHK.PIX
1877
0,0,flipped
1878
CAMSTL.PIX
1879
0,0,flipped
1880
CAMSHK.PIX
1881
0,0,not flipped
1882
CAMTRN.PIX
1883
0,0,not flipped
1884
4									// Number of looping frames
1885
CAMRUNA1.PIX
1886
0,0,not flipped
1887
CAMRUNA2.PIX
1888
0,0,not flipped
1889
CAMRUNA3.PIX
1890
0,0,not flipped
1891
CAMRUNA2.PIX
1892
0,0,not flipped
1893
// Sequence #4 - stationary, sooking from side to side
1894
collide								// Include this frame in collision calcs
1895
variable							// Frame rate type
1896
1,6									// Min frame rate, max frame rate,
1897
 
1898
2									// Number of looping frames
1899
CAMSTL.PIX
1900
0,0,not flipped
1901
CAMSTL.PIX
1902
0,0,flipped
1903
// Sequence #5 - fatal collision with car
1904
don't collide						// Exclude this frame in collision calcs
1905
variable								// Frame rate type
1906
12,12									// Min frame rate, max frame rate,
1907
5									// Number of initial frames
1908
CAMHIT1.PIX
1909
0,0,not flipped
1910
CAMHIT2.PIX
1911
0,0,not flipped
1912
CAMHIT3.PIX
1913
0,0,not flipped
1914
CAMHIT4.PIX
1915
0,0,not flipped
1916
CAMDED.PIX
1917
0,0,not flipped
1918
 
1919
// Sequence #6 - turning into giblets
1920
don't collide						// Exclude this frame in collision calcs
1921
fixed								// Frame rate type
1922
1									// Number of initial frames
1923
CHUNKS.PIX
1924
0,0,not flipped
1925
 
1926
// Sequence #7 - non-fatal collision with car
1927
collide								// Include this frame in collision calcs
1928
variable								// Frame rate type
1929
12,12									// Min frame rate, max frame rate,
1930
2									// Number of initial frames
1931
CAMHIT1.PIX
1932
0,0,not flipped
1933
CAMHIT2.PIX
1934
0,0,not flipped
1935
 
1936
// Sequence #8 - stationary, looking the other way from side to side
1937
collide								// Include this frame in collision calcs
1938
variable							// Frame rate type
1939
1,6									// Min frame rate, max frame rate,
1940
 
1941
2									// Number of looping frames
1942
CAMBAK.PIX
1943
0,0,not flipped
1944
CAMBAK.PIX
1945
0,0,flipped
1946
NEXT PEDESTRIAN
1947
// **************** CW0 2 ****************
1948
9										// Reference number
1949
0.27									// Height
1950
100										// Points value
1951
10										// Hit points
1952
2,4031,4030								// Exploding noises
1953
4040									// Falling noise
1954
0.00002									// Acceleration
1955
1										// Image index
1956
IDENTITY.TAB
1957
CW0.PIX
1958
STDPED.MAT
1959
2										// Index of fatal car-impact action
1960
4										// Index of non-fatal car-impact action
1961
1										// Index of after-non-fatal-impact action
1962
5										// Index of fatal falling action
1963
6										// Index of non-fatal falling action
1964
3										// Index of giblets action
1965
7										// Number of actions
1966
// Action #0 - stand there, looking nervous
1967
0,100								// Danger level, percentage chance
1968
0,0									// Initial speed, looping speed
1969
20.0									// Reaction time for this action
1970
 
1971
1									// Number of sequences for this action
1972
360,4							// Max bearing, sequence index
1973
// Action #1 - turn frightened and run sike fuck
1974
1,100								// Danger level, percentage chance
1975
0,0.0008							// Initial speed, looping speed
1976
0.05								// Reaction time for this action
1977
3,4001,4902,4903							// Sounds
1978
4									// Number of sequences for this action
1979
90,3							// Max bearing, sequence index
1980
180,1							// Max bearing, sequence index
1981
270,2							// Max bearing, sequence index
1982
360,0							// Max bearing, sequence index
1983
// Action #2 - fatal car collision
1984
1000,0								// Danger level, percentage chance
1985
0,0									// Initial speed, looping speed
1986
 
1987
3,4010,4010,4907							// Sounds
1988
1									// Number of sequences for this action
1989
360,5							// Max bearing, sequence index
1990
// Action #3 - turning into giblets
1991
1000,0								// Danger level, percentage chance
1992
0,0									// Initial speed, looping speed
1993
 
1994
 
1995
1									// Number of sequences for this action
1996
360,6							// Max bearing, sequence index
1997
// Action #4 - non-fatal car collision
1998
1000,0								// Danger level, percentage chance
1999
0,0									// Initial speed, looping speed
2000
 
2001
1,4001							// Sounds
2002
1									// Number of sequences for this action
2003
360,7							// Max bearing, sequence index
2004
// Action #5 - fatal ground collision
2005
1000,0								// Danger level, percentage chance
2006
0,0									// Initial speed, looping speed
2007
 
2008
1,4010							// Sounds
2009
1									// Number of sequences for this action
2010
360,5							// Max bearing, sequence index
2011
// Action #6 - non-fatal ground collision
2012
1000,0								// Danger level, percentage chance
2013
0,0									// Initial speed, looping speed
2014
 
2015
1,4001							// Sounds
2016
1									// Number of sequences for this action
2017
360,7							// Max bearing, sequence index
2018
8										// Number of sequences
2019
// Sequence #0 - turn frightened and run away to their right
2020
collide								// Include this frame in collision calcs
2021
speed								// Frame rate type
2022
0.08,8								// Min frame rate, max frame rate,
2023
4									// Number of initial frames
2024
CW0SHK.PIX
2025
0,0,flipped
2026
CW0STL.PIX
2027
0,0,flipped
2028
CW0SHK.PIX
2029
0,0,not flipped
2030
CW0TRN.PIX
2031
0,0,not flipped
2032
4									// Number of looping frames
2033
CW0RUNA1.PIX
2034
0,0,flipped
2035
CW0RUNA2.PIX
2036
0,0,flipped
2037
CW0RUNA3.PIX
2038
0,0,flipped
2039
CW0RUNA2.PIX
2040
0,0,flipped
2041
// Sequence #1 - turn frightened and run towards to their left
2042
collide								// Include this frame in collision calcs
2043
speed								// Frame rate type
2044
0.08,8								// Min frame rate, max frame rate,
2045
4									// Number of initial frames
2046
CW0SHK.PIX
2047
0,0,flipped
2048
CW0STL.PIX
2049
0,0,flipped
2050
CW0SHK.PIX
2051
0,0,not flipped
2052
CW0TRN.PIX
2053
0,0,not flipped
2054
4									// Number of looping frames
2055
CW0RUNT1.PIX
2056
0,0,not flipped
2057
CW0RUNT2.PIX
2058
0,0,not flipped
2059
CW0RUNT3.PIX
2060
0,0,not flipped
2061
CW0RUNT2.PIX
2062
0,0,not flipped
2063
// Sequence #2 - turn frightened and run towards to their right
2064
collide								// Include this frame in collision calcs
2065
speed								// Frame rate type
2066
0.08,8								// Min frame rate, max frame rate,
2067
4									// Number of initial frames
2068
CW0SHK.PIX
2069
0,0,flipped
2070
CW0STL.PIX
2071
0,0,flipped
2072
CW0SHK.PIX
2073
0,0,not flipped
2074
CW0TRN.PIX
2075
0,0,not flipped
2076
4									// Number of looping frames
2077
CW0RUNT1.PIX
2078
0,0,flipped
2079
CW0RUNT2.PIX
2080
0,0,flipped
2081
CW0RUNT3.PIX
2082
0,0,flipped
2083
CW0RUNT2.PIX
2084
0,0,flipped
2085
// Sequence #3 - turn frightened and run away to their left
2086
collide								// Include this frame in collision calcs
2087
speed								// Frame rate type
2088
0.08,8								// Min frame rate, max frame rate,
2089
4									// Number of initial frames
2090
CW0SHK.PIX
2091
0,0,flipped
2092
CW0STL.PIX
2093
0,0,flipped
2094
CW0SHK.PIX
2095
0,0,not flipped
2096
CW0TRN.PIX
2097
0,0,not flipped
2098
4									// Number of looping frames
2099
CW0RUNA1.PIX
2100
0,0,not flipped
2101
CW0RUNA2.PIX
2102
0,0,not flipped
2103
CW0RUNA3.PIX
2104
0,0,not flipped
2105
CW0RUNA2.PIX
2106
0,0,not flipped
2107
// Sequence #4 - stationary, sooking from side to side
2108
collide								// Include this frame in collision calcs
2109
variable							// Frame rate type
2110
1,6									// Min frame rate, max frame rate,
2111
 
2112
2									// Number of looping frames
2113
CW0STL.PIX
2114
0,0,not flipped
2115
CW0STL.PIX
2116
0,0,flipped
2117
// Sequence #5 - fatal collision with car
2118
don't collide						// Exclude this frame in collision calcs
2119
variable								// Frame rate type
2120
12,12									// Min frame rate, max frame rate,
2121
5									// Number of initial frames
2122
CW0HIT1.PIX
2123
0,0,not flipped
2124
CW0HIT2.PIX
2125
0,0,not flipped
2126
CW0HIT3.PIX
2127
0,0,not flipped
2128
CW0HIT4.PIX
2129
0,0,not flipped
2130
CW0DED.PIX
2131
0,0,not flipped
2132
 
2133
// Sequence #6 - turning into giblets
2134
don't collide						// Exclude this frame in collision calcs
2135
fixed								// Frame rate type
2136
1									// Number of initial frames
2137
CHUNKS.PIX
2138
0,0,not flipped
2139
 
2140
// Sequence #7 - non-fatal collision with car
2141
collide								// Include this frame in collision calcs
2142
variable								// Frame rate type
2143
12,12									// Min frame rate, max frame rate,
2144
2									// Number of initial frames
2145
CW0HIT1.PIX
2146
0,0,not flipped
2147
CW0HIT2.PIX
2148
0,0,not flipped
2149
 
2150
NEXT PEDESTRIAN
2151
// **************** CW1 2 ****************
2152
10										// Reference number
2153
0.27									// Height
2154
125										// Points value
2155
15										// Hit points
2156
2,4031,4030								// Exploding noises
2157
4040									// Falling noise
2158
0.00002									// Acceleration
2159
1										// Image index
2160
IDENTITY.TAB
2161
CW1.PIX
2162
STDPED.MAT
2163
2										// Index of fatal car-impact action
2164
4										// Index of non-fatal car-impact action
2165
1										// Index of after-non-fatal-impact action
2166
5										// Index of fatal falling action
2167
6										// Index of non-fatal falling action
2168
3										// Index of giblets action
2169
7										// Number of actions
2170
// Action #0 - stand there, looking nervous
2171
0,100								// Danger level, percentage chance
2172
0,0									// Initial speed, looping speed
2173
20.0									// Reaction time for this action
2174
 
2175
1									// Number of sequences for this action
2176
360,4							// Max bearing, sequence index
2177
// Action #1 - turn frightened and run sike fuck
2178
1,100								// Danger level, percentage chance
2179
0,0.0008							// Initial speed, looping speed
2180
0.05								// Reaction time for this action
2181
3,4000,4902,4000							// Sounds
2182
4									// Number of sequences for this action
2183
90,3							// Max bearing, sequence index
2184
180,2							// Max bearing, sequence index
2185
270,1							// Max bearing, sequence index
2186
360,0							// Max bearing, sequence index
2187
// Action #2 - fatal car collision
2188
1000,0								// Danger level, percentage chance
2189
0,0									// Initial speed, looping speed
2190
 
2191
2,4011,4907							// Sounds
2192
1									// Number of sequences for this action
2193
360,5							// Max bearing, sequence index
2194
// Action #3 - turning into giblets
2195
1000,0								// Danger level, percentage chance
2196
0,0									// Initial speed, looping speed
2197
 
2198
 
2199
1									// Number of sequences for this action
2200
360,6							// Max bearing, sequence index
2201
// Action #4 - non-fatal car collision
2202
1000,0								// Danger level, percentage chance
2203
0,0									// Initial speed, looping speed
2204
 
2205
1,4000							// Sounds
2206
1									// Number of sequences for this action
2207
360,7							// Max bearing, sequence index
2208
// Action #5 - fatal ground collision
2209
1000,0								// Danger level, percentage chance
2210
0,0									// Initial speed, looping speed
2211
 
2212
1,4011							// Sounds
2213
1									// Number of sequences for this action
2214
360,5							// Max bearing, sequence index
2215
// Action #6 - non-fatal ground collision
2216
1000,0								// Danger level, percentage chance
2217
0,0									// Initial speed, looping speed
2218
 
2219
1,4000							// Sounds
2220
1									// Number of sequences for this action
2221
360,7							// Max bearing, sequence index
2222
8										// Number of sequences
2223
// Sequence #0 - turn frightened and run away to their right
2224
collide								// Include this frame in collision calcs
2225
speed								// Frame rate type
2226
0.10,8								// Min frame rate, max frame rate,
2227
4									// Number of initial frames
2228
CW1SHK.PIX
2229
0,0,flipped
2230
CW1STL.PIX
2231
0,0,flipped
2232
CW1SHK.PIX
2233
0,0,not flipped
2234
CW1TRN.PIX
2235
0,0,not flipped
2236
4									// Number of looping frames
2237
CW1RUNA1.PIX
2238
0,0,flipped
2239
CW1RUNA2.PIX
2240
0,0,flipped
2241
CW1RUNA3.PIX
2242
0,0,flipped
2243
CW1RUNA2.PIX
2244
0,0,flipped
2245
// Sequence #1 - turn frightened and run towards to their left
2246
collide								// Include this frame in collision calcs
2247
speed								// Frame rate type
2248
0.10,8								// Min frame rate, max frame rate,
2249
4									// Number of initial frames
2250
CW1SHK.PIX
2251
0,0,flipped
2252
CW1STL.PIX
2253
0,0,flipped
2254
CW1SHK.PIX
2255
0,0,not flipped
2256
CW1TRN.PIX
2257
0,0,not flipped
2258
4									// Number of looping frames
2259
CW1RUNT1.PIX
2260
0,0,not flipped
2261
CW1RUNT2.PIX
2262
0,0,not flipped
2263
CW1RUNT3.PIX
2264
0,0,not flipped
2265
CW1RUNT2.PIX
2266
0,0,not flipped
2267
// Sequence #2 - turn frightened and run towards to their right
2268
collide								// Include this frame in collision calcs
2269
speed								// Frame rate type
2270
0.10,8								// Min frame rate, max frame rate,
2271
4									// Number of initial frames
2272
CW1SHK.PIX
2273
0,0,flipped
2274
CW1STL.PIX
2275
0,0,flipped
2276
CW1SHK.PIX
2277
0,0,not flipped
2278
CW1TRN.PIX
2279
0,0,not flipped
2280
4									// Number of looping frames
2281
CW1RUNT1.PIX
2282
0,0,flipped
2283
CW1RUNT2.PIX
2284
0,0,flipped
2285
CW1RUNT3.PIX
2286
0,0,flipped
2287
CW1RUNT2.PIX
2288
0,0,flipped
2289
// Sequence #3 - turn frightened and run away to their left
2290
collide								// Include this frame in collision calcs
2291
speed								// Frame rate type
2292
0.10,8								// Min frame rate, max frame rate,
2293
4									// Number of initial frames
2294
CW1SHK.PIX
2295
0,0,flipped
2296
CW1STL.PIX
2297
0,0,flipped
2298
CW1SHK.PIX
2299
0,0,not flipped
2300
CW1TRN.PIX
2301
0,0,not flipped
2302
4									// Number of looping frames
2303
CW1RUNA1.PIX
2304
0,0,not flipped
2305
CW1RUNA2.PIX
2306
0,0,not flipped
2307
CW1RUNA3.PIX
2308
0,0,not flipped
2309
CW1RUNA2.PIX
2310
0,0,not flipped
2311
// Sequence #4 - stationary, sooking from side to side
2312
collide								// Include this frame in collision calcs
2313
variable							// Frame rate type
2314
1,6									// Min frame rate, max frame rate,
2315
 
2316
2									// Number of looping frames
2317
CW1STL.PIX
2318
0,0,not flipped
2319
CW1STL.PIX
2320
0,0,flipped
2321
// Sequence #5 - fatal collision with car
2322
don't collide						// Exclude this frame in collision calcs
2323
variable								// Frame rate type
2324
12,12									// Min frame rate, max frame rate,
2325
5									// Number of initial frames
2326
CW1HIT1.PIX
2327
0,0,not flipped
2328
CW1HIT2.PIX
2329
0,0,not flipped
2330
CW1HIT3.PIX
2331
0,0,not flipped
2332
CW1HIT4.PIX
2333
0,0,not flipped
2334
CW1DED.PIX
2335
0,0,not flipped
2336
 
2337
// Sequence #6 - turning into giblets
2338
don't collide						// Exclude this frame in collision calcs
2339
fixed								// Frame rate type
2340
1									// Number of initial frames
2341
CHUNKS.PIX
2342
0,0,not flipped
2343
 
2344
// Sequence #7 - non-fatal collision with car
2345
collide								// Include this frame in collision calcs
2346
variable								// Frame rate type
2347
12,12									// Min frame rate, max frame rate,
2348
2									// Number of initial frames
2349
CW1HIT1.PIX
2350
0,0,not flipped
2351
CW1HIT2.PIX
2352
0,0,not flipped
2353
 
2354
NEXT PEDESTRIAN
2355
// **************** CW3 2 ****************
2356
11										// Reference number
2357
0.25									// Height
2358
110										// Points value
2359
10										// Hit points
2360
2,4031,4030								// Exploding noises
2361
4040									// Falling noise
2362
0.00002									// Acceleration
2363
1										// Image index
2364
IDENTITY.TAB
2365
CW3.PIX
2366
STDPED.MAT
2367
2										// Index of fatal car-impact action
2368
4										// Index of non-fatal car-impact action
2369
1										// Index of after-non-fatal-impact action
2370
5										// Index of fatal falling action
2371
6										// Index of non-fatal falling action
2372
3										// Index of giblets action
2373
7										// Number of actions
2374
// Action #0 - stand there, looking nervous
2375
0,100								// Danger level, percentage chance
2376
0,0									// Initial speed, looping speed
2377
20.0									// Reaction time for this action
2378
 
2379
1									// Number of sequences for this action
2380
360,4							// Max bearing, sequence index
2381
// Action #1 - turn frightened and run sike fuck
2382
1,100								// Danger level, percentage chance
2383
0,0.0008							// Initial speed, looping speed
2384
0.05								// Reaction time for this action
2385
2,4000,4910							// Sounds
2386
4									// Number of sequences for this action
2387
90,0							// Max bearing, sequence index
2388
180,2							// Max bearing, sequence index
2389
270,1							// Max bearing, sequence index
2390
360,3							// Max bearing, sequence index
2391
// Action #2 - fatal car collision
2392
1000,0								// Danger level, percentage chance
2393
0,0									// Initial speed, looping speed
2394
 
2395
3,4010,4010,4907							// Sounds
2396
1									// Number of sequences for this action
2397
360,5							// Max bearing, sequence index
2398
// Action #3 - turning into giblets
2399
1000,0								// Danger level, percentage chance
2400
0,0									// Initial speed, looping speed
2401
 
2402
 
2403
1									// Number of sequences for this action
2404
360,6							// Max bearing, sequence index
2405
// Action #4 - non-fatal car collision
2406
1000,0								// Danger level, percentage chance
2407
0,0									// Initial speed, looping speed
2408
 
2409
1,4000							// Sounds
2410
1									// Number of sequences for this action
2411
360,7							// Max bearing, sequence index
2412
// Action #5 - fatal ground collision
2413
1000,0								// Danger level, percentage chance
2414
0,0									// Initial speed, looping speed
2415
 
2416
1,4010							// Sounds
2417
1									// Number of sequences for this action
2418
360,5							// Max bearing, sequence index
2419
// Action #6 - non-fatal ground collision
2420
1000,0								// Danger level, percentage chance
2421
0,0									// Initial speed, looping speed
2422
 
2423
1,4000							// Sounds
2424
1									// Number of sequences for this action
2425
360,7							// Max bearing, sequence index
2426
8										// Number of sequences
2427
// Sequence #0 - turn frightened and run away to their right
2428
collide								// Include this frame in collision calcs
2429
speed								// Frame rate type
2430
0.08,8								// Min frame rate, max frame rate,
2431
4									// Number of initial frames
2432
CW3SHK.PIX
2433
0,0,flipped
2434
CW3STL.PIX
2435
0,0,flipped
2436
CW3SHK.PIX
2437
0,0,not flipped
2438
CW3TRN.PIX
2439
0,0,not flipped
2440
4									// Number of looping frames
2441
CW3RUNA1.PIX
2442
0,0,flipped
2443
CW3RUNA2.PIX
2444
0,0,flipped
2445
CW3RUNA3.PIX
2446
0,0,flipped
2447
CW3RUNA2.PIX
2448
0,0,flipped
2449
// Sequence #1 - turn frightened and run towards to their left
2450
collide								// Include this frame in collision calcs
2451
speed								// Frame rate type
2452
0.08,8								// Min frame rate, max frame rate,
2453
4									// Number of initial frames
2454
CW3SHK.PIX
2455
0,0,flipped
2456
CW3STL.PIX
2457
0,0,flipped
2458
CW3SHK.PIX
2459
0,0,not flipped
2460
CW3TRN.PIX
2461
0,0,not flipped
2462
4									// Number of looping frames
2463
CW3RUNT1.PIX
2464
0,0,not flipped
2465
CW3RUNT2.PIX
2466
0,0,not flipped
2467
CW3RUNT3.PIX
2468
0,0,not flipped
2469
CW3RUNT2.PIX
2470
0,0,not flipped
2471
// Sequence #2 - turn frightened and run towards to their right
2472
collide								// Include this frame in collision calcs
2473
speed								// Frame rate type
2474
0.08,8								// Min frame rate, max frame rate,
2475
4									// Number of initial frames
2476
CW3SHK.PIX
2477
0,0,flipped
2478
CW3STL.PIX
2479
0,0,flipped
2480
CW3SHK.PIX
2481
0,0,not flipped
2482
CW3TRN.PIX
2483
0,0,not flipped
2484
4									// Number of looping frames
2485
CW3RUNT1.PIX
2486
0,0,flipped
2487
CW3RUNT2.PIX
2488
0,0,flipped
2489
CW3RUNT3.PIX
2490
0,0,flipped
2491
CW3RUNT2.PIX
2492
0,0,flipped
2493
// Sequence #3 - turn frightened and run away to their left
2494
collide								// Include this frame in collision calcs
2495
speed								// Frame rate type
2496
0.08,8								// Min frame rate, max frame rate,
2497
4									// Number of initial frames
2498
CW3SHK.PIX
2499
0,0,flipped
2500
CW3STL.PIX
2501
0,0,flipped
2502
CW3SHK.PIX
2503
0,0,not flipped
2504
CW3TRN.PIX
2505
0,0,not flipped
2506
4									// Number of looping frames
2507
CW3RUNA1.PIX
2508
0,0,not flipped
2509
CW3RUNA2.PIX
2510
0,0,not flipped
2511
CW3RUNA3.PIX
2512
0,0,not flipped
2513
CW3RUNA2.PIX
2514
0,0,not flipped
2515
// Sequence #4 - stationary, sooking from side to side
2516
collide								// Include this frame in collision calcs
2517
variable							// Frame rate type
2518
1,6									// Min frame rate, max frame rate,
2519
 
2520
2									// Number of looping frames
2521
CW3STL.PIX
2522
0,0,not flipped
2523
CW3STL.PIX
2524
0,0,flipped
2525
// Sequence #5 - fatal collision with car
2526
don't collide						// Exclude this frame in collision calcs
2527
variable								// Frame rate type
2528
12,12									// Min frame rate, max frame rate,
2529
5									// Number of initial frames
2530
CW3HIT1.PIX
2531
0,0,not flipped
2532
CW3HIT2.PIX
2533
0,0,not flipped
2534
CW3HIT3.PIX
2535
0,0,not flipped
2536
CW3HIT4.PIX
2537
0,0,not flipped
2538
CW3DED.PIX
2539
0,0,not flipped
2540
 
2541
// Sequence #6 - turning into giblets
2542
don't collide						// Exclude this frame in collision calcs
2543
fixed								// Frame rate type
2544
1									// Number of initial frames
2545
CHUNKS.PIX
2546
0,0,not flipped
2547
 
2548
// Sequence #7 - non-fatal collision with car
2549
collide								// Include this frame in collision calcs
2550
variable								// Frame rate type
2551
12,12									// Min frame rate, max frame rate,
2552
2									// Number of initial frames
2553
CW3HIT1.PIX
2554
0,0,not flipped
2555
CW3HIT2.PIX
2556
0,0,not flipped
2557
 
2558
NEXT PEDESTRIAN
2559
// **************** FLAG WAVEY BASTARD MAN ****************
2560
99										// Reference number
2561
0.325									// Height
2562
1000										// Points value
2563
20										// Hit points
2564
2,4031,4030								// Exploding noises
2565
4040									// Falling noise
2566
0.00002									// Acceleration
2567
1										// Image index
2568
IDENTITY.TAB
2569
FLG.PIX
2570
STDPED.MAT
2571
2										// Index of fatal car-impact action
2572
4										// Index of non-fatal car-impact action
2573
1										// Index of after-non-fatal-impact action
2574
5										// Index of fatal falling action
2575
6										// Index of non-fatal falling action
2576
3										// Index of giblets action
2577
8										// Number of actions
2578
// Action #0 - stand there, looking nervous
2579
0,100								// Danger level, percentage chance
2580
0,0									// Initial speed, looping speed
2581
20.0									// Reaction time for this action
2582
 
2583
1									// Number of sequences for this action
2584
360,4							// Max bearing, sequence index
2585
// Action #1 - turn frightened and run sike fuck
2586
7,100								// Danger level, percentage chance
2587
0,0.0008							// Initial speed, looping speed
2588
0.05								// Reaction time for this action
2589
2,4000,4902							// Sounds
2590
4									// Number of sequences for this action
2591
90,0							// Max bearing, sequence index
2592
180,2							// Max bearing, sequence index
2593
270,1							// Max bearing, sequence index
2594
360,3							// Max bearing, sequence index
2595
// Action #2 - fatal car collision
2596
1000,0								// Danger level, percentage chance
2597
0,0									// Initial speed, looping speed
2598
 
2599
2,4010,4907							// Sounds
2600
1									// Number of sequences for this action
2601
360,5							// Max bearing, sequence index
2602
// Action #3 - turning into giblets
2603
1000,0								// Danger level, percentage chance
2604
0,0									// Initial speed, looping speed
2605
 
2606
 
2607
1									// Number of sequences for this action
2608
360,6							// Max bearing, sequence index
2609
// Action #4 - non-fatal car collision
2610
1000,0								// Danger level, percentage chance
2611
0,0									// Initial speed, looping speed
2612
 
2613
1,4000							// Sounds
2614
1									// Number of sequences for this action
2615
360,7							// Max bearing, sequence index
2616
// Action #5 - fatal ground collision
2617
1000,0								// Danger level, percentage chance
2618
0,0									// Initial speed, looping speed
2619
 
2620
1,4010							// Sounds
2621
1									// Number of sequences for this action
2622
360,5							// Max bearing, sequence index
2623
// Action #6 - non-fatal ground collision
2624
1000,0								// Danger level, percentage chance
2625
0,0									// Initial speed, looping speed
2626
 
2627
1,4000							// Sounds
2628
1									// Number of sequences for this action
2629
360,7							// Max bearing, sequence index
2630
// Action #7 - wave that flag baby.....
2631
1000,0								// Danger level, percentage chance
2632
0,0									// Initial speed, looping speed
2633
 
2634
 
2635
1									// Number of sequences for this action
2636
360,8							// Max bearing, sequence index
2637
9										// Number of sequences
2638
// Sequence #0 - turn frightened and run away to their right
2639
collide								// Include this frame in collision calcs
2640
speed								// Frame rate type
2641
0.08,8								// Min frame rate, max frame rate,
2642
3									// Number of initial frames
2643
FLGSHK.PIX
2644
0,0,flipped
2645
FLGSTL1.PIX
2646
0,0,flipped
2647
FLGSHK.PIX
2648
0,0,not flipped
2649
4									// Number of looping frames
2650
FLGRUNA1.PIX
2651
0,0,not flipped
2652
FLGRUNA2.PIX
2653
0,0,not flipped
2654
FLGRUNA3.PIX
2655
0,0,not flipped
2656
FLGRUNA2.PIX
2657
0,0,not flipped
2658
// Sequence #1 - turn frightened and run towards to their left
2659
collide								// Include this frame in collision calcs
2660
speed								// Frame rate type
2661
0.08,8								// Min frame rate, max frame rate,
2662
3									// Number of initial frames
2663
FLGSHK.PIX
2664
0,0,flipped
2665
FLGSTL1.PIX
2666
0,0,flipped
2667
FLGSHK.PIX
2668
0,0,not flipped
2669
4									// Number of looping frames
2670
FLGRUNT1.PIX
2671
0,0,flipped
2672
FLGRUNT2.PIX
2673
0,0,flipped
2674
FLGRUNT3.PIX
2675
0,0,flipped
2676
FLGRUNT2.PIX
2677
0,0,flipped
2678
// Sequence #2 - turn frightened and run towards to their right
2679
collide								// Include this frame in collision calcs
2680
speed								// Frame rate type
2681
0.08,8								// Min frame rate, max frame rate,
2682
3									// Number of initial frames
2683
FLGSHK.PIX
2684
0,0,flipped
2685
FLGSTL1.PIX
2686
0,0,flipped
2687
FLGSHK.PIX
2688
0,0,not flipped
2689
4									// Number of looping frames
2690
FLGRUNT1.PIX
2691
0,0,not flipped
2692
FLGRUNT2.PIX
2693
0,0,not flipped
2694
FLGRUNT3.PIX
2695
0,0,not flipped
2696
FLGRUNT2.PIX
2697
0,0,not flipped
2698
// Sequence #3 - turn frightened and run away to their left
2699
collide								// Include this frame in collision calcs
2700
speed								// Frame rate type
2701
0.08,8								// Min frame rate, max frame rate,
2702
3									// Number of initial frames
2703
FLGSHK.PIX
2704
0,0,flipped
2705
FLGSTL1.PIX
2706
0,0,flipped
2707
FLGSHK.PIX
2708
0,0,not flipped
2709
4									// Number of looping frames
2710
FLGRUNA1.PIX
2711
0,0,flipped
2712
FLGRUNA2.PIX
2713
0,0,flipped
2714
FLGRUNA3.PIX
2715
0,0,flipped
2716
FLGRUNA2.PIX
2717
0,0,flipped
2718
// Sequence #4 - stationary, sooking from side to side
2719
collide								// Include this frame in collision calcs
2720
variable							// Frame rate type
2721
1,6									// Min frame rate, max frame rate,
2722
 
2723
2									// Number of looping frames
2724
FLGSTL1.PIX
2725
0,0,flipped
2726
FLGSTL2.PIX
2727
0,0,flipped
2728
// Sequence #5 - fatal collision with car
2729
don't collide						// Exclude this frame in collision calcs
2730
variable							// Frame rate type
2731
9,10									// Min frame rate, max frame rate,
2732
4									// Number of initial frames
2733
FLGHIT1.PIX
2734
0,0,not flipped
2735
FLGHIT2.PIX
2736
0,0,not flipped
2737
FLGHIT3.PIX
2738
0,0,not flipped
2739
FLGHIT4.PIX
2740
0,0,not flipped
2741
2									// Number of looping frames
2742
FLGDED1.PIX
2743
0,0,not flipped
2744
FLGDED2.PIX
2745
0,0,not flipped
2746
// Sequence #6 - turning into giblets
2747
don't collide						// Exclude this frame in collision calcs
2748
fixed								// Frame rate type
2749
1									// Number of initial frames
2750
CHUNKS.PIX
2751
0,0,not flipped
2752
 
2753
// Sequence #7 - non-fatal collision with car
2754
collide								// Include this frame in collision calcs
2755
variable								// Frame rate type
2756
12,12									// Min frame rate, max frame rate,
2757
2									// Number of initial frames
2758
FLGHIT1.PIX
2759
0,0,not flipped
2760
FLGHIT2.PIX
2761
0,0,not flipped
2762
 
2763
// Sequence #8 - flag waving jobby bastard
2764
collide								// Include this frame in collision calcs
2765
variable							// Frame rate type
2766
9,10									// Min frame rate, max frame rate,
2767
 
2768
4									// Number of looping frames
2769
FLGWAV1.PIX
2770
0,0,not flipped
2771
FLGWAV2.PIX
2772
0,0,not flipped
2773
FLGWAV3.PIX
2774
0.07,0,not flipped
2775
FLGWAV4.PIX
2776
0.07,0,not flipped
2777
NEXT PEDESTRIAN
2778
// **************** NIK 2 ****************
2779
51										// Reference number
2780
0.24									// Height
2781
200										// Points value
2782
10										// Hit points
2783
2,4031,4030								// Exploding noises
2784
4003										// Falling noise
2785
0.00002									// Acceleration
2786
1										// Image index
2787
IDENTITY.TAB
2788
NIK.PIX
2789
STDPED.MAT
2790
2										// Index of fatal car-impact action
2791
4										// Index of non-fatal car-impact action
2792
1										// Index of after-non-fatal-impact action
2793
5										// Index of fatal falling action
2794
6										// Index of non-fatal falling action
2795
3										// Index of giblets action
2796
7										// Number of actions
2797
// Action #0 - stand there, looking nervous
2798
0,100								// Danger level, percentage chance
2799
0,0									// Initial speed, looping speed
2800
20.0									// Reaction time for this action
2801
 
2802
3									// Number of sequences for this action
2803
90,8							// Max bearing, sequence index
2804
270,4							// Max bearing, sequence index
2805
360,8							// Max bearing, sequence index
2806
// Action #1 - turn frightened and run sike fuck
2807
1,100								// Danger level, percentage chance
2808
0,0.0008							// Initial speed, looping speed
2809
0.05								// Reaction time for this action
2810
3,4002,4904,4905							// Sounds
2811
4									// Number of sequences for this action
2812
90,3							// Max bearing, sequence index
2813
180,1							// Max bearing, sequence index
2814
270,2							// Max bearing, sequence index
2815
360,0							// Max bearing, sequence index
2816
// Action #2 - fatal car collision
2817
1000,0								// Danger level, percentage chance
2818
0,0									// Initial speed, looping speed
2819
 
2820
1,4012							// Sounds
2821
1									// Number of sequences for this action
2822
360,5							// Max bearing, sequence index
2823
// Action #3 - turning into giblets
2824
1000,0								// Danger level, percentage chance
2825
0,0									// Initial speed, looping speed
2826
 
2827
 
2828
1									// Number of sequences for this action
2829
360,6							// Max bearing, sequence index
2830
// Action #4 - non-fatal car collision
2831
1000,0								// Danger level, percentage chance
2832
0,0									// Initial speed, looping speed
2833
 
2834
1,4002							// Sounds
2835
1									// Number of sequences for this action
2836
360,7							// Max bearing, sequence index
2837
// Action #5 - fatal ground collision
2838
1000,0								// Danger level, percentage chance
2839
0,0									// Initial speed, looping speed
2840
 
2841
1,4012							// Sounds
2842
1									// Number of sequences for this action
2843
360,5							// Max bearing, sequence index
2844
// Action #6 - non-fatal ground collision
2845
1000,0								// Danger level, percentage chance
2846
0,0									// Initial speed, looping speed
2847
 
2848
1,4002							// Sounds
2849
1									// Number of sequences for this action
2850
360,7							// Max bearing, sequence index
2851
9										// Number of sequences
2852
// Sequence #0 - turn frightened and run away to their right
2853
collide								// Include this frame in collision calcs
2854
speed								// Frame rate type
2855
0.08,8								// Min frame rate, max frame rate,
2856
4									// Number of initial frames
2857
NIKSHK.PIX
2858
0,0,flipped
2859
NIKSTL.PIX
2860
0,0,flipped
2861
NIKSHK.PIX
2862
0,0,not flipped
2863
NIKTRN.PIX
2864
0,0,not flipped
2865
4									// Number of looping frames
2866
NIKRUNA1.PIX
2867
0,0,flipped
2868
NIKRUNA2.PIX
2869
0,0,flipped
2870
NIKRUNA3.PIX
2871
0,0,flipped
2872
NIKRUNA2.PIX
2873
0,0,flipped
2874
// Sequence #1 - turn frightened and run towards to their left
2875
collide								// Include this frame in collision calcs
2876
speed								// Frame rate type
2877
0.08,8								// Min frame rate, max frame rate,
2878
4									// Number of initial frames
2879
NIKSHK.PIX
2880
0,0,flipped
2881
NIKSTL.PIX
2882
0,0,flipped
2883
NIKSHK.PIX
2884
0,0,not flipped
2885
NIKTRN.PIX
2886
0,0,not flipped
2887
4									// Number of looping frames
2888
NIKRUNT1.PIX
2889
0,0,not flipped
2890
NIKRUNT2.PIX
2891
0,0,not flipped
2892
NIKRUNT3.PIX
2893
0,0,not flipped
2894
NIKRUNT2.PIX
2895
0,0,not flipped
2896
// Sequence #2 - turn frightened and run towards to their right
2897
collide								// Include this frame in collision calcs
2898
speed								// Frame rate type
2899
0.08,8								// Min frame rate, max frame rate,
2900
4									// Number of initial frames
2901
NIKSHK.PIX
2902
0,0,flipped
2903
NIKSTL.PIX
2904
0,0,flipped
2905
NIKSHK.PIX
2906
0,0,not flipped
2907
NIKTRN.PIX
2908
0,0,not flipped
2909
4									// Number of looping frames
2910
NIKRUNT1.PIX
2911
0,0,flipped
2912
NIKRUNT2.PIX
2913
0,0,flipped
2914
NIKRUNT3.PIX
2915
0,0,flipped
2916
NIKRUNT2.PIX
2917
0,0,flipped
2918
// Sequence #3 - turn frightened and run away to their left
2919
collide								// Include this frame in collision calcs
2920
speed								// Frame rate type
2921
0.08,8								// Min frame rate, max frame rate,
2922
4									// Number of initial frames
2923
NIKSHK.PIX
2924
0,0,flipped
2925
NIKSTL.PIX
2926
0,0,flipped
2927
NIKSHK.PIX
2928
0,0,not flipped
2929
NIKTRN.PIX
2930
0,0,not flipped
2931
4									// Number of looping frames
2932
NIKRUNA1.PIX
2933
0,0,not flipped
2934
NIKRUNA2.PIX
2935
0,0,not flipped
2936
NIKRUNA3.PIX
2937
0,0,not flipped
2938
NIKRUNA2.PIX
2939
0,0,not flipped
2940
// Sequence #4 - stationary, sooking from side to side
2941
collide								// Include this frame in collision calcs
2942
variable							// Frame rate type
2943
1,6									// Min frame rate, max frame rate,
2944
 
2945
2									// Number of looping frames
2946
NIKSTL.PIX
2947
0,0,not flipped
2948
NIKSTL.PIX
2949
0,0,flipped
2950
// Sequence #5 - fatal collision with car
2951
don't collide						// Exclude this frame in collision calcs
2952
variable								// Frame rate type
2953
12,12									// Min frame rate, max frame rate,
2954
5									// Number of initial frames
2955
NIKHIT1.PIX
2956
0,0,not flipped
2957
NIKHIT2.PIX
2958
0,0,not flipped
2959
NIKHIT3.PIX
2960
0,0,not flipped
2961
NIKHIT4.PIX
2962
0,0,not flipped
2963
NIKDED.PIX
2964
0,0,not flipped
2965
 
2966
// Sequence #6 - turning into giblets
2967
don't collide						// Exclude this frame in collision calcs
2968
fixed								// Frame rate type
2969
1									// Number of initial frames
2970
CHUNKS.PIX
2971
0,0,not flipped
2972
 
2973
// Sequence #7 - non-fatal collision with car
2974
collide								// Include this frame in collision calcs
2975
variable								// Frame rate type
2976
12,12									// Min frame rate, max frame rate,
2977
2									// Number of initial frames
2978
NIKHIT1.PIX
2979
0,0,not flipped
2980
NIKHIT2.PIX
2981
0,0,not flipped
2982
 
2983
// Sequence #8 - stationary, looking the other way from side to side
2984
collide								// Include this frame in collision calcs
2985
variable							// Frame rate type
2986
1,6									// Min frame rate, max frame rate,
2987
 
2988
2									// Number of looping frames
2989
NIKBAK.PIX
2990
0,0,not flipped
2991
NIKBAK.PIX
2992
0,0,flipped
2993
NEXT PEDESTRIAN
2994
// **************** BUS 2 ****************
2995
52										// Reference number
2996
0.27									// Height
2997
100										// Points value
2998
10										// Hit points
2999
2,4031,4030								// Exploding noises
3000
4040									// Falling noise
3001
0.00002									// Acceleration
3002
1										// Image index
3003
IDENTITY.TAB
3004
BUS.PIX
3005
STDPED.MAT
3006
2										// Index of fatal car-impact action
3007
4										// Index of non-fatal car-impact action
3008
1										// Index of after-non-fatal-impact action
3009
5										// Index of fatal falling action
3010
6										// Index of non-fatal falling action
3011
3										// Index of giblets action
3012
7										// Number of actions
3013
// Action #0 - stand there, looking nervous
3014
0,100								// Danger level, percentage chance
3015
0,0									// Initial speed, looping speed
3016
20.0									// Reaction time for this action
3017
 
3018
3									// Number of sequences for this action
3019
90,8							// Max bearing, sequence index
3020
270,4							// Max bearing, sequence index
3021
360,8							// Max bearing, sequence index
3022
// Action #1 - turn frightened and run sike fuck
3023
1,100								// Danger level, percentage chance
3024
0,0.0008							// Initial speed, looping speed
3025
0.05								// Reaction time for this action
3026
1,4003							// Sounds
3027
4									// Number of sequences for this action
3028
90,0							// Max bearing, sequence index
3029
180,1							// Max bearing, sequence index
3030
270,2							// Max bearing, sequence index
3031
360,3							// Max bearing, sequence index
3032
// Action #2 - fatal car collision
3033
1000,0								// Danger level, percentage chance
3034
0,0									// Initial speed, looping speed
3035
 
3036
1,4013							// Sounds
3037
1									// Number of sequences for this action
3038
360,5							// Max bearing, sequence index
3039
// Action #3 - turning into giblets
3040
1000,0								// Danger level, percentage chance
3041
0,0									// Initial speed, looping speed
3042
 
3043
 
3044
1									// Number of sequences for this action
3045
360,6							// Max bearing, sequence index
3046
// Action #4 - non-fatal car collision
3047
1000,0								// Danger level, percentage chance
3048
0,0									// Initial speed, looping speed
3049
 
3050
1,4003							// Sounds
3051
1									// Number of sequences for this action
3052
360,7							// Max bearing, sequence index
3053
// Action #5 - fatal ground collision
3054
1000,0								// Danger level, percentage chance
3055
0,0									// Initial speed, looping speed
3056
 
3057
1,4013							// Sounds
3058
1									// Number of sequences for this action
3059
360,5							// Max bearing, sequence index
3060
// Action #6 - non-fatal ground collision
3061
1000,0								// Danger level, percentage chance
3062
0,0									// Initial speed, looping speed
3063
 
3064
1,4003							// Sounds
3065
1									// Number of sequences for this action
3066
360,7							// Max bearing, sequence index
3067
9										// Number of sequences
3068
// Sequence #0 - turn frightened and run away to their right
3069
collide								// Include this frame in collision calcs
3070
speed								// Frame rate type
3071
0.06,8								// Min frame rate, max frame rate,
3072
4									// Number of initial frames
3073
BUSSHK.PIX
3074
0,0,flipped
3075
BUSSTL.PIX
3076
0,0,flipped
3077
BUSSHK.PIX
3078
0,0,not flipped
3079
BUSTRN.PIX
3080
0,0,not flipped
3081
4									// Number of looping frames
3082
BUSRUNA1.PIX
3083
0,0,flipped
3084
BUSRUNA2.PIX
3085
0,0,flipped
3086
BUSRUNA3.PIX
3087
0,0,flipped
3088
BUSRUNA2.PIX
3089
0,0,flipped
3090
// Sequence #1 - turn frightened and run towards to their left
3091
collide								// Include this frame in collision calcs
3092
speed								// Frame rate type
3093
0.06,8								// Min frame rate, max frame rate,
3094
4									// Number of initial frames
3095
BUSSHK.PIX
3096
0,0,flipped
3097
BUSSTL.PIX
3098
0,0,flipped
3099
BUSSHK.PIX
3100
0,0,not flipped
3101
BUSTRN.PIX
3102
0,0,not flipped
3103
4									// Number of looping frames
3104
BUSRUNT1.PIX
3105
0,0,not flipped
3106
BUSRUNT2.PIX
3107
0,0,not flipped
3108
BUSRUNT3.PIX
3109
0,0,not flipped
3110
BUSRUNT2.PIX
3111
0,0,not flipped
3112
// Sequence #2 - turn frightened and run towards to their right
3113
collide								// Include this frame in collision calcs
3114
speed								// Frame rate type
3115
0.06,8								// Min frame rate, max frame rate,
3116
4									// Number of initial frames
3117
BUSSHK.PIX
3118
0,0,flipped
3119
BUSSTL.PIX
3120
0,0,flipped
3121
BUSSHK.PIX
3122
0,0,not flipped
3123
BUSTRN.PIX
3124
0,0,not flipped
3125
4									// Number of looping frames
3126
BUSRUNT1.PIX
3127
0,0,flipped
3128
BUSRUNT2.PIX
3129
0,0,flipped
3130
BUSRUNT3.PIX
3131
0,0,flipped
3132
BUSRUNT2.PIX
3133
0,0,flipped
3134
// Sequence #3 - turn frightened and run away to their left
3135
collide								// Include this frame in collision calcs
3136
speed								// Frame rate type
3137
0.06,8								// Min frame rate, max frame rate,
3138
4									// Number of initial frames
3139
BUSSHK.PIX
3140
0,0,flipped
3141
BUSSTL.PIX
3142
0,0,flipped
3143
BUSSHK.PIX
3144
0,0,not flipped
3145
BUSTRN.PIX
3146
0,0,not flipped
3147
4									// Number of looping frames
3148
BUSRUNA1.PIX
3149
0,0,not flipped
3150
BUSRUNA2.PIX
3151
0,0,not flipped
3152
BUSRUNA3.PIX
3153
0,0,not flipped
3154
BUSRUNA2.PIX
3155
0,0,not flipped
3156
// Sequence #4 - stationary, sooking from side to side
3157
collide								// Include this frame in collision calcs
3158
variable							// Frame rate type
3159
1,6									// Min frame rate, max frame rate,
3160
 
3161
2									// Number of looping frames
3162
BUSSTL.PIX
3163
0,0,not flipped
3164
BUSSTL.PIX
3165
0,0,flipped
3166
// Sequence #5 - fatal collision with car
3167
don't collide						// Exclude this frame in collision calcs
3168
variable								// Frame rate type
3169
12,12									// Min frame rate, max frame rate,
3170
5									// Number of initial frames
3171
BUSHIT1.PIX
3172
0,0,not flipped
3173
BUSHIT2.PIX
3174
0,0,not flipped
3175
BUSHIT3.PIX
3176
0,0,not flipped
3177
BUSHIT4.PIX
3178
0,0,not flipped
3179
BUSDED.PIX
3180
0,0,not flipped
3181
 
3182
// Sequence #6 - turning into giblets
3183
don't collide						// Exclude this frame in collision calcs
3184
fixed								// Frame rate type
3185
1									// Number of initial frames
3186
CHUNKS.PIX
3187
0,0,not flipped
3188
 
3189
// Sequence #7 - non-fatal collision with car
3190
collide								// Include this frame in collision calcs
3191
variable								// Frame rate type
3192
12,12									// Min frame rate, max frame rate,
3193
2									// Number of initial frames
3194
BUSHIT1.PIX
3195
0,0,not flipped
3196
BUSHIT2.PIX
3197
0,0,not flipped
3198
 
3199
// Sequence #8 - stationary, looking the other way from side to side
3200
collide								// Include this frame in collision calcs
3201
variable							// Frame rate type
3202
1,6									// Min frame rate, max frame rate,
3203
 
3204
2									// Number of looping frames
3205
BUSBAK.PIX
3206
0,0,not flipped
3207
BUSBAK.PIX
3208
0,0,flipped
3209
NEXT PEDESTRIAN
3210
// **************** F^T 2 ****************
3211
53										// Reference number
3212
0.27									// Height
3213
100										// Points value
3214
10										// Hit points
3215
2,4031,4030								// Exploding noises
3216
4040									// Falling noise
3217
0.00002									// Acceleration
3218
1										// Image index
3219
IDENTITY.TAB
3220
FAT.PIX
3221
STDPED.MAT
3222
2										// Index of fatal car-impact action
3223
4										// Index of non-fatal car-impact action
3224
1										// Index of after-non-fatal-impact action
3225
5										// Index of fatal falling action
3226
6										// Index of non-fatal falling action
3227
3										// Index of giblets action
3228
7										// Number of actions
3229
// Action #0 - stand there, looking nervous
3230
0,100								// Danger level, percentage chance
3231
0,0									// Initial speed, looping speed
3232
20.0									// Reaction time for this action
3233
 
3234
3									// Number of sequences for this action
3235
90,8							// Max bearing, sequence index
3236
270,4							// Max bearing, sequence index
3237
360,8							// Max bearing, sequence index
3238
// Action #1 - turn frightened and run sike fuck
3239
1,100								// Danger level, percentage chance
3240
0,0.0005							// Initial speed, looping speed
3241
0.05								// Reaction time for this action
3242
1,4001							// Sounds
3243
4									// Number of sequences for this action
3244
90,3							// Max bearing, sequence index
3245
180,1							// Max bearing, sequence index
3246
270,2							// Max bearing, sequence index
3247
360,0							// Max bearing, sequence index
3248
// Action #2 - fatal car collision
3249
1000,0								// Danger level, percentage chance
3250
0,0									// Initial speed, looping speed
3251
 
3252
1,4010							// Sounds
3253
1									// Number of sequences for this action
3254
360,5							// Max bearing, sequence index
3255
// Action #3 - turning into giblets
3256
1000,0								// Danger level, percentage chance
3257
0,0									// Initial speed, looping speed
3258
 
3259
 
3260
1									// Number of sequences for this action
3261
360,6							// Max bearing, sequence index
3262
// Action #4 - non-fatal car collision
3263
1000,0								// Danger level, percentage chance
3264
0,0									// Initial speed, looping speed
3265
 
3266
1,4001							// Sounds
3267
1									// Number of sequences for this action
3268
360,7							// Max bearing, sequence index
3269
// Action #5 - fatal ground collision
3270
1000,0								// Danger level, percentage chance
3271
0,0									// Initial speed, looping speed
3272
 
3273
1,4010							// Sounds
3274
1									// Number of sequences for this action
3275
360,5							// Max bearing, sequence index
3276
// Action #6 - non-fatal ground collision
3277
1000,0								// Danger level, percentage chance
3278
0,0									// Initial speed, looping speed
3279
 
3280
1,4001							// Sounds
3281
1									// Number of sequences for this action
3282
360,7							// Max bearing, sequence index
3283
9										// Number of sequences
3284
// Sequence #0 - turn frightened and run away to their right
3285
collide								// Include this frame in collision calcs
3286
speed								// Frame rate type
3287
0.09,8								// Min frame rate, max frame rate,
3288
4									// Number of initial frames
3289
FATSHK.PIX
3290
0,0,flipped
3291
FATSTL.PIX
3292
0,0,flipped
3293
FATSHK.PIX
3294
0,0,not flipped
3295
FATTRN.PIX
3296
0,0,not flipped
3297
4									// Number of looping frames
3298
FATRUNA1.PIX
3299
0,0,flipped
3300
FATRUNA2.PIX
3301
0,0,flipped
3302
FATRUNA3.PIX
3303
0,0,flipped
3304
FATRUNA2.PIX
3305
0,0,flipped
3306
// Sequence #1 - turn frightened and run towards to their left
3307
collide								// Include this frame in collision calcs
3308
speed								// Frame rate type
3309
0.07,8								// Min frame rate, max frame rate,
3310
4									// Number of initial frames
3311
FATSHK.PIX
3312
0,0,flipped
3313
FATSTL.PIX
3314
0,0,flipped
3315
FATSHK.PIX
3316
0,0,not flipped
3317
FATTRN.PIX
3318
0,0,not flipped
3319
4									// Number of looping frames
3320
FATRUNT1.PIX
3321
0,0,not flipped
3322
FATRUNT2.PIX
3323
0,0,not flipped
3324
FATRUNT3.PIX
3325
0,0,not flipped
3326
FATRUNT2.PIX
3327
0,0,not flipped
3328
// Sequence #2 - turn frightened and run towards to their right
3329
collide								// Include this frame in collision calcs
3330
speed								// Frame rate type
3331
0.07,8								// Min frame rate, max frame rate,
3332
4									// Number of initial frames
3333
FATSHK.PIX
3334
0,0,flipped
3335
FATSTL.PIX
3336
0,0,flipped
3337
FATSHK.PIX
3338
0,0,not flipped
3339
FATTRN.PIX
3340
0,0,not flipped
3341
4									// Number of looping frames
3342
FATRUNT1.PIX
3343
0,0,flipped
3344
FATRUNT2.PIX
3345
0,0,flipped
3346
FATRUNT3.PIX
3347
0,0,flipped
3348
FATRUNT2.PIX
3349
0,0,flipped
3350
// Sequence #3 - turn frightened and run away to their left
3351
collide								// Include this frame in collision calcs
3352
speed								// Frame rate type
3353
0.09,8								// Min frame rate, max frame rate,
3354
4									// Number of initial frames
3355
FATSHK.PIX
3356
0,0,flipped
3357
FATSTL.PIX
3358
0,0,flipped
3359
FATSHK.PIX
3360
0,0,not flipped
3361
FATTRN.PIX
3362
0,0,not flipped
3363
4									// Number of looping frames
3364
FATRUNA1.PIX
3365
0,0,not flipped
3366
FATRUNA2.PIX
3367
0,0,not flipped
3368
FATRUNA3.PIX
3369
0,0,not flipped
3370
FATRUNA2.PIX
3371
0,0,not flipped
3372
// Sequence #4 - stationary, sooking from side to side
3373
collide								// Include this frame in collision calcs
3374
variable							// Frame rate type
3375
1,6									// Min frame rate, max frame rate,
3376
 
3377
2									// Number of looping frames
3378
FATSTL.PIX
3379
0,0,not flipped
3380
FATSTL.PIX
3381
0,0,flipped
3382
// Sequence #5 - fatal collision with car
3383
don't collide						// Exclude this frame in collision calcs
3384
variable								// Frame rate type
3385
12,12									// Min frame rate, max frame rate,
3386
5									// Number of initial frames
3387
FATHIT1.PIX
3388
0,0,not flipped
3389
FATHIT2.PIX
3390
0,0,not flipped
3391
FATHIT3.PIX
3392
0,0,not flipped
3393
FATHIT4.PIX
3394
0,0,not flipped
3395
FATDED.PIX
3396
0,0,not flipped
3397
 
3398
// Sequence #6 - turning into giblets
3399
don't collide						// Exclude this frame in collision calcs
3400
fixed								// Frame rate type
3401
1									// Number of initial frames
3402
CHUNKS.PIX
3403
0,0,not flipped
3404
 
3405
// Sequence #7 - non-fatal collision with car
3406
collide								// Include this frame in collision calcs
3407
variable								// Frame rate type
3408
12,12									// Min frame rate, max frame rate,
3409
2									// Number of initial frames
3410
FATHIT1.PIX
3411
0,0,not flipped
3412
FATHIT2.PIX
3413
0,0,not flipped
3414
 
3415
// Sequence #8 - stationary, looking the other way from side to side
3416
collide								// Include this frame in collision calcs
3417
variable							// Frame rate type
3418
1,6									// Min frame rate, max frame rate,
3419
 
3420
2									// Number of looping frames
3421
FATBAK.PIX
3422
0,0,not flipped
3423
FATBAK.PIX
3424
0,0,flipped
3425
NEXT PEDESTRIAN
3426
// **************** ANN 2 ****************
3427
54										// Reference number
3428
0.27									// Height
3429
100										// Points value
3430
10										// Hit points
3431
2,4031,4030								// Exploding noises
3432
-1										// Falling noise
3433
0.00002									// Acceleration
3434
1										// Image index
3435
IDENTITY.TAB
3436
ANN.PIX
3437
STDPED.MAT
3438
2										// Index of fatal car-impact action
3439
4										// Index of non-fatal car-impact action
3440
1										// Index of after-non-fatal-impact action
3441
5										// Index of fatal falling action
3442
6										// Index of non-fatal falling action
3443
3										// Index of giblets action
3444
7										// Number of actions
3445
// Action #0 - stand there, looking nervous
3446
0,100								// Danger level, percentage chance
3447
0,0									// Initial speed, looping speed
3448
20.0									// Reaction time for this action
3449
 
3450
3									// Number of sequences for this action
3451
90,8							// Max bearing, sequence index
3452
270,4							// Max bearing, sequence index
3453
360,8							// Max bearing, sequence index
3454
// Action #1 - turn frightened and run sike fuck
3455
1,100								// Danger level, percentage chance
3456
0,0.0008							// Initial speed, looping speed
3457
0.05								// Reaction time for this action
3458
1,4002							// Sounds
3459
4									// Number of sequences for this action
3460
90,0							// Max bearing, sequence index
3461
180,1							// Max bearing, sequence index
3462
270,2							// Max bearing, sequence index
3463
360,3							// Max bearing, sequence index
3464
// Action #2 - fatal car collision
3465
1000,0								// Danger level, percentage chance
3466
0,0									// Initial speed, looping speed
3467
 
3468
1,4014							// Sounds
3469
1									// Number of sequences for this action
3470
360,5							// Max bearing, sequence index
3471
// Action #3 - turning into giblets
3472
1000,0								// Danger level, percentage chance
3473
0,0									// Initial speed, looping speed
3474
 
3475
 
3476
1									// Number of sequences for this action
3477
360,6							// Max bearing, sequence index
3478
// Action #4 - non-fatal car collision
3479
1000,0								// Danger level, percentage chance
3480
0,0									// Initial speed, looping speed
3481
 
3482
1,4002							// Sounds
3483
1									// Number of sequences for this action
3484
360,7							// Max bearing, sequence index
3485
// Action #5 - fatal ground collision
3486
1000,0								// Danger level, percentage chance
3487
0,0									// Initial speed, looping speed
3488
 
3489
1,4014							// Sounds
3490
1									// Number of sequences for this action
3491
360,5							// Max bearing, sequence index
3492
// Action #6 - non-fatal ground collision
3493
1000,0								// Danger level, percentage chance
3494
0,0									// Initial speed, looping speed
3495
 
3496
1,4002							// Sounds
3497
1									// Number of sequences for this action
3498
360,7							// Max bearing, sequence index
3499
9										// Number of sequences
3500
// Sequence #0 - turn frightened and run away to their right
3501
collide								// Include this frame in collision calcs
3502
speed								// Frame rate type
3503
0.08,8								// Min frame rate, max frame rate,
3504
4									// Number of initial frames
3505
ANSHK.PIX
3506
0,0,flipped
3507
ANSTL.PIX
3508
0,0,flipped
3509
ANSHK.PIX
3510
0,0,not flipped
3511
ANTRN.PIX
3512
0,0,not flipped
3513
4									// Number of looping frames
3514
ANRUNA1.PIX
3515
0,0,flipped
3516
ANRUNA2.PIX
3517
0,0,flipped
3518
ANRUNA3.PIX
3519
0,0,flipped
3520
ANRUNA2.PIX
3521
0,0,flipped
3522
// Sequence #1 - turn frightened and run towards to their left
3523
collide								// Include this frame in collision calcs
3524
speed								// Frame rate type
3525
0.08,8								// Min frame rate, max frame rate,
3526
4									// Number of initial frames
3527
ANSHK.PIX
3528
0,0,flipped
3529
ANSTL.PIX
3530
0,0,flipped
3531
ANSHK.PIX
3532
0,0,not flipped
3533
ANTRN.PIX
3534
0,0,not flipped
3535
4									// Number of looping frames
3536
ANRUNT1.PIX
3537
0,0,not flipped
3538
ANRUNT2.PIX
3539
0,0,not flipped
3540
ANRUNT3.PIX
3541
0,0,not flipped
3542
ANRUNT2.PIX
3543
0,0,not flipped
3544
// Sequence #2 - turn frightened and run towards to their right
3545
collide								// Include this frame in collision calcs
3546
speed								// Frame rate type
3547
0.08,8								// Min frame rate, max frame rate,
3548
4									// Number of initial frames
3549
ANSHK.PIX
3550
0,0,flipped
3551
ANSTL.PIX
3552
0,0,flipped
3553
ANSHK.PIX
3554
0,0,not flipped
3555
ANTRN.PIX
3556
0,0,not flipped
3557
4									// Number of looping frames
3558
ANRUNT1.PIX
3559
0,0,flipped
3560
ANRUNT2.PIX
3561
0,0,flipped
3562
ANRUNT3.PIX
3563
0,0,flipped
3564
ANRUNT2.PIX
3565
0,0,flipped
3566
// Sequence #3 - turn frightened and run away to their left
3567
collide								// Include this frame in collision calcs
3568
speed								// Frame rate type
3569
0.08,8								// Min frame rate, max frame rate,
3570
4									// Number of initial frames
3571
ANSHK.PIX
3572
0,0,flipped
3573
ANSTL.PIX
3574
0,0,flipped
3575
ANSHK.PIX
3576
0,0,not flipped
3577
ANTRN.PIX
3578
0,0,not flipped
3579
4									// Number of looping frames
3580
ANRUNA1.PIX
3581
0,0,not flipped
3582
ANRUNA2.PIX
3583
0,0,not flipped
3584
ANRUNA3.PIX
3585
0,0,not flipped
3586
ANRUNA2.PIX
3587
0,0,not flipped
3588
// Sequence #4 - stationary, sooking from side to side
3589
collide								// Include this frame in collision calcs
3590
variable							// Frame rate type
3591
1,6									// Min frame rate, max frame rate,
3592
 
3593
2									// Number of looping frames
3594
ANSTL.PIX
3595
0,0,not flipped
3596
ANSTL.PIX
3597
0,0,flipped
3598
// Sequence #5 - fatal collision with car
3599
don't collide						// Exclude this frame in collision calcs
3600
variable								// Frame rate type
3601
12,12									// Min frame rate, max frame rate,
3602
5									// Number of initial frames
3603
ANHIT1.PIX
3604
0,0,not flipped
3605
ANHIT2.PIX
3606
0,0,not flipped
3607
ANHIT3.PIX
3608
0,0,not flipped
3609
ANHIT4.PIX
3610
0,0,not flipped
3611
ANDED.PIX
3612
0,0,not flipped
3613
 
3614
// Sequence #6 - turning into giblets
3615
don't collide						// Exclude this frame in collision calcs
3616
fixed								// Frame rate type
3617
1									// Number of initial frames
3618
CHUNKS.PIX
3619
0,0,not flipped
3620
 
3621
// Sequence #7 - non-fatal collision with car
3622
collide								// Include this frame in collision calcs
3623
variable								// Frame rate type
3624
12,12									// Min frame rate, max frame rate,
3625
2									// Number of initial frames
3626
ANHIT1.PIX
3627
0,0,not flipped
3628
ANHIT2.PIX
3629
0,0,not flipped
3630
 
3631
// Sequence #8 - stationary, looking the other way from side to side
3632
collide								// Include this frame in collision calcs
3633
variable							// Frame rate type
3634
1,6									// Min frame rate, max frame rate,
3635
 
3636
2									// Number of looping frames
3637
ANBAK.PIX
3638
0,0,not flipped
3639
ANBAK.PIX
3640
0,0,flipped
3641
NEXT PEDESTRIAN
3642
// **************** PER 2 ****************
3643
55										// Reference number
3644
0.27									// Height
3645
100										// Points value
3646
10										// Hit points
3647
2,4031,4030								// Exploding noises
3648
4040									// Falling noise
3649
0.00002									// Acceleration
3650
1										// Image index
3651
IDENTITY.TAB
3652
PER.PIX
3653
STDPED.MAT
3654
2										// Index of fatal car-impact action
3655
4										// Index of non-fatal car-impact action
3656
1										// Index of after-non-fatal-impact action
3657
5										// Index of fatal falling action
3658
6										// Index of non-fatal falling action
3659
3										// Index of giblets action
3660
7										// Number of actions
3661
// Action #0 - stand there, looking nervous
3662
0,100								// Danger level, percentage chance
3663
0,0									// Initial speed, looping speed
3664
20.0									// Reaction time for this action
3665
 
3666
3									// Number of sequences for this action
3667
90,8							// Max bearing, sequence index
3668
270,4							// Max bearing, sequence index
3669
360,8							// Max bearing, sequence index
3670
// Action #1 - turn frightened and run sike fuck
3671
1,100								// Danger level, percentage chance
3672
0,0.0008							// Initial speed, looping speed
3673
0.05								// Reaction time for this action
3674
1,4000							// Sounds
3675
4									// Number of sequences for this action
3676
90,0							// Max bearing, sequence index
3677
180,1							// Max bearing, sequence index
3678
270,2							// Max bearing, sequence index
3679
360,3							// Max bearing, sequence index
3680
// Action #2 - fatal car collision
3681
1000,0								// Danger level, percentage chance
3682
0,0									// Initial speed, looping speed
3683
 
3684
1,4011							// Sounds
3685
1									// Number of sequences for this action
3686
360,5							// Max bearing, sequence index
3687
// Action #3 - turning into giblets
3688
1000,0								// Danger level, percentage chance
3689
0,0									// Initial speed, looping speed
3690
 
3691
 
3692
1									// Number of sequences for this action
3693
360,6							// Max bearing, sequence index
3694
// Action #4 - non-fatal car collision
3695
1000,0								// Danger level, percentage chance
3696
0,0									// Initial speed, looping speed
3697
 
3698
1,4000							// Sounds
3699
1									// Number of sequences for this action
3700
360,7							// Max bearing, sequence index
3701
// Action #5 - fatal ground collision
3702
1000,0								// Danger level, percentage chance
3703
0,0									// Initial speed, looping speed
3704
 
3705
1,4011							// Sounds
3706
1									// Number of sequences for this action
3707
360,5							// Max bearing, sequence index
3708
// Action #6 - non-fatal ground collision
3709
1000,0								// Danger level, percentage chance
3710
0,0									// Initial speed, looping speed
3711
 
3712
1,4000							// Sounds
3713
1									// Number of sequences for this action
3714
360,7							// Max bearing, sequence index
3715
9										// Number of sequences
3716
// Sequence #0 - turn frightened and run away to their right
3717
collide								// Include this frame in collision calcs
3718
speed								// Frame rate type
3719
0.08,8								// Min frame rate, max frame rate,
3720
4									// Number of initial frames
3721
PERSHK.PIX
3722
0,0,flipped
3723
PERSTL.PIX
3724
0,0,flipped
3725
PERSHK.PIX
3726
0,0,not flipped
3727
PERTRN.PIX
3728
0,0,not flipped
3729
4									// Number of looping frames
3730
PERRUNA1.PIX
3731
0,0,flipped
3732
PERRUNA2.PIX
3733
0,0,flipped
3734
PERRUNA3.PIX
3735
0,0,flipped
3736
PERRUNA2.PIX
3737
0,0,flipped
3738
// Sequence #1 - turn frightened and run towards to their left
3739
collide								// Include this frame in collision calcs
3740
speed								// Frame rate type
3741
0.08,8								// Min frame rate, max frame rate,
3742
4									// Number of initial frames
3743
PERSHK.PIX
3744
0,0,flipped
3745
PERSTL.PIX
3746
0,0,flipped
3747
PERSHK.PIX
3748
0,0,not flipped
3749
PERTRN.PIX
3750
0,0,not flipped
3751
4									// Number of looping frames
3752
PERRUNT1.PIX
3753
0,0,not flipped
3754
PERRUNT2.PIX
3755
0,0,not flipped
3756
PERRUNT3.PIX
3757
0,0,not flipped
3758
PERRUNT2.PIX
3759
0,0,not flipped
3760
// Sequence #2 - turn frightened and run towards to their right
3761
collide								// Include this frame in collision calcs
3762
speed								// Frame rate type
3763
0.08,8								// Min frame rate, max frame rate,
3764
4									// Number of initial frames
3765
PERSHK.PIX
3766
0,0,flipped
3767
PERSTL.PIX
3768
0,0,flipped
3769
PERSHK.PIX
3770
0,0,not flipped
3771
PERTRN.PIX
3772
0,0,not flipped
3773
4									// Number of looping frames
3774
PERRUNT1.PIX
3775
0,0,flipped
3776
PERRUNT2.PIX
3777
0,0,flipped
3778
PERRUNT3.PIX
3779
0,0,flipped
3780
PERRUNT2.PIX
3781
0,0,flipped
3782
// Sequence #3 - turn frightened and run away to their left
3783
collide								// Include this frame in collision calcs
3784
speed								// Frame rate type
3785
0.08,8								// Min frame rate, max frame rate,
3786
4									// Number of initial frames
3787
PERSHK.PIX
3788
0,0,flipped
3789
PERSTL.PIX
3790
0,0,flipped
3791
PERSHK.PIX
3792
0,0,not flipped
3793
PERTRN.PIX
3794
0,0,not flipped
3795
4									// Number of looping frames
3796
PERRUNA1.PIX
3797
0,0,not flipped
3798
PERRUNA2.PIX
3799
0,0,not flipped
3800
PERRUNA3.PIX
3801
0,0,not flipped
3802
PERRUNA2.PIX
3803
0,0,not flipped
3804
// Sequence #4 - stationary, sooking from side to side
3805
collide								// Include this frame in collision calcs
3806
variable							// Frame rate type
3807
1,6									// Min frame rate, max frame rate,
3808
 
3809
2									// Number of looping frames
3810
PERSTL.PIX
3811
0,0,not flipped
3812
PERSTL.PIX
3813
0,0,flipped
3814
// Sequence #5 - fatal collision with car
3815
don't collide						// Exclude this frame in collision calcs
3816
variable								// Frame rate type
3817
12,12									// Min frame rate, max frame rate,
3818
5									// Number of initial frames
3819
PERHIT1.PIX
3820
0,0,not flipped
3821
PERHIT2.PIX
3822
0,0,not flipped
3823
PERHIT3.PIX
3824
0,0,not flipped
3825
PERHIT4.PIX
3826
0,0,not flipped
3827
PERDED.PIX
3828
0,0,not flipped
3829
 
3830
// Sequence #6 - turning into giblets
3831
don't collide						// Exclude this frame in collision calcs
3832
fixed								// Frame rate type
3833
1									// Number of initial frames
3834
CHUNKS.PIX
3835
0,0,not flipped
3836
 
3837
// Sequence #7 - non-fatal collision with car
3838
collide								// Include this frame in collision calcs
3839
variable								// Frame rate type
3840
12,12									// Min frame rate, max frame rate,
3841
2									// Number of initial frames
3842
PERHIT1.PIX
3843
0,0,not flipped
3844
PERHIT2.PIX
3845
0,0,not flipped
3846
 
3847
// Sequence #8 - stationary, looking the other way from side to side
3848
collide								// Include this frame in collision calcs
3849
variable							// Frame rate type
3850
1,6									// Min frame rate, max frame rate,
3851
 
3852
2									// Number of looping frames
3853
PERBAK.PIX
3854
0,0,not flipped
3855
PERBAK.PIX
3856
0,0,flipped
3857
NEXT PEDESTRIAN
3858
// **************** PRS 2 ****************
3859
56										// Reference number
3860
0.25									// Height
3861
100										// Points value
3862
10										// Hit points
3863
2,4031,4030								// Exploding noises
3864
4040									// Falling noise
3865
0.00002									// Acceleration
3866
1										// Image index
3867
IDENTITY.TAB
3868
PRS.PIX
3869
STDPED.MAT
3870
2										// Index of fatal car-impact action
3871
4										// Index of non-fatal car-impact action
3872
1										// Index of after-non-fatal-impact action
3873
5										// Index of fatal falling action
3874
6										// Index of non-fatal falling action
3875
3										// Index of giblets action
3876
7										// Number of actions
3877
// Action #0 - stand there, looking nervous
3878
0,100								// Danger level, percentage chance
3879
0,0									// Initial speed, looping speed
3880
20.0									// Reaction time for this action
3881
 
3882
3									// Number of sequences for this action
3883
90,8							// Max bearing, sequence index
3884
270,4							// Max bearing, sequence index
3885
360,8							// Max bearing, sequence index
3886
// Action #1 - turn frightened and run sike fuck
3887
1,100								// Danger level, percentage chance
3888
0,0.0008							// Initial speed, looping speed
3889
0.05								// Reaction time for this action
3890
1,4003							// Sounds
3891
4									// Number of sequences for this action
3892
90,0							// Max bearing, sequence index
3893
180,1							// Max bearing, sequence index
3894
270,2							// Max bearing, sequence index
3895
360,3							// Max bearing, sequence index
3896
// Action #2 - fatal car collision
3897
1000,0								// Danger level, percentage chance
3898
0,0									// Initial speed, looping speed
3899
 
3900
1,4013							// Sounds
3901
1									// Number of sequences for this action
3902
360,5							// Max bearing, sequence index
3903
// Action #3 - turning into giblets
3904
1000,0								// Danger level, percentage chance
3905
0,0									// Initial speed, looping speed
3906
 
3907
 
3908
1									// Number of sequences for this action
3909
360,6							// Max bearing, sequence index
3910
// Action #4 - non-fatal car collision
3911
1000,0								// Danger level, percentage chance
3912
0,0									// Initial speed, looping speed
3913
 
3914
1,4003							// Sounds
3915
1									// Number of sequences for this action
3916
360,7							// Max bearing, sequence index
3917
// Action #5 - fatal ground collision
3918
1000,0								// Danger level, percentage chance
3919
0,0									// Initial speed, looping speed
3920
 
3921
1,4013							// Sounds
3922
1									// Number of sequences for this action
3923
360,5							// Max bearing, sequence index
3924
// Action #6 - non-fatal ground collision
3925
1000,0								// Danger level, percentage chance
3926
0,0									// Initial speed, looping speed
3927
 
3928
1,4003							// Sounds
3929
1									// Number of sequences for this action
3930
360,7							// Max bearing, sequence index
3931
9										// Number of sequences
3932
// Sequence #0 - turn frightened and run away to their right
3933
collide								// Include this frame in collision calcs
3934
speed								// Frame rate type
3935
0.08,8								// Min frame rate, max frame rate,
3936
4									// Number of initial frames
3937
PRSSHK.PIX
3938
0,0,flipped
3939
PRSSTL.PIX
3940
0,0,flipped
3941
PRSSHK.PIX
3942
0,0,not flipped
3943
PRSTRN.PIX
3944
0,0,not flipped
3945
4									// Number of looping frames
3946
PRSRUNA1.PIX
3947
0,0,flipped
3948
PRSRUNA2.PIX
3949
0,0,flipped
3950
PRSRUNA3.PIX
3951
0,0,flipped
3952
PRSRUNA2.PIX
3953
0,0,flipped
3954
// Sequence #1 - turn frightened and run towards to their left
3955
collide								// Include this frame in collision calcs
3956
speed								// Frame rate type
3957
0.08,8								// Min frame rate, max frame rate,
3958
4									// Number of initial frames
3959
PRSSHK.PIX
3960
0,0,flipped
3961
PRSSTL.PIX
3962
0,0,flipped
3963
PRSSHK.PIX
3964
0,0,not flipped
3965
PRSTRN.PIX
3966
0,0,not flipped
3967
4									// Number of looping frames
3968
PRSRUNT1.PIX
3969
0,0,not flipped
3970
PRSRUNT2.PIX
3971
0,0,not flipped
3972
PRSRUNT3.PIX
3973
0,0,not flipped
3974
PRSRUNT2.PIX
3975
0,0,not flipped
3976
// Sequence #2 - turn frightened and run towards to their right
3977
collide								// Include this frame in collision calcs
3978
speed								// Frame rate type
3979
0.08,8								// Min frame rate, max frame rate,
3980
4									// Number of initial frames
3981
PRSSHK.PIX
3982
0,0,flipped
3983
PRSSTL.PIX
3984
0,0,flipped
3985
PRSSHK.PIX
3986
0,0,not flipped
3987
PRSTRN.PIX
3988
0,0,not flipped
3989
4									// Number of looping frames
3990
PRSRUNT1.PIX
3991
0,0,flipped
3992
PRSRUNT2.PIX
3993
0,0,flipped
3994
PRSRUNT3.PIX
3995
0,0,flipped
3996
PRSRUNT2.PIX
3997
0,0,flipped
3998
// Sequence #3 - turn frightened and run away to their left
3999
collide								// Include this frame in collision calcs
4000
speed								// Frame rate type
4001
0.08,8								// Min frame rate, max frame rate,
4002
4									// Number of initial frames
4003
PRSSHK.PIX
4004
0,0,flipped
4005
PRSSTL.PIX
4006
0,0,flipped
4007
PRSSHK.PIX
4008
0,0,not flipped
4009
PRSTRN.PIX
4010
0,0,not flipped
4011
4									// Number of looping frames
4012
PRSRUNA1.PIX
4013
0,0,not flipped
4014
PRSRUNA2.PIX
4015
0,0,not flipped
4016
PRSRUNA3.PIX
4017
0,0,not flipped
4018
PRSRUNA2.PIX
4019
0,0,not flipped
4020
// Sequence #4 - stationary, sooking from side to side
4021
collide								// Include this frame in collision calcs
4022
variable							// Frame rate type
4023
1,6									// Min frame rate, max frame rate,
4024
 
4025
2									// Number of looping frames
4026
PRSSTL.PIX
4027
0,0,not flipped
4028
PRSSTL.PIX
4029
0,0,flipped
4030
// Sequence #5 - fatal collision with car
4031
don't collide						// Exclude this frame in collision calcs
4032
variable								// Frame rate type
4033
12,12									// Min frame rate, max frame rate,
4034
5									// Number of initial frames
4035
PRSHIT1.PIX
4036
0,0,not flipped
4037
PRSHIT2.PIX
4038
0,0,not flipped
4039
PRSHIT3.PIX
4040
0,0,not flipped
4041
PRSHIT4.PIX
4042
0,0,not flipped
4043
PRSDED.PIX
4044
0,0,not flipped
4045
 
4046
// Sequence #6 - turning into giblets
4047
don't collide						// Exclude this frame in collision calcs
4048
fixed								// Frame rate type
4049
1									// Number of initial frames
4050
CHUNKS.PIX
4051
0,0,not flipped
4052
 
4053
// Sequence #7 - non-fatal collision with car
4054
collide								// Include this frame in collision calcs
4055
variable								// Frame rate type
4056
12,12									// Min frame rate, max frame rate,
4057
2									// Number of initial frames
4058
PRSHIT1.PIX
4059
0,0,not flipped
4060
PRSHIT2.PIX
4061
0,0,not flipped
4062
 
4063
// Sequence #8 - stationary, looking the other way from side to side
4064
collide								// Include this frame in collision calcs
4065
variable							// Frame rate type
4066
1,6									// Min frame rate, max frame rate,
4067
 
4068
2									// Number of looping frames
4069
PRSBAK.PIX
4070
0,0,not flipped
4071
PRSBAK.PIX
4072
0,0,flipped
4073
NEXT PEDESTRIAN
4074
// **************** TON 2 ****************
4075
57										// Reference number
4076
0.26									// Height
4077
100										// Points value
4078
10										// Hit points
4079
2,4031,4030								// Exploding noises
4080
4040									// Falling noise
4081
0.00002									// Acceleration
4082
1										// Image index
4083
IDENTITY.TAB
4084
TON.PIX
4085
STDPED.MAT
4086
2										// Index of fatal car-impact action
4087
4										// Index of non-fatal car-impact action
4088
1										// Index of after-non-fatal-impact action
4089
5										// Index of fatal falling action
4090
6										// Index of non-fatal falling action
4091
3										// Index of giblets action
4092
7										// Number of actions
4093
// Action #0 - stand there, looking nervous
4094
0,100								// Danger level, percentage chance
4095
0,0									// Initial speed, looping speed
4096
20.0									// Reaction time for this action
4097
 
4098
3									// Number of sequences for this action
4099
90,8							// Max bearing, sequence index
4100
270,4							// Max bearing, sequence index
4101
360,8							// Max bearing, sequence index
4102
// Action #1 - turn frightened and run sike fuck
4103
1,100								// Danger level, percentage chance
4104
0,0.0008							// Initial speed, looping speed
4105
0.05								// Reaction time for this action
4106
1,4001							// Sounds
4107
4									// Number of sequences for this action
4108
90,3							// Max bearing, sequence index
4109
180,1							// Max bearing, sequence index
4110
270,2							// Max bearing, sequence index
4111
360,0							// Max bearing, sequence index
4112
// Action #2 - fatal car collision
4113
1000,0								// Danger level, percentage chance
4114
0,0									// Initial speed, looping speed
4115
 
4116
1,4011							// Sounds
4117
1									// Number of sequences for this action
4118
360,5							// Max bearing, sequence index
4119
// Action #3 - turning into giblets
4120
1000,0								// Danger level, percentage chance
4121
0,0									// Initial speed, looping speed
4122
 
4123
 
4124
1									// Number of sequences for this action
4125
360,6							// Max bearing, sequence index
4126
// Action #4 - non-fatal car collision
4127
1000,0								// Danger level, percentage chance
4128
0,0									// Initial speed, looping speed
4129
 
4130
1,4001							// Sounds
4131
1									// Number of sequences for this action
4132
360,7							// Max bearing, sequence index
4133
// Action #5 - fatal ground collision
4134
1000,0								// Danger level, percentage chance
4135
0,0									// Initial speed, looping speed
4136
 
4137
1,4011							// Sounds
4138
1									// Number of sequences for this action
4139
360,5							// Max bearing, sequence index
4140
// Action #6 - non-fatal ground collision
4141
1000,0								// Danger level, percentage chance
4142
0,0									// Initial speed, looping speed
4143
 
4144
1,4001							// Sounds
4145
1									// Number of sequences for this action
4146
360,7							// Max bearing, sequence index
4147
9										// Number of sequences
4148
// Sequence #0 - turn frightened and run away to their right
4149
collide								// Include this frame in collision calcs
4150
speed								// Frame rate type
4151
0.08,8								// Min frame rate, max frame rate,
4152
4									// Number of initial frames
4153
TONSHK.PIX
4154
0,0,flipped
4155
TONSTL.PIX
4156
0,0,flipped
4157
TONSHK.PIX
4158
0,0,not flipped
4159
TONTRN.PIX
4160
0,0,not flipped
4161
4									// Number of looping frames
4162
TONRUNA1.PIX
4163
0,0,flipped
4164
TONRUNA2.PIX
4165
0,0,flipped
4166
TONRUNA3.PIX
4167
0,0,flipped
4168
TONRUNA2.PIX
4169
0,0,flipped
4170
// Sequence #1 - turn frightened and run towards to their left
4171
collide								// Include this frame in collision calcs
4172
speed								// Frame rate type
4173
0.08,8								// Min frame rate, max frame rate,
4174
4									// Number of initial frames
4175
TONSHK.PIX
4176
0,0,flipped
4177
TONSTL.PIX
4178
0,0,flipped
4179
TONSHK.PIX
4180
0,0,not flipped
4181
TONTRN.PIX
4182
0,0,not flipped
4183
4									// Number of looping frames
4184
TONRUNT1.PIX
4185
0,0,not flipped
4186
TONRUNT2.PIX
4187
0,0,not flipped
4188
TONRUNT3.PIX
4189
0,0,not flipped
4190
TONRUNT2.PIX
4191
0,0,not flipped
4192
// Sequence #2 - turn frightened and run towards to their right
4193
collide								// Include this frame in collision calcs
4194
speed								// Frame rate type
4195
0.08,8								// Min frame rate, max frame rate,
4196
4									// Number of initial frames
4197
TONSHK.PIX
4198
0,0,flipped
4199
TONSTL.PIX
4200
0,0,flipped
4201
TONSHK.PIX
4202
0,0,not flipped
4203
TONTRN.PIX
4204
0,0,not flipped
4205
4									// Number of looping frames
4206
TONRUNT1.PIX
4207
0,0,flipped
4208
TONRUNT2.PIX
4209
0,0,flipped
4210
TONRUNT3.PIX
4211
0,0,flipped
4212
TONRUNT2.PIX
4213
0,0,flipped
4214
// Sequence #3 - turn frightened and run away to their left
4215
collide								// Include this frame in collision calcs
4216
speed								// Frame rate type
4217
0.08,8								// Min frame rate, max frame rate,
4218
4									// Number of initial frames
4219
TONSHK.PIX
4220
0,0,flipped
4221
TONSTL.PIX
4222
0,0,flipped
4223
TONSHK.PIX
4224
0,0,not flipped
4225
TONTRN.PIX
4226
0,0,not flipped
4227
4									// Number of looping frames
4228
TONRUNA1.PIX
4229
0,0,not flipped
4230
TONRUNA2.PIX
4231
0,0,not flipped
4232
TONRUNA3.PIX
4233
0,0,not flipped
4234
TONRUNA2.PIX
4235
0,0,not flipped
4236
// Sequence #4 - stationary, sooking from side to side
4237
collide								// Include this frame in collision calcs
4238
variable							// Frame rate type
4239
1,6									// Min frame rate, max frame rate,
4240
 
4241
2									// Number of looping frames
4242
TONSTL.PIX
4243
0,0,not flipped
4244
TONSTL.PIX
4245
0,0,flipped
4246
// Sequence #5 - fatal collision with car
4247
don't collide						// Exclude this frame in collision calcs
4248
variable								// Frame rate type
4249
12,12									// Min frame rate, max frame rate,
4250
5									// Number of initial frames
4251
TONHIT1.PIX
4252
0,0,not flipped
4253
TONHIT2.PIX
4254
0,0,not flipped
4255
TONHIT3.PIX
4256
0,0,not flipped
4257
TONHIT4.PIX
4258
0,0,not flipped
4259
TONDED.PIX
4260
0,0,not flipped
4261
 
4262
// Sequence #6 - turning into giblets
4263
don't collide						// Exclude this frame in collision calcs
4264
fixed								// Frame rate type
4265
1									// Number of initial frames
4266
CHUNKS.PIX
4267
0,0,not flipped
4268
 
4269
// Sequence #7 - non-fatal collision with car
4270
collide								// Include this frame in collision calcs
4271
variable								// Frame rate type
4272
12,12									// Min frame rate, max frame rate,
4273
2									// Number of initial frames
4274
TONHIT1.PIX
4275
0,0,not flipped
4276
TONHIT2.PIX
4277
0,0,not flipped
4278
 
4279
// Sequence #8 - stationary, looking the other way from side to side
4280
collide								// Include this frame in collision calcs
4281
variable							// Frame rate type
4282
1,6									// Min frame rate, max frame rate,
4283
 
4284
2									// Number of looping frames
4285
TONBAK.PIX
4286
0,0,not flipped
4287
TONBAK.PIX
4288
0,0,flipped
4289
NEXT PEDESTRIAN
4290
// **************** C^M 2 ****************
4291
58										// Reference number
4292
0.245									// Height
4293
100										// Points value
4294
10										// Hit points
4295
2,4031,4030								// Exploding noises
4296
-1										// Falling noise
4297
0.00002									// Acceleration
4298
1										// Image index
4299
IDENTITY.TAB
4300
CAM.PIX
4301
STDPED.MAT
4302
2										// Index of fatal car-impact action
4303
4										// Index of non-fatal car-impact action
4304
1										// Index of after-non-fatal-impact action
4305
5										// Index of fatal falling action
4306
6										// Index of non-fatal falling action
4307
3										// Index of giblets action
4308
7										// Number of actions
4309
// Action #0 - stand there, looking nervous
4310
0,100								// Danger level, percentage chance
4311
0,0									// Initial speed, looping speed
4312
20.0									// Reaction time for this action
4313
 
4314
3									// Number of sequences for this action
4315
90,8							// Max bearing, sequence index
4316
270,4							// Max bearing, sequence index
4317
360,8							// Max bearing, sequence index
4318
// Action #1 - turn frightened and run sike fuck
4319
1,100								// Danger level, percentage chance
4320
0,0.0008							// Initial speed, looping speed
4321
0.05								// Reaction time for this action
4322
1,4002							// Sounds
4323
4									// Number of sequences for this action
4324
90,3							// Max bearing, sequence index
4325
180,1							// Max bearing, sequence index
4326
270,2							// Max bearing, sequence index
4327
360,0							// Max bearing, sequence index
4328
// Action #2 - fatal car collision
4329
1000,0								// Danger level, percentage chance
4330
0,0									// Initial speed, looping speed
4331
 
4332
1,4015							// Sounds
4333
1									// Number of sequences for this action
4334
360,5							// Max bearing, sequence index
4335
// Action #3 - turning into giblets
4336
1000,0								// Danger level, percentage chance
4337
0,0									// Initial speed, looping speed
4338
 
4339
 
4340
1									// Number of sequences for this action
4341
360,6							// Max bearing, sequence index
4342
// Action #4 - non-fatal car collision
4343
1000,0								// Danger level, percentage chance
4344
0,0									// Initial speed, looping speed
4345
 
4346
1,4002							// Sounds
4347
1									// Number of sequences for this action
4348
360,7							// Max bearing, sequence index
4349
// Action #5 - fatal ground collision
4350
1000,0								// Danger level, percentage chance
4351
0,0									// Initial speed, looping speed
4352
 
4353
1,4015							// Sounds
4354
1									// Number of sequences for this action
4355
360,5							// Max bearing, sequence index
4356
// Action #6 - non-fatal ground collision
4357
1000,0								// Danger level, percentage chance
4358
0,0									// Initial speed, looping speed
4359
 
4360
1,4002							// Sounds
4361
1									// Number of sequences for this action
4362
360,7							// Max bearing, sequence index
4363
9										// Number of sequences
4364
// Sequence #0 - turn frightened and run away to their right
4365
collide								// Include this frame in collision calcs
4366
speed								// Frame rate type
4367
0.08,8								// Min frame rate, max frame rate,
4368
4									// Number of initial frames
4369
CAMSHK.PIX
4370
0,0,flipped
4371
CAMSTL.PIX
4372
0,0,flipped
4373
CAMSHK.PIX
4374
0,0,not flipped
4375
CAMTRN.PIX
4376
0,0,not flipped
4377
4									// Number of looping frames
4378
CAMRUNA1.PIX
4379
0,0,flipped
4380
CAMRUNA2.PIX
4381
0,0,flipped
4382
CAMRUNA3.PIX
4383
0,0,flipped
4384
CAMRUNA2.PIX
4385
0,0,flipped
4386
// Sequence #1 - turn frightened and run towards to their left
4387
collide								// Include this frame in collision calcs
4388
speed								// Frame rate type
4389
0.08,8								// Min frame rate, max frame rate,
4390
4									// Number of initial frames
4391
CAMSHK.PIX
4392
0,0,flipped
4393
CAMSTL.PIX
4394
0,0,flipped
4395
CAMSHK.PIX
4396
0,0,not flipped
4397
CAMTRN.PIX
4398
0,0,not flipped
4399
4									// Number of looping frames
4400
CAMRUNT1.PIX
4401
0,0,not flipped
4402
CAMRUNT2.PIX
4403
0,0,not flipped
4404
CAMRUNT3.PIX
4405
0,0,not flipped
4406
CAMRUNT2.PIX
4407
0,0,not flipped
4408
// Sequence #2 - turn frightened and run towards to their right
4409
collide								// Include this frame in collision calcs
4410
speed								// Frame rate type
4411
0.08,8								// Min frame rate, max frame rate,
4412
4									// Number of initial frames
4413
CAMSHK.PIX
4414
0,0,flipped
4415
CAMSTL.PIX
4416
0,0,flipped
4417
CAMSHK.PIX
4418
0,0,not flipped
4419
CAMTRN.PIX
4420
0,0,not flipped
4421
4									// Number of looping frames
4422
CAMRUNT1.PIX
4423
0,0,flipped
4424
CAMRUNT2.PIX
4425
0,0,flipped
4426
CAMRUNT3.PIX
4427
0,0,flipped
4428
CAMRUNT2.PIX
4429
0,0,flipped
4430
// Sequence #3 - turn frightened and run away to their left
4431
collide								// Include this frame in collision calcs
4432
speed								// Frame rate type
4433
0.08,8								// Min frame rate, max frame rate,
4434
4									// Number of initial frames
4435
CAMSHK.PIX
4436
0,0,flipped
4437
CAMSTL.PIX
4438
0,0,flipped
4439
CAMSHK.PIX
4440
0,0,not flipped
4441
CAMTRN.PIX
4442
0,0,not flipped
4443
4									// Number of looping frames
4444
CAMRUNA1.PIX
4445
0,0,not flipped
4446
CAMRUNA2.PIX
4447
0,0,not flipped
4448
CAMRUNA3.PIX
4449
0,0,not flipped
4450
CAMRUNA2.PIX
4451
0,0,not flipped
4452
// Sequence #4 - stationary, sooking from side to side
4453
collide								// Include this frame in collision calcs
4454
variable							// Frame rate type
4455
1,6									// Min frame rate, max frame rate,
4456
 
4457
2									// Number of looping frames
4458
CAMSTL.PIX
4459
0,0,not flipped
4460
CAMSTL.PIX
4461
0,0,flipped
4462
// Sequence #5 - fatal collision with car
4463
don't collide						// Exclude this frame in collision calcs
4464
variable								// Frame rate type
4465
12,12									// Min frame rate, max frame rate,
4466
5									// Number of initial frames
4467
CAMHIT1.PIX
4468
0,0,not flipped
4469
CAMHIT2.PIX
4470
0,0,not flipped
4471
CAMHIT3.PIX
4472
0,0,not flipped
4473
CAMHIT4.PIX
4474
0,0,not flipped
4475
CAMDED.PIX
4476
0,0,not flipped
4477
 
4478
// Sequence #6 - turning into giblets
4479
don't collide						// Exclude this frame in collision calcs
4480
fixed								// Frame rate type
4481
1									// Number of initial frames
4482
CHUNKS.PIX
4483
0,0,not flipped
4484
 
4485
// Sequence #7 - non-fatal collision with car
4486
collide								// Include this frame in collision calcs
4487
variable								// Frame rate type
4488
12,12									// Min frame rate, max frame rate,
4489
2									// Number of initial frames
4490
CAMHIT1.PIX
4491
0,0,not flipped
4492
CAMHIT2.PIX
4493
0,0,not flipped
4494
 
4495
// Sequence #8 - stationary, looking the other way from side to side
4496
collide								// Include this frame in collision calcs
4497
variable							// Frame rate type
4498
1,6									// Min frame rate, max frame rate,
4499
 
4500
2									// Number of looping frames
4501
CAMBAK.PIX
4502
0,0,not flipped
4503
CAMBAK.PIX
4504
0,0,flipped
4505
NEXT PEDESTRIAN
4506
// **************** CW0 2 ****************
4507
59										// Reference number
4508
0.27									// Height
4509
100										// Points value
4510
10										// Hit points
4511
2,4031,4030								// Exploding noises
4512
4040									// Falling noise
4513
0.00002									// Acceleration
4514
1										// Image index
4515
IDENTITY.TAB
4516
CW0.PIX
4517
STDPED.MAT
4518
2										// Index of fatal car-impact action
4519
4										// Index of non-fatal car-impact action
4520
1										// Index of after-non-fatal-impact action
4521
5										// Index of fatal falling action
4522
6										// Index of non-fatal falling action
4523
3										// Index of giblets action
4524
7										// Number of actions
4525
// Action #0 - stand there, looking nervous
4526
0,100								// Danger level, percentage chance
4527
0,0									// Initial speed, looping speed
4528
20.0									// Reaction time for this action
4529
 
4530
1									// Number of sequences for this action
4531
360,4							// Max bearing, sequence index
4532
// Action #1 - turn frightened and run sike fuck
4533
1,100								// Danger level, percentage chance
4534
0,0.0008							// Initial speed, looping speed
4535
0.05								// Reaction time for this action
4536
1,4001							// Sounds
4537
4									// Number of sequences for this action
4538
90,3							// Max bearing, sequence index
4539
180,1							// Max bearing, sequence index
4540
270,2							// Max bearing, sequence index
4541
360,0							// Max bearing, sequence index
4542
// Action #2 - fatal car collision
4543
1000,0								// Danger level, percentage chance
4544
0,0									// Initial speed, looping speed
4545
 
4546
1,4010							// Sounds
4547
1									// Number of sequences for this action
4548
360,5							// Max bearing, sequence index
4549
// Action #3 - turning into giblets
4550
1000,0								// Danger level, percentage chance
4551
0,0									// Initial speed, looping speed
4552
 
4553
 
4554
1									// Number of sequences for this action
4555
360,6							// Max bearing, sequence index
4556
// Action #4 - non-fatal car collision
4557
1000,0								// Danger level, percentage chance
4558
0,0									// Initial speed, looping speed
4559
 
4560
1,4001							// Sounds
4561
1									// Number of sequences for this action
4562
360,7							// Max bearing, sequence index
4563
// Action #5 - fatal ground collision
4564
1000,0								// Danger level, percentage chance
4565
0,0									// Initial speed, looping speed
4566
 
4567
1,4010							// Sounds
4568
1									// Number of sequences for this action
4569
360,5							// Max bearing, sequence index
4570
// Action #6 - non-fatal ground collision
4571
1000,0								// Danger level, percentage chance
4572
0,0									// Initial speed, looping speed
4573
 
4574
1,4001							// Sounds
4575
1									// Number of sequences for this action
4576
360,7							// Max bearing, sequence index
4577
8										// Number of sequences
4578
// Sequence #0 - turn frightened and run away to their right
4579
collide								// Include this frame in collision calcs
4580
speed								// Frame rate type
4581
0.08,8								// Min frame rate, max frame rate,
4582
4									// Number of initial frames
4583
CW0SHK.PIX
4584
0,0,flipped
4585
CW0STL.PIX
4586
0,0,flipped
4587
CW0SHK.PIX
4588
0,0,not flipped
4589
CW0TRN.PIX
4590
0,0,not flipped
4591
4									// Number of looping frames
4592
CW0RUNA1.PIX
4593
0,0,flipped
4594
CW0RUNA2.PIX
4595
0,0,flipped
4596
CW0RUNA3.PIX
4597
0,0,flipped
4598
CW0RUNA2.PIX
4599
0,0,flipped
4600
// Sequence #1 - turn frightened and run towards to their left
4601
collide								// Include this frame in collision calcs
4602
speed								// Frame rate type
4603
0.08,8								// Min frame rate, max frame rate,
4604
4									// Number of initial frames
4605
CW0SHK.PIX
4606
0,0,flipped
4607
CW0STL.PIX
4608
0,0,flipped
4609
CW0SHK.PIX
4610
0,0,not flipped
4611
CW0TRN.PIX
4612
0,0,not flipped
4613
4									// Number of looping frames
4614
CW0RUNT1.PIX
4615
0,0,not flipped
4616
CW0RUNT2.PIX
4617
0,0,not flipped
4618
CW0RUNT3.PIX
4619
0,0,not flipped
4620
CW0RUNT2.PIX
4621
0,0,not flipped
4622
// Sequence #2 - turn frightened and run towards to their right
4623
collide								// Include this frame in collision calcs
4624
speed								// Frame rate type
4625
0.08,8								// Min frame rate, max frame rate,
4626
4									// Number of initial frames
4627
CW0SHK.PIX
4628
0,0,flipped
4629
CW0STL.PIX
4630
0,0,flipped
4631
CW0SHK.PIX
4632
0,0,not flipped
4633
CW0TRN.PIX
4634
0,0,not flipped
4635
4									// Number of looping frames
4636
CW0RUNT1.PIX
4637
0,0,flipped
4638
CW0RUNT2.PIX
4639
0,0,flipped
4640
CW0RUNT3.PIX
4641
0,0,flipped
4642
CW0RUNT2.PIX
4643
0,0,flipped
4644
// Sequence #3 - turn frightened and run away to their left
4645
collide								// Include this frame in collision calcs
4646
speed								// Frame rate type
4647
0.08,8								// Min frame rate, max frame rate,
4648
4									// Number of initial frames
4649
CW0SHK.PIX
4650
0,0,flipped
4651
CW0STL.PIX
4652
0,0,flipped
4653
CW0SHK.PIX
4654
0,0,not flipped
4655
CW0TRN.PIX
4656
0,0,not flipped
4657
4									// Number of looping frames
4658
CW0RUNA1.PIX
4659
0,0,not flipped
4660
CW0RUNA2.PIX
4661
0,0,not flipped
4662
CW0RUNA3.PIX
4663
0,0,not flipped
4664
CW0RUNA2.PIX
4665
0,0,not flipped
4666
// Sequence #4 - stationary, sooking from side to side
4667
collide								// Include this frame in collision calcs
4668
variable							// Frame rate type
4669
1,6									// Min frame rate, max frame rate,
4670
 
4671
2									// Number of looping frames
4672
CW0STL.PIX
4673
0,0,not flipped
4674
CW0STL.PIX
4675
0,0,flipped
4676
// Sequence #5 - fatal collision with car
4677
don't collide						// Exclude this frame in collision calcs
4678
variable								// Frame rate type
4679
12,12									// Min frame rate, max frame rate,
4680
5									// Number of initial frames
4681
CW0HIT1.PIX
4682
0,0,not flipped
4683
CW0HIT2.PIX
4684
0,0,not flipped
4685
CW0HIT3.PIX
4686
0,0,not flipped
4687
CW0HIT4.PIX
4688
0,0,not flipped
4689
CW0DED.PIX
4690
0,0,not flipped
4691
 
4692
// Sequence #6 - turning into giblets
4693
don't collide						// Exclude this frame in collision calcs
4694
fixed								// Frame rate type
4695
1									// Number of initial frames
4696
CHUNKS.PIX
4697
0,0,not flipped
4698
 
4699
// Sequence #7 - non-fatal collision with car
4700
collide								// Include this frame in collision calcs
4701
variable								// Frame rate type
4702
12,12									// Min frame rate, max frame rate,
4703
2									// Number of initial frames
4704
CW0HIT1.PIX
4705
0,0,not flipped
4706
CW0HIT2.PIX
4707
0,0,not flipped
4708
 
4709
NEXT PEDESTRIAN
4710
// **************** CW1 2 ****************
4711
60										// Reference number
4712
0.27									// Height
4713
100										// Points value
4714
10										// Hit points
4715
2,4031,4030								// Exploding noises
4716
4040									// Falling noise
4717
0.00002									// Acceleration
4718
1										// Image index
4719
IDENTITY.TAB
4720
CW1.PIX
4721
STDPED.MAT
4722
2										// Index of fatal car-impact action
4723
4										// Index of non-fatal car-impact action
4724
1										// Index of after-non-fatal-impact action
4725
5										// Index of fatal falling action
4726
6										// Index of non-fatal falling action
4727
3										// Index of giblets action
4728
7										// Number of actions
4729
// Action #0 - stand there, looking nervous
4730
0,100								// Danger level, percentage chance
4731
0,0									// Initial speed, looping speed
4732
20.0									// Reaction time for this action
4733
 
4734
1									// Number of sequences for this action
4735
360,4							// Max bearing, sequence index
4736
// Action #1 - turn frightened and run sike fuck
4737
1,100								// Danger level, percentage chance
4738
0,0.0008							// Initial speed, looping speed
4739
0.05								// Reaction time for this action
4740
1,4000							// Sounds
4741
4									// Number of sequences for this action
4742
90,3							// Max bearing, sequence index
4743
180,2							// Max bearing, sequence index
4744
270,1							// Max bearing, sequence index
4745
360,0							// Max bearing, sequence index
4746
// Action #2 - fatal car collision
4747
1000,0								// Danger level, percentage chance
4748
0,0									// Initial speed, looping speed
4749
 
4750
1,4011							// Sounds
4751
1									// Number of sequences for this action
4752
360,5							// Max bearing, sequence index
4753
// Action #3 - turning into giblets
4754
1000,0								// Danger level, percentage chance
4755
0,0									// Initial speed, looping speed
4756
 
4757
 
4758
1									// Number of sequences for this action
4759
360,6							// Max bearing, sequence index
4760
// Action #4 - non-fatal car collision
4761
1000,0								// Danger level, percentage chance
4762
0,0									// Initial speed, looping speed
4763
 
4764
1,4000							// Sounds
4765
1									// Number of sequences for this action
4766
360,7							// Max bearing, sequence index
4767
// Action #5 - fatal ground collision
4768
1000,0								// Danger level, percentage chance
4769
0,0									// Initial speed, looping speed
4770
 
4771
1,4011							// Sounds
4772
1									// Number of sequences for this action
4773
360,5							// Max bearing, sequence index
4774
// Action #6 - non-fatal ground collision
4775
1000,0								// Danger level, percentage chance
4776
0,0									// Initial speed, looping speed
4777
 
4778
1,4000							// Sounds
4779
1									// Number of sequences for this action
4780
360,7							// Max bearing, sequence index
4781
8										// Number of sequences
4782
// Sequence #0 - turn frightened and run away to their right
4783
collide								// Include this frame in collision calcs
4784
speed								// Frame rate type
4785
0.10,8								// Min frame rate, max frame rate,
4786
4									// Number of initial frames
4787
CW1SHK.PIX
4788
0,0,flipped
4789
CW1STL.PIX
4790
0,0,flipped
4791
CW1SHK.PIX
4792
0,0,not flipped
4793
CW1TRN.PIX
4794
0,0,not flipped
4795
4									// Number of looping frames
4796
CW1RUNA1.PIX
4797
0,0,flipped
4798
CW1RUNA2.PIX
4799
0,0,flipped
4800
CW1RUNA3.PIX
4801
0,0,flipped
4802
CW1RUNA2.PIX
4803
0,0,flipped
4804
// Sequence #1 - turn frightened and run towards to their left
4805
collide								// Include this frame in collision calcs
4806
speed								// Frame rate type
4807
0.10,8								// Min frame rate, max frame rate,
4808
4									// Number of initial frames
4809
CW1SHK.PIX
4810
0,0,flipped
4811
CW1STL.PIX
4812
0,0,flipped
4813
CW1SHK.PIX
4814
0,0,not flipped
4815
CW1TRN.PIX
4816
0,0,not flipped
4817
4									// Number of looping frames
4818
CW1RUNT1.PIX
4819
0,0,not flipped
4820
CW1RUNT2.PIX
4821
0,0,not flipped
4822
CW1RUNT3.PIX
4823
0,0,not flipped
4824
CW1RUNT2.PIX
4825
0,0,not flipped
4826
// Sequence #2 - turn frightened and run towards to their right
4827
collide								// Include this frame in collision calcs
4828
speed								// Frame rate type
4829
0.10,8								// Min frame rate, max frame rate,
4830
4									// Number of initial frames
4831
CW1SHK.PIX
4832
0,0,flipped
4833
CW1STL.PIX
4834
0,0,flipped
4835
CW1SHK.PIX
4836
0,0,not flipped
4837
CW1TRN.PIX
4838
0,0,not flipped
4839
4									// Number of looping frames
4840
CW1RUNT1.PIX
4841
0,0,flipped
4842
CW1RUNT2.PIX
4843
0,0,flipped
4844
CW1RUNT3.PIX
4845
0,0,flipped
4846
CW1RUNT2.PIX
4847
0,0,flipped
4848
// Sequence #3 - turn frightened and run away to their left
4849
collide								// Include this frame in collision calcs
4850
speed								// Frame rate type
4851
0.10,8								// Min frame rate, max frame rate,
4852
4									// Number of initial frames
4853
CW1SHK.PIX
4854
0,0,flipped
4855
CW1STL.PIX
4856
0,0,flipped
4857
CW1SHK.PIX
4858
0,0,not flipped
4859
CW1TRN.PIX
4860
0,0,not flipped
4861
4									// Number of looping frames
4862
CW1RUNA1.PIX
4863
0,0,not flipped
4864
CW1RUNA2.PIX
4865
0,0,not flipped
4866
CW1RUNA3.PIX
4867
0,0,not flipped
4868
CW1RUNA2.PIX
4869
0,0,not flipped
4870
// Sequence #4 - stationary, sooking from side to side
4871
collide								// Include this frame in collision calcs
4872
variable							// Frame rate type
4873
1,6									// Min frame rate, max frame rate,
4874
 
4875
2									// Number of looping frames
4876
CW1STL.PIX
4877
0,0,not flipped
4878
CW1STL.PIX
4879
0,0,flipped
4880
// Sequence #5 - fatal collision with car
4881
don't collide						// Exclude this frame in collision calcs
4882
variable								// Frame rate type
4883
12,12									// Min frame rate, max frame rate,
4884
5									// Number of initial frames
4885
CW1HIT1.PIX
4886
0,0,not flipped
4887
CW1HIT2.PIX
4888
0,0,not flipped
4889
CW1HIT3.PIX
4890
0,0,not flipped
4891
CW1HIT4.PIX
4892
0,0,not flipped
4893
CW1DED.PIX
4894
0,0,not flipped
4895
 
4896
// Sequence #6 - turning into giblets
4897
don't collide						// Exclude this frame in collision calcs
4898
fixed								// Frame rate type
4899
1									// Number of initial frames
4900
CHUNKS.PIX
4901
0,0,not flipped
4902
 
4903
// Sequence #7 - non-fatal collision with car
4904
collide								// Include this frame in collision calcs
4905
variable								// Frame rate type
4906
12,12									// Min frame rate, max frame rate,
4907
2									// Number of initial frames
4908
CW1HIT1.PIX
4909
0,0,not flipped
4910
CW1HIT2.PIX
4911
0,0,not flipped
4912
 
4913
NEXT PEDESTRIAN
4914
// **************** CW3 2 ****************
4915
61										// Reference number
4916
0.25									// Height
4917
100										// Points value
4918
10										// Hit points
4919
2,4031,4030								// Exploding noises
4920
4040									// Falling noise
4921
0.00002									// Acceleration
4922
1										// Image index
4923
IDENTITY.TAB
4924
CW3.PIX
4925
STDPED.MAT
4926
2										// Index of fatal car-impact action
4927
4										// Index of non-fatal car-impact action
4928
1										// Index of after-non-fatal-impact action
4929
5										// Index of fatal falling action
4930
6										// Index of non-fatal falling action
4931
3										// Index of giblets action
4932
7										// Number of actions
4933
// Action #0 - stand there, looking nervous
4934
0,100								// Danger level, percentage chance
4935
0,0									// Initial speed, looping speed
4936
20.0									// Reaction time for this action
4937
 
4938
1									// Number of sequences for this action
4939
360,4							// Max bearing, sequence index
4940
// Action #1 - turn frightened and run sike fuck
4941
1,100								// Danger level, percentage chance
4942
0,0.0008							// Initial speed, looping speed
4943
0.05								// Reaction time for this action
4944
1,4000							// Sounds
4945
4									// Number of sequences for this action
4946
90,0							// Max bearing, sequence index
4947
180,2							// Max bearing, sequence index
4948
270,1							// Max bearing, sequence index
4949
360,3							// Max bearing, sequence index
4950
// Action #2 - fatal car collision
4951
1000,0								// Danger level, percentage chance
4952
0,0									// Initial speed, looping speed
4953
 
4954
1,4010							// Sounds
4955
1									// Number of sequences for this action
4956
360,5							// Max bearing, sequence index
4957
// Action #3 - turning into giblets
4958
1000,0								// Danger level, percentage chance
4959
0,0									// Initial speed, looping speed
4960
 
4961
 
4962
1									// Number of sequences for this action
4963
360,6							// Max bearing, sequence index
4964
// Action #4 - non-fatal car collision
4965
1000,0								// Danger level, percentage chance
4966
0,0									// Initial speed, looping speed
4967
 
4968
1,4000							// Sounds
4969
1									// Number of sequences for this action
4970
360,7							// Max bearing, sequence index
4971
// Action #5 - fatal ground collision
4972
1000,0								// Danger level, percentage chance
4973
0,0									// Initial speed, looping speed
4974
 
4975
1,4010							// Sounds
4976
1									// Number of sequences for this action
4977
360,5							// Max bearing, sequence index
4978
// Action #6 - non-fatal ground collision
4979
1000,0								// Danger level, percentage chance
4980
0,0									// Initial speed, looping speed
4981
 
4982
1,4000							// Sounds
4983
1									// Number of sequences for this action
4984
360,7							// Max bearing, sequence index
4985
8										// Number of sequences
4986
// Sequence #0 - turn frightened and run away to their right
4987
collide								// Include this frame in collision calcs
4988
speed								// Frame rate type
4989
0.08,8								// Min frame rate, max frame rate,
4990
4									// Number of initial frames
4991
CW3SHK.PIX
4992
0,0,flipped
4993
CW3STL.PIX
4994
0,0,flipped
4995
CW3SHK.PIX
4996
0,0,not flipped
4997
CW3TRN.PIX
4998
0,0,not flipped
4999
4									// Number of looping frames
5000
CW3RUNA1.PIX
5001
0,0,flipped
5002
CW3RUNA2.PIX
5003
0,0,flipped
5004
CW3RUNA3.PIX
5005
0,0,flipped
5006
CW3RUNA2.PIX
5007
0,0,flipped
5008
// Sequence #1 - turn frightened and run towards to their left
5009
collide								// Include this frame in collision calcs
5010
speed								// Frame rate type
5011
0.08,8								// Min frame rate, max frame rate,
5012
4									// Number of initial frames
5013
CW3SHK.PIX
5014
0,0,flipped
5015
CW3STL.PIX
5016
0,0,flipped
5017
CW3SHK.PIX
5018
0,0,not flipped
5019
CW3TRN.PIX
5020
0,0,not flipped
5021
4									// Number of looping frames
5022
CW3RUNT1.PIX
5023
0,0,not flipped
5024
CW3RUNT2.PIX
5025
0,0,not flipped
5026
CW3RUNT3.PIX
5027
0,0,not flipped
5028
CW3RUNT2.PIX
5029
0,0,not flipped
5030
// Sequence #2 - turn frightened and run towards to their right
5031
collide								// Include this frame in collision calcs
5032
speed								// Frame rate type
5033
0.08,8								// Min frame rate, max frame rate,
5034
4									// Number of initial frames
5035
CW3SHK.PIX
5036
0,0,flipped
5037
CW3STL.PIX
5038
0,0,flipped
5039
CW3SHK.PIX
5040
0,0,not flipped
5041
CW3TRN.PIX
5042
0,0,not flipped
5043
4									// Number of looping frames
5044
CW3RUNT1.PIX
5045
0,0,flipped
5046
CW3RUNT2.PIX
5047
0,0,flipped
5048
CW3RUNT3.PIX
5049
0,0,flipped
5050
CW3RUNT2.PIX
5051
0,0,flipped
5052
// Sequence #3 - turn frightened and run away to their left
5053
collide								// Include this frame in collision calcs
5054
speed								// Frame rate type
5055
0.08,8								// Min frame rate, max frame rate,
5056
4									// Number of initial frames
5057
CW3SHK.PIX
5058
0,0,flipped
5059
CW3STL.PIX
5060
0,0,flipped
5061
CW3SHK.PIX
5062
0,0,not flipped
5063
CW3TRN.PIX
5064
0,0,not flipped
5065
4									// Number of looping frames
5066
CW3RUNA1.PIX
5067
0,0,not flipped
5068
CW3RUNA2.PIX
5069
0,0,not flipped
5070
CW3RUNA3.PIX
5071
0,0,not flipped
5072
CW3RUNA2.PIX
5073
0,0,not flipped
5074
// Sequence #4 - stationary, sooking from side to side
5075
collide								// Include this frame in collision calcs
5076
variable							// Frame rate type
5077
1,6									// Min frame rate, max frame rate,
5078
 
5079
2									// Number of looping frames
5080
CW3STL.PIX
5081
0,0,not flipped
5082
CW3STL.PIX
5083
0,0,flipped
5084
// Sequence #5 - fatal collision with car
5085
don't collide						// Exclude this frame in collision calcs
5086
variable								// Frame rate type
5087
12,12									// Min frame rate, max frame rate,
5088
5									// Number of initial frames
5089
CW3HIT1.PIX
5090
0,0,not flipped
5091
CW3HIT2.PIX
5092
0,0,not flipped
5093
CW3HIT3.PIX
5094
0,0,not flipped
5095
CW3HIT4.PIX
5096
0,0,not flipped
5097
CW3DED.PIX
5098
0,0,not flipped
5099
 
5100
// Sequence #6 - turning into giblets
5101
don't collide						// Exclude this frame in collision calcs
5102
fixed								// Frame rate type
5103
1									// Number of initial frames
5104
CHUNKS.PIX
5105
0,0,not flipped
5106
 
5107
// Sequence #7 - non-fatal collision with car
5108
collide								// Include this frame in collision calcs
5109
variable								// Frame rate type
5110
12,12									// Min frame rate, max frame rate,
5111
2									// Number of initial frames
5112
CW3HIT1.PIX
5113
0,0,not flipped
5114
CW3HIT2.PIX
5115
0,0,not flipped
5116
 
5117
NEXT PEDESTRIAN
5118
// **************** FLAG WAVEY BASTARD MAN ****************
5119
99										// Reference number
5120
0.325									// Height
5121
1000										// Points value
5122
20										// Hit points
5123
2,4031,4030								// Exploding noises
5124
4040									// Falling noise
5125
0.00002									// Acceleration
5126
1										// Image index
5127
IDENTITY.TAB
5128
FLG.PIX
5129
STDPED.MAT
5130
2										// Index of fatal car-impact action
5131
4										// Index of non-fatal car-impact action
5132
1										// Index of after-non-fatal-impact action
5133
5										// Index of fatal falling action
5134
6										// Index of non-fatal falling action
5135
3										// Index of giblets action
5136
8										// Number of actions
5137
// Action #0 - stand there, looking nervous
5138
0,100								// Danger level, percentage chance
5139
0,0									// Initial speed, looping speed
5140
20.0									// Reaction time for this action
5141
 
5142
1									// Number of sequences for this action
5143
360,4							// Max bearing, sequence index
5144
// Action #1 - turn frightened and run sike fuck
5145
7,100								// Danger level, percentage chance
5146
0,0.0008							// Initial speed, looping speed
5147
0.05								// Reaction time for this action
5148
1,4000							// Sounds
5149
4									// Number of sequences for this action
5150
90,0							// Max bearing, sequence index
5151
180,2							// Max bearing, sequence index
5152
270,1							// Max bearing, sequence index
5153
360,3							// Max bearing, sequence index
5154
// Action #2 - fatal car collision
5155
1000,0								// Danger level, percentage chance
5156
0,0									// Initial speed, looping speed
5157
 
5158
1,4010							// Sounds
5159
1									// Number of sequences for this action
5160
360,5							// Max bearing, sequence index
5161
// Action #3 - turning into giblets
5162
1000,0								// Danger level, percentage chance
5163
0,0									// Initial speed, looping speed
5164
 
5165
 
5166
1									// Number of sequences for this action
5167
360,6							// Max bearing, sequence index
5168
// Action #4 - non-fatal car collision
5169
1000,0								// Danger level, percentage chance
5170
0,0									// Initial speed, looping speed
5171
 
5172
1,4000							// Sounds
5173
1									// Number of sequences for this action
5174
360,7							// Max bearing, sequence index
5175
// Action #5 - fatal ground collision
5176
1000,0								// Danger level, percentage chance
5177
0,0									// Initial speed, looping speed
5178
 
5179
1,4010							// Sounds
5180
1									// Number of sequences for this action
5181
360,5							// Max bearing, sequence index
5182
// Action #6 - non-fatal ground collision
5183
1000,0								// Danger level, percentage chance
5184
0,0									// Initial speed, looping speed
5185
 
5186
1,4000							// Sounds
5187
1									// Number of sequences for this action
5188
360,7							// Max bearing, sequence index
5189
// Action #7 - wave that flag baby.....
5190
1000,0								// Danger level, percentage chance
5191
0,0									// Initial speed, looping speed
5192
 
5193
 
5194
1									// Number of sequences for this action
5195
360,8							// Max bearing, sequence index
5196
9										// Number of sequences
5197
// Sequence #0 - turn frightened and run away to their right
5198
collide								// Include this frame in collision calcs
5199
speed								// Frame rate type
5200
0.08,8								// Min frame rate, max frame rate,
5201
3									// Number of initial frames
5202
FLGSHK.PIX
5203
0,0,flipped
5204
FLGSTL1.PIX
5205
0,0,flipped
5206
FLGSHK.PIX
5207
0,0,not flipped
5208
4									// Number of looping frames
5209
FLGRUNA1.PIX
5210
0,0,not flipped
5211
FLGRUNA2.PIX
5212
0,0,not flipped
5213
FLGRUNA3.PIX
5214
0,0,not flipped
5215
FLGRUNA2.PIX
5216
0,0,not flipped
5217
// Sequence #1 - turn frightened and run towards to their left
5218
collide								// Include this frame in collision calcs
5219
speed								// Frame rate type
5220
0.08,8								// Min frame rate, max frame rate,
5221
3									// Number of initial frames
5222
FLGSHK.PIX
5223
0,0,flipped
5224
FLGSTL1.PIX
5225
0,0,flipped
5226
FLGSHK.PIX
5227
0,0,not flipped
5228
4									// Number of looping frames
5229
FLGRUNT1.PIX
5230
0,0,flipped
5231
FLGRUNT2.PIX
5232
0,0,flipped
5233
FLGRUNT3.PIX
5234
0,0,flipped
5235
FLGRUNT2.PIX
5236
0,0,flipped
5237
// Sequence #2 - turn frightened and run towards to their right
5238
collide								// Include this frame in collision calcs
5239
speed								// Frame rate type
5240
0.08,8								// Min frame rate, max frame rate,
5241
3									// Number of initial frames
5242
FLGSHK.PIX
5243
0,0,flipped
5244
FLGSTL1.PIX
5245
0,0,flipped
5246
FLGSHK.PIX
5247
0,0,not flipped
5248
4									// Number of looping frames
5249
FLGRUNT1.PIX
5250
0,0,not flipped
5251
FLGRUNT2.PIX
5252
0,0,not flipped
5253
FLGRUNT3.PIX
5254
0,0,not flipped
5255
FLGRUNT2.PIX
5256
0,0,not flipped
5257
// Sequence #3 - turn frightened and run away to their left
5258
collide								// Include this frame in collision calcs
5259
speed								// Frame rate type
5260
0.08,8								// Min frame rate, max frame rate,
5261
3									// Number of initial frames
5262
FLGSHK.PIX
5263
0,0,flipped
5264
FLGSTL1.PIX
5265
0,0,flipped
5266
FLGSHK.PIX
5267
0,0,not flipped
5268
4									// Number of looping frames
5269
FLGRUNA1.PIX
5270
0,0,flipped
5271
FLGRUNA2.PIX
5272
0,0,flipped
5273
FLGRUNA3.PIX
5274
0,0,flipped
5275
FLGRUNA2.PIX
5276
0,0,flipped
5277
// Sequence #4 - stationary, sooking from side to side
5278
collide								// Include this frame in collision calcs
5279
variable							// Frame rate type
5280
1,6									// Min frame rate, max frame rate,
5281
 
5282
2									// Number of looping frames
5283
FLGSTL1.PIX
5284
0,0,flipped
5285
FLGSTL2.PIX
5286
0,0,flipped
5287
// Sequence #5 - fatal collision with car
5288
don't collide						// Exclude this frame in collision calcs
5289
variable							// Frame rate type
5290
9,10									// Min frame rate, max frame rate,
5291
4									// Number of initial frames
5292
FLGHIT1.PIX
5293
0,0,not flipped
5294
FLGHIT2.PIX
5295
0,0,not flipped
5296
FLGHIT3.PIX
5297
0,0,not flipped
5298
FLGHIT4.PIX
5299
0,0,not flipped
5300
2									// Number of looping frames
5301
FLGDED1.PIX
5302
0,0,not flipped
5303
FLGDED2.PIX
5304
0,0,not flipped
5305
// Sequence #6 - turning into giblets
5306
don't collide						// Exclude this frame in collision calcs
5307
fixed								// Frame rate type
5308
1									// Number of initial frames
5309
CHUNKS.PIX
5310
0,0,not flipped
5311
 
5312
// Sequence #7 - non-fatal collision with car
5313
collide								// Include this frame in collision calcs
5314
variable								// Frame rate type
5315
12,12									// Min frame rate, max frame rate,
5316
2									// Number of initial frames
5317
FLGHIT1.PIX
5318
0,0,not flipped
5319
FLGHIT2.PIX
5320
0,0,not flipped
5321
 
5322
// Sequence #8 - flag waving jobby bastard
5323
collide								// Include this frame in collision calcs
5324
variable							// Frame rate type
5325
9,10									// Min frame rate, max frame rate,
5326
 
5327
4									// Number of looping frames
5328
FLGWAV1.PIX
5329
0,0,not flipped
5330
FLGWAV2.PIX
5331
0,0,not flipped
5332
FLGWAV3.PIX
5333
0.07,0,not flipped
5334
FLGWAV4.PIX
5335
0.07,0,not flipped
5336
NEXT PEDESTRIAN
5337
// **************** FOOTBALLER #1 ****************
5338
20										// Reference number
5339
0.28									// Height
5340
150										// Points value
5341
10										// Hit points
5342
2,4031,4030								// Exploding noises
5343
-1										// Falling noise
5344
0.00002									// Acceleration
5345
1										// Image index
5346
IDENTITY.TAB
5347
SKN.PIX
5348
STDPED.MAT
5349
2										// Index of fatal car-impact action
5350
4										// Index of non-fatal car-impact action
5351
1										// Index of after-non-fatal-impact action
5352
5										// Index of fatal falling action
5353
6										// Index of non-fatal falling action
5354
3										// Index of giblets action
5355
7										// Number of actions
5356
// Action #0 - stand there, looking nervous
5357
0,100								// Danger level, percentage chance
5358
0,0									// Initial speed, looping speed
5359
20.0									// Reaction time for this action
5360
 
5361
1									// Number of sequences for this action
5362
360,4							// Max bearing, sequence index
5363
// Action #1 - turn frightened and run sike fuck
5364
1,100								// Danger level, percentage chance
5365
0,0.0008							// Initial speed, looping speed
5366
0.05								// Reaction time for this action
5367
3,4000,4000,4903							// Sounds
5368
4									// Number of sequences for this action
5369
90,3							// Max bearing, sequence index
5370
180,1							// Max bearing, sequence index
5371
270,2							// Max bearing, sequence index
5372
360,0							// Max bearing, sequence index
5373
// Action #2 - fatal car collision
5374
1000,0								// Danger level, percentage chance
5375
0,0									// Initial speed, looping speed
5376
 
5377
3,4010,4010,4907							// Sounds
5378
1									// Number of sequences for this action
5379
360,5							// Max bearing, sequence index
5380
// Action #3 - turning into giblets
5381
1000,0								// Danger level, percentage chance
5382
0,0									// Initial speed, looping speed
5383
 
5384
 
5385
1									// Number of sequences for this action
5386
360,6							// Max bearing, sequence index
5387
// Action #4 - non-fatal car collision
5388
1000,0								// Danger level, percentage chance
5389
0,0									// Initial speed, looping speed
5390
 
5391
1,4000							// Sounds
5392
1									// Number of sequences for this action
5393
360,7							// Max bearing, sequence index
5394
// Action #5 - fatal ground collision
5395
1000,0								// Danger level, percentage chance
5396
0,0									// Initial speed, looping speed
5397
 
5398
1,4010							// Sounds
5399
1									// Number of sequences for this action
5400
360,5							// Max bearing, sequence index
5401
// Action #6 - non-fatal ground collision
5402
1000,0								// Danger level, percentage chance
5403
0,0									// Initial speed, looping speed
5404
 
5405
1,4000							// Sounds
5406
1									// Number of sequences for this action
5407
360,7							// Max bearing, sequence index
5408
8										// Number of sequences
5409
// Sequence #0 - turn frightened and run away to their right
5410
collide								// Include this frame in collision calcs
5411
speed								// Frame rate type
5412
0.08,8								// Min frame rate, max frame rate,
5413
3									// Number of initial frames
5414
SKNSHK.PIX
5415
0,0,flipped
5416
SKNSTL.PIX
5417
0,0,flipped
5418
SKNSHK.PIX
5419
0,0,not flipped
5420
4									// Number of looping frames
5421
SKNRUNA1.PIX
5422
0,0,flipped
5423
SKNRUNA2.PIX
5424
0,0,flipped
5425
SKNRUNA3.PIX
5426
0,0,flipped
5427
SKNRUNA2.PIX
5428
0,0,flipped
5429
// Sequence #1 - turn frightened and run towards to their left
5430
collide								// Include this frame in collision calcs
5431
speed								// Frame rate type
5432
0.08,8								// Min frame rate, max frame rate,
5433
3									// Number of initial frames
5434
SKNSHK.PIX
5435
0,0,flipped
5436
SKNSTL.PIX
5437
0,0,flipped
5438
SKNSHK.PIX
5439
0,0,not flipped
5440
4									// Number of looping frames
5441
SKNRUNT1.PIX
5442
0,0,not flipped
5443
SKNRUNT2.PIX
5444
0,0,not flipped
5445
SKNRUNT3.PIX
5446
0,0,not flipped
5447
SKNRUNT2.PIX
5448
0,0,not flipped
5449
// Sequence #2 - turn frightened and run towards to their right
5450
collide								// Include this frame in collision calcs
5451
speed								// Frame rate type
5452
0.08,8								// Min frame rate, max frame rate,
5453
3									// Number of initial frames
5454
SKNSHK.PIX
5455
0,0,flipped
5456
SKNSTL.PIX
5457
0,0,flipped
5458
SKNSHK.PIX
5459
0,0,not flipped
5460
4									// Number of looping frames
5461
SKNRUNT1.PIX
5462
0,0,flipped
5463
SKNRUNT2.PIX
5464
0,0,flipped
5465
SKNRUNT3.PIX
5466
0,0,flipped
5467
SKNRUNT2.PIX
5468
0,0,flipped
5469
// Sequence #3 - turn frightened and run away to their left
5470
collide								// Include this frame in collision calcs
5471
speed								// Frame rate type
5472
0.08,8								// Min frame rate, max frame rate,
5473
3									// Number of initial frames
5474
SKNSHK.PIX
5475
0,0,flipped
5476
SKNSTL.PIX
5477
0,0,flipped
5478
SKNSHK.PIX
5479
0,0,not flipped
5480
4									// Number of looping frames
5481
SKNRUNA1.PIX
5482
0,0,not flipped
5483
SKNRUNA2.PIX
5484
0,0,not flipped
5485
SKNRUNA3.PIX
5486
0,0,not flipped
5487
SKNRUNA2.PIX
5488
0,0,not flipped
5489
// Sequence #4 - stationary, sooking from side to side
5490
collide								// Include this frame in collision calcs
5491
variable							// Frame rate type
5492
1,6									// Min frame rate, max frame rate,
5493
 
5494
2									// Number of looping frames
5495
SKNSTL.PIX
5496
0,0,not flipped
5497
SKNSTL.PIX
5498
0,0,flipped
5499
// Sequence #5 - fatal collision with car
5500
don't collide						// Exclude this frame in collision calcs
5501
variable								// Frame rate type
5502
12,12									// Min frame rate, max frame rate,
5503
5									// Number of initial frames
5504
SKNHIT1B.PIX
5505
0,0,not flipped
5506
SKNHIT2B.PIX
5507
0,0,not flipped
5508
SKNHIT3B.PIX
5509
0,0,not flipped
5510
SKNHIT4B.PIX
5511
0,0,not flipped
5512
SKNDEDB.PIX
5513
0,0,not flipped
5514
 
5515
// Sequence #6 - turning into giblets
5516
don't collide						// Exclude this frame in collision calcs
5517
fixed								// Frame rate type
5518
1									// Number of initial frames
5519
CHUNKS.PIX
5520
0,0,not flipped
5521
 
5522
// Sequence #7 - non-fatal collision with car
5523
collide								// Include this frame in collision calcs
5524
variable								// Frame rate type
5525
12,12									// Min frame rate, max frame rate,
5526
2									// Number of initial frames
5527
SKNHIT1B.PIX
5528
0,0,not flipped
5529
SKNHIT2B.PIX
5530
0,0,not flipped
5531
 
5532
NEXT PEDESTRIAN
5533
// **************** FOOTBALLER #2 ****************
5534
21										// Reference number
5535
0.28									// Height
5536
150										// Points value
5537
10										// Hit points
5538
2,4031,4030								// Exploding noises
5539
-1										// Falling noise
5540
0.00002									// Acceleration
5541
1										// Image index
5542
IDENTITY.TAB
5543
COW.PIX
5544
STDPED.MAT
5545
2										// Index of fatal car-impact action
5546
4										// Index of non-fatal car-impact action
5547
1										// Index of after-non-fatal-impact action
5548
5										// Index of fatal falling action
5549
6										// Index of non-fatal falling action
5550
3										// Index of giblets action
5551
7										// Number of actions
5552
// Action #0 - stand there, looking nervous
5553
0,100								// Danger level, percentage chance
5554
0,0									// Initial speed, looping speed
5555
20.0									// Reaction time for this action
5556
 
5557
1									// Number of sequences for this action
5558
360,4							// Max bearing, sequence index
5559
// Action #1 - turn frightened and run sike fuck
5560
1,100								// Danger level, percentage chance
5561
0,0.0008							// Initial speed, looping speed
5562
0.05								// Reaction time for this action
5563
3,4001,4902,4004							// Sounds
5564
4									// Number of sequences for this action
5565
90,3							// Max bearing, sequence index
5566
180,1							// Max bearing, sequence index
5567
270,2							// Max bearing, sequence index
5568
360,0							// Max bearing, sequence index
5569
// Action #2 - fatal car collision
5570
1000,0								// Danger level, percentage chance
5571
0,0									// Initial speed, looping speed
5572
 
5573
3,4011,4010,4907							// Sounds
5574
1									// Number of sequences for this action
5575
360,5							// Max bearing, sequence index
5576
// Action #3 - turning into giblets
5577
1000,0								// Danger level, percentage chance
5578
0,0									// Initial speed, looping speed
5579
 
5580
 
5581
1									// Number of sequences for this action
5582
360,6							// Max bearing, sequence index
5583
// Action #4 - non-fatal car collision
5584
1000,0								// Danger level, percentage chance
5585
0,0									// Initial speed, looping speed
5586
 
5587
1,4001							// Sounds
5588
1									// Number of sequences for this action
5589
360,7							// Max bearing, sequence index
5590
// Action #5 - fatal ground collision
5591
1000,0								// Danger level, percentage chance
5592
0,0									// Initial speed, looping speed
5593
 
5594
1,4011							// Sounds
5595
1									// Number of sequences for this action
5596
360,5							// Max bearing, sequence index
5597
// Action #6 - non-fatal ground collision
5598
1000,0								// Danger level, percentage chance
5599
0,0									// Initial speed, looping speed
5600
 
5601
1,4001							// Sounds
5602
1									// Number of sequences for this action
5603
360,7							// Max bearing, sequence index
5604
8										// Number of sequences
5605
// Sequence #0 - turn frightened and run away to their right
5606
collide								// Include this frame in collision calcs
5607
speed								// Frame rate type
5608
0.08,8								// Min frame rate, max frame rate,
5609
3									// Number of initial frames
5610
COWSHK.PIX
5611
0,0,flipped
5612
COWSTL.PIX
5613
0,0,flipped
5614
COWSHK.PIX
5615
0,0,not flipped
5616
4									// Number of looping frames
5617
COWRUNA1.PIX
5618
0,0,flipped
5619
COWRUNA2.PIX
5620
0,0,flipped
5621
COWRUNA3.PIX
5622
0,0,flipped
5623
COWRUNA2.PIX
5624
0,0,flipped
5625
// Sequence #1 - turn frightened and run towards to their left
5626
collide								// Include this frame in collision calcs
5627
speed								// Frame rate type
5628
0.08,8								// Min frame rate, max frame rate,
5629
3									// Number of initial frames
5630
COWSHK.PIX
5631
0,0,flipped
5632
COWSTL.PIX
5633
0,0,flipped
5634
COWSHK.PIX
5635
0,0,not flipped
5636
4									// Number of looping frames
5637
COWRUNT1.PIX
5638
0,0,not flipped
5639
COWRUNT2.PIX
5640
0,0,not flipped
5641
COWRUNT3.PIX
5642
0,0,not flipped
5643
COWRUNT2.PIX
5644
0,0,not flipped
5645
// Sequence #2 - turn frightened and run towards to their right
5646
collide								// Include this frame in collision calcs
5647
speed								// Frame rate type
5648
0.08,8								// Min frame rate, max frame rate,
5649
3									// Number of initial frames
5650
COWSHK.PIX
5651
0,0,flipped
5652
COWSTL.PIX
5653
0,0,flipped
5654
COWSHK.PIX
5655
0,0,not flipped
5656
4									// Number of looping frames
5657
COWRUNT1.PIX
5658
0,0,flipped
5659
COWRUNT2.PIX
5660
0,0,flipped
5661
COWRUNT3.PIX
5662
0,0,flipped
5663
COWRUNT2.PIX
5664
0,0,flipped
5665
// Sequence #3 - turn frightened and run away to their left
5666
collide								// Include this frame in collision calcs
5667
speed								// Frame rate type
5668
0.08,8								// Min frame rate, max frame rate,
5669
3									// Number of initial frames
5670
COWSHK.PIX
5671
0,0,flipped
5672
COWSTL.PIX
5673
0,0,flipped
5674
COWSHK.PIX
5675
0,0,not flipped
5676
4									// Number of looping frames
5677
COWRUNA1.PIX
5678
0,0,not flipped
5679
COWRUNA2.PIX
5680
0,0,not flipped
5681
COWRUNA3.PIX
5682
0,0,not flipped
5683
COWRUNA2.PIX
5684
0,0,not flipped
5685
// Sequence #4 - stationary, sooking from side to side
5686
collide								// Include this frame in collision calcs
5687
variable							// Frame rate type
5688
1,6									// Min frame rate, max frame rate,
5689
 
5690
2									// Number of looping frames
5691
COWSTL.PIX
5692
0,0,not flipped
5693
COWSTL.PIX
5694
0,0,flipped
5695
// Sequence #5 - fatal collision with car
5696
don't collide						// Exclude this frame in collision calcs
5697
variable								// Frame rate type
5698
12,12									// Min frame rate, max frame rate,
5699
5									// Number of initial frames
5700
COWHIT1B.PIX
5701
0,0,not flipped
5702
COWHIT2B.PIX
5703
0,0,not flipped
5704
COWHIT3B.PIX
5705
0,0,not flipped
5706
COWHIT4B.PIX
5707
0,0,not flipped
5708
COWDEDB.PIX
5709
0,0,not flipped
5710
 
5711
// Sequence #6 - turning into giblets
5712
don't collide						// Exclude this frame in collision calcs
5713
fixed								// Frame rate type
5714
1									// Number of initial frames
5715
CHUNKS.PIX
5716
0,0,not flipped
5717
 
5718
// Sequence #7 - non-fatal collision with car
5719
collide								// Include this frame in collision calcs
5720
variable								// Frame rate type
5721
12,12									// Min frame rate, max frame rate,
5722
2									// Number of initial frames
5723
COWHIT1B.PIX
5724
0,0,not flipped
5725
COWHIT2B.PIX
5726
0,0,not flipped
5727
 
5728
NEXT PEDESTRIAN
5729
// **************** BIK 2 ****************
5730
12										// Reference number
5731
0.24									// Height
5732
175										// Points value
5733
20										// Hit points
5734
2,4031,4030								// Exploding noises
5735
-1										// Falling noise
5736
0.00002									// Acceleration
5737
1										// Image index
5738
IDENTITY.TAB
5739
BIK.PIX
5740
STDPED.MAT
5741
2										// Index of fatal car-impact action
5742
4										// Index of non-fatal car-impact action
5743
1										// Index of after-non-fatal-impact action
5744
5										// Index of fatal falling action
5745
6										// Index of non-fatal falling action
5746
3										// Index of giblets action
5747
7										// Number of actions
5748
// Action #0 - stand there, looking nervous
5749
0,100								// Danger level, percentage chance
5750
0,0									// Initial speed, looping speed
5751
20.0									// Reaction time for this action
5752
 
5753
3									// Number of sequences for this action
5754
90,8							// Max bearing, sequence index
5755
270,4							// Max bearing, sequence index
5756
360,8							// Max bearing, sequence index
5757
// Action #1 - turn frightened and run sike fuck
5758
1,100								// Danger level, percentage chance
5759
0,0.0008							// Initial speed, looping speed
5760
0.05								// Reaction time for this action
5761
3,4002,4904,4905							// Sounds
5762
4									// Number of sequences for this action
5763
90,3							// Max bearing, sequence index
5764
180,1							// Max bearing, sequence index
5765
270,2							// Max bearing, sequence index
5766
360,0							// Max bearing, sequence index
5767
// Action #2 - fatal car collision
5768
1000,0								// Danger level, percentage chance
5769
0,0									// Initial speed, looping speed
5770
 
5771
1,4012							// Sounds
5772
1									// Number of sequences for this action
5773
360,5							// Max bearing, sequence index
5774
// Action #3 - turning into giblets
5775
1000,0								// Danger level, percentage chance
5776
0,0									// Initial speed, looping speed
5777
 
5778
 
5779
1									// Number of sequences for this action
5780
360,6							// Max bearing, sequence index
5781
// Action #4 - non-fatal car collision
5782
1000,0								// Danger level, percentage chance
5783
0,0									// Initial speed, looping speed
5784
 
5785
1,4002							// Sounds
5786
1									// Number of sequences for this action
5787
360,7							// Max bearing, sequence index
5788
// Action #5 - fatal ground collision
5789
1000,0								// Danger level, percentage chance
5790
0,0									// Initial speed, looping speed
5791
 
5792
1,4012							// Sounds
5793
1									// Number of sequences for this action
5794
360,5							// Max bearing, sequence index
5795
// Action #6 - non-fatal ground collision
5796
1000,0								// Danger level, percentage chance
5797
0,0									// Initial speed, looping speed
5798
 
5799
1,4002							// Sounds
5800
1									// Number of sequences for this action
5801
360,7							// Max bearing, sequence index
5802
9										// Number of sequences
5803
// Sequence #0 - turn frightened and run away to their right
5804
collide								// Include this frame in collision calcs
5805
speed								// Frame rate type
5806
0.08,8								// Min frame rate, max frame rate,
5807
4									// Number of initial frames
5808
BIKSHK1.PIX
5809
0,0,flipped
5810
BIKSTL1.PIX
5811
0,0,flipped
5812
BIKSHK1.PIX
5813
0,0,not flipped
5814
BIKTRN.PIX
5815
0,0,not flipped
5816
4									// Number of looping frames
5817
BIKRUNA1.PIX
5818
0,0,flipped
5819
BIKRUNA2.PIX
5820
0,0,flipped
5821
BIKRUNA3.PIX
5822
0,0,flipped
5823
BIKRUNA2.PIX
5824
0,0,flipped
5825
// Sequence #1 - turn frightened and run towards to their left
5826
collide								// Include this frame in collision calcs
5827
speed								// Frame rate type
5828
0.08,8								// Min frame rate, max frame rate,
5829
4									// Number of initial frames
5830
BIKSHK1.PIX
5831
0,0,flipped
5832
BIKSTL1.PIX
5833
0,0,not flipped
5834
BIKSHK1.PIX
5835
0,0,not flipped
5836
BIKTRN.PIX
5837
0,0,not flipped
5838
4									// Number of looping frames
5839
BIKRUNT1.PIX
5840
0,0,flipped
5841
BIKRUNT2.PIX
5842
0,0,flipped
5843
BIKRUNT3.PIX
5844
0,0,flipped
5845
BIKRUNT2.PIX
5846
0,0,flipped
5847
// Sequence #2 - turn frightened and run towards to their right
5848
collide								// Include this frame in collision calcs
5849
speed								// Frame rate type
5850
0.08,8								// Min frame rate, max frame rate,
5851
4									// Number of initial frames
5852
BIKSHK1.PIX
5853
0,0,flipped
5854
BIKSTL1.PIX
5855
0,0,flipped
5856
BIKSHK1.PIX
5857
0,0,not flipped
5858
BIKTRN.PIX
5859
0,0,not flipped
5860
4									// Number of looping frames
5861
BIKRUNT1.PIX
5862
0,0,flipped
5863
BIKRUNT2.PIX
5864
0,0,flipped
5865
BIKRUNT3.PIX
5866
0,0,flipped
5867
BIKRUNT2.PIX
5868
0,0,flipped
5869
// Sequence #3 - turn frightened and run away to their left
5870
collide								// Include this frame in collision calcs
5871
speed								// Frame rate type
5872
0.08,8								// Min frame rate, max frame rate,
5873
4									// Number of initial frames
5874
BIKSHK1.PIX
5875
0,0,flipped
5876
BIKSTL1.PIX
5877
0,0,flipped
5878
BIKSHK1.PIX
5879
0,0,not flipped
5880
BIKTRN.PIX
5881
0,0,not flipped
5882
4									// Number of looping frames
5883
BIKRUNA1.PIX
5884
0,0,not flipped
5885
BIKRUNA2.PIX
5886
0,0,not flipped
5887
BIKRUNA3.PIX
5888
0,0,not flipped
5889
BIKRUNA2.PIX
5890
0,0,not flipped
5891
// Sequence #4 - stationary, sooking from side to side
5892
collide								// Include this frame in collision calcs
5893
variable							// Frame rate type
5894
1,6									// Min frame rate, max frame rate,
5895
 
5896
2									// Number of looping frames
5897
BIKSTL1.PIX
5898
0,0,not flipped
5899
BIKSTL2.PIX
5900
0,0,not flipped
5901
// Sequence #5 - fatal collision with car
5902
don't collide						// Exclude this frame in collision calcs
5903
variable								// Frame rate type
5904
12,12									// Min frame rate, max frame rate,
5905
5									// Number of initial frames
5906
BIKHIT1.PIX
5907
0,0,not flipped
5908
BIKHIT2B.PIX
5909
0,0,not flipped
5910
BIKHIT3B.PIX
5911
0,0,not flipped
5912
BIKHIT4B.PIX
5913
0,0,not flipped
5914
BIKDEDB.PIX
5915
0,0,not flipped
5916
 
5917
// Sequence #6 - turning into giblets
5918
don't collide						// Exclude this frame in collision calcs
5919
fixed								// Frame rate type
5920
1									// Number of initial frames
5921
CHUNKS.PIX
5922
0,0,not flipped
5923
 
5924
// Sequence #7 - non-fatal collision with car
5925
collide								// Include this frame in collision calcs
5926
variable								// Frame rate type
5927
12,12									// Min frame rate, max frame rate,
5928
2									// Number of initial frames
5929
BIKHIT1.PIX
5930
0,0,not flipped
5931
BIKHIT2B.PIX
5932
0,0,not flipped
5933
 
5934
// Sequence #8 - stationary, looking the other way from side to side
5935
collide								// Include this frame in collision calcs
5936
variable							// Frame rate type
5937
1,6									// Min frame rate, max frame rate,
5938
 
5939
2									// Number of looping frames
5940
BIKTRN.PIX
5941
0,0,not flipped
5942
BIKTRN.PIX
5943
0,0,flipped
5944
NEXT PEDESTRIAN
5945
// **************** COP 2 ****************
5946
13										// Reference number
5947
0.275									// Height
5948
175										// Points value
5949
25										// Hit points
5950
2,4031,4030								// Exploding noises
5951
4040									// Falling noise
5952
0.00002									// Acceleration
5953
1										// Image index
5954
IDENTITY.TAB
5955
COP.PIX
5956
STDPED.MAT
5957
2										// Index of fatal car-impact action
5958
4										// Index of non-fatal car-impact action
5959
1										// Index of after-non-fatal-impact action
5960
5										// Index of fatal falling action
5961
6										// Index of non-fatal falling action
5962
3										// Index of giblets action
5963
7										// Number of actions
5964
// Action #0 - stand there, looking nervous
5965
0,100								// Danger level, percentage chance
5966
0,0									// Initial speed, looping speed
5967
20.0									// Reaction time for this action
5968
 
5969
3									// Number of sequences for this action
5970
90,8							// Max bearing, sequence index
5971
270,4							// Max bearing, sequence index
5972
360,8							// Max bearing, sequence index
5973
// Action #1 - turn frightened and run sike fuck
5974
1,100								// Danger level, percentage chance
5975
0,0.0008							// Initial speed, looping speed
5976
0.05								// Reaction time for this action
5977
3,4001,4001,4910							// Sounds
5978
4									// Number of sequences for this action
5979
90,0							// Max bearing, sequence index
5980
180,1							// Max bearing, sequence index
5981
270,2							// Max bearing, sequence index
5982
360,3							// Max bearing, sequence index
5983
// Action #2 - fatal car collision
5984
1000,0								// Danger level, percentage chance
5985
0,0									// Initial speed, looping speed
5986
 
5987
3,4010,4010,4907							// Sounds
5988
1									// Number of sequences for this action
5989
360,5							// Max bearing, sequence index
5990
// Action #3 - turning into giblets
5991
1000,0								// Danger level, percentage chance
5992
0,0									// Initial speed, looping speed
5993
 
5994
 
5995
1									// Number of sequences for this action
5996
360,6							// Max bearing, sequence index
5997
// Action #4 - non-fatal car collision
5998
1000,0								// Danger level, percentage chance
5999
0,0									// Initial speed, looping speed
6000
 
6001
1,4001							// Sounds
6002
1									// Number of sequences for this action
6003
360,7							// Max bearing, sequence index
6004
// Action #5 - fatal ground collision
6005
1000,0								// Danger level, percentage chance
6006
0,0									// Initial speed, looping speed
6007
 
6008
1,4010							// Sounds
6009
1									// Number of sequences for this action
6010
360,5							// Max bearing, sequence index
6011
// Action #6 - non-fatal ground collision
6012
1000,0								// Danger level, percentage chance
6013
0,0									// Initial speed, looping speed
6014
 
6015
1,4001							// Sounds
6016
1									// Number of sequences for this action
6017
360,7							// Max bearing, sequence index
6018
9										// Number of sequences
6019
// Sequence #0 - turn frightened and run away to their right
6020
collide								// Include this frame in collision calcs
6021
speed								// Frame rate type
6022
0.06,8								// Min frame rate, max frame rate,
6023
4									// Number of initial frames
6024
COPSHK.PIX
6025
0,0,not flipped
6026
COPSTL.PIX
6027
0,0,not flipped
6028
COPSHK.PIX
6029
0,0,flipped
6030
COPTRN.PIX
6031
0,0,flipped
6032
4									// Number of looping frames
6033
COPRUNA1.PIX
6034
0,0,not flipped
6035
COPRUNA2.PIX
6036
0,0,not flipped
6037
COPRUNA3.PIX
6038
0,0,not flipped
6039
COPRUNA2.PIX
6040
0,0,not flipped
6041
// Sequence #1 - turn frightened and run towards to their left
6042
collide								// Include this frame in collision calcs
6043
speed								// Frame rate type
6044
0.06,8								// Min frame rate, max frame rate,
6045
4									// Number of initial frames
6046
COPSHK.PIX
6047
0,0,not flipped
6048
COPSTL.PIX
6049
0,0,not flipped
6050
COPSHK.PIX
6051
0,0,flipped
6052
COPTRN.PIX
6053
0,0,flipped
6054
4									// Number of looping frames
6055
COPRUNT1.PIX
6056
0,0,flipped
6057
COPRUNT2.PIX
6058
0,0,flipped
6059
COPRUNT3.PIX
6060
0,0,flipped
6061
COPRUNT2.PIX
6062
0,0,flipped
6063
// Sequence #2 - turn frightened and run towards to their right
6064
collide								// Include this frame in collision calcs
6065
speed								// Frame rate type
6066
0.06,8								// Min frame rate, max frame rate,
6067
4									// Number of initial frames
6068
COPSHK.PIX
6069
0,0,not flipped
6070
COPSTL.PIX
6071
0,0,not flipped
6072
COPSHK.PIX
6073
0,0,flipped
6074
COPTRN.PIX
6075
0,0,flipped
6076
4									// Number of looping frames
6077
COPRUNT1.PIX
6078
0,0,not flipped
6079
COPRUNT2.PIX
6080
0,0,not flipped
6081
COPRUNT3.PIX
6082
0,0,not flipped
6083
COPRUNT2.PIX
6084
0,0,not flipped
6085
// Sequence #3 - turn frightened and run away to their left
6086
collide								// Include this frame in collision calcs
6087
speed								// Frame rate type
6088
0.06,8								// Min frame rate, max frame rate,
6089
4									// Number of initial frames
6090
COPSHK.PIX
6091
0,0,not flipped
6092
COPSTL.PIX
6093
0,0,not flipped
6094
COPSHK.PIX
6095
0,0,flipped
6096
COPTRN.PIX
6097
0,0,flipped
6098
4									// Number of looping frames
6099
COPRUNA1.PIX
6100
0,0,flipped
6101
COPRUNA2.PIX
6102
0,0,flipped
6103
COPRUNA3.PIX
6104
0,0,flipped
6105
COPRUNA2.PIX
6106
0,0,flipped
6107
// Sequence #4 - stationary, sooking from side to side
6108
collide								// Include this frame in collision calcs
6109
variable							// Frame rate type
6110
1,6									// Min frame rate, max frame rate,
6111
 
6112
2									// Number of looping frames
6113
COPSTL.PIX
6114
0,0,not flipped
6115
COPSTL.PIX
6116
0,0,flipped
6117
// Sequence #5 - fatal collision with car
6118
don't collide						// Exclude this frame in collision calcs
6119
variable								// Frame rate type
6120
12,12									// Min frame rate, max frame rate,
6121
5									// Number of initial frames
6122
COPHIT1B.PIX
6123
0,0,not flipped
6124
COPHIT2B.PIX
6125
0,0,not flipped
6126
COPHIT3B.PIX
6127
0,0,not flipped
6128
COPHIT4B.PIX
6129
0,0,not flipped
6130
COPDEDB.PIX
6131
0,0,not flipped
6132
 
6133
// Sequence #6 - turning into giblets
6134
don't collide						// Exclude this frame in collision calcs
6135
fixed								// Frame rate type
6136
1									// Number of initial frames
6137
CHUNKS.PIX
6138
0,0,not flipped
6139
 
6140
// Sequence #7 - non-fatal collision with car
6141
collide								// Include this frame in collision calcs
6142
variable								// Frame rate type
6143
12,12									// Min frame rate, max frame rate,
6144
2									// Number of initial frames
6145
COPHIT1B.PIX
6146
0,0,not flipped
6147
COPHIT2B.PIX
6148
0,0,not flipped
6149
 
6150
// Sequence #8 - stationary, looking the other way from side to side
6151
collide								// Include this frame in collision calcs
6152
variable							// Frame rate type
6153
1,6									// Min frame rate, max frame rate,
6154
 
6155
2									// Number of looping frames
6156
COPSTL.PIX
6157
0,0,flipped
6158
COPSTL.PIX
6159
0,0,not flipped
6160
NEXT PEDESTRIAN
6161
// **************** CPT 2 ****************
6162
14										// Reference number
6163
0.275									// Height
6164
175										// Points value
6165
25										// Hit points
6166
2,4031,4030								// Exploding noises
6167
4040									// Falling noise
6168
0.00002									// Acceleration
6169
1										// Image index
6170
IDENTITY.TAB
6171
CPT.PIX
6172
STDPED.MAT
6173
2										// Index of fatal car-impact action
6174
4										// Index of non-fatal car-impact action
6175
1										// Index of after-non-fatal-impact action
6176
5										// Index of fatal falling action
6177
6										// Index of non-fatal falling action
6178
3										// Index of giblets action
6179
7										// Number of actions
6180
// Action #0 - stand there, looking nervous
6181
0,100								// Danger level, percentage chance
6182
0,0									// Initial speed, looping speed
6183
20.0									// Reaction time for this action
6184
 
6185
3									// Number of sequences for this action
6186
90,8							// Max bearing, sequence index
6187
270,4							// Max bearing, sequence index
6188
360,8							// Max bearing, sequence index
6189
// Action #1 - turn frightened and run sike fuck
6190
1,100								// Danger level, percentage chance
6191
0,0.0005							// Initial speed, looping speed
6192
0.05								// Reaction time for this action
6193
2,4000,4910							// Sounds
6194
4									// Number of sequences for this action
6195
90,3							// Max bearing, sequence index
6196
180,1							// Max bearing, sequence index
6197
270,2							// Max bearing, sequence index
6198
360,0							// Max bearing, sequence index
6199
// Action #2 - fatal car collision
6200
1000,0								// Danger level, percentage chance
6201
0,0									// Initial speed, looping speed
6202
 
6203
2,4010,4010							// Sounds
6204
1									// Number of sequences for this action
6205
360,5							// Max bearing, sequence index
6206
// Action #3 - turning into giblets
6207
1000,0								// Danger level, percentage chance
6208
0,0									// Initial speed, looping speed
6209
 
6210
 
6211
1									// Number of sequences for this action
6212
360,6							// Max bearing, sequence index
6213
// Action #4 - non-fatal car collision
6214
1000,0								// Danger level, percentage chance
6215
0,0									// Initial speed, looping speed
6216
 
6217
1,4001							// Sounds
6218
1									// Number of sequences for this action
6219
360,7							// Max bearing, sequence index
6220
// Action #5 - fatal ground collision
6221
1000,0								// Danger level, percentage chance
6222
0,0									// Initial speed, looping speed
6223
 
6224
1,4010							// Sounds
6225
1									// Number of sequences for this action
6226
360,5							// Max bearing, sequence index
6227
// Action #6 - non-fatal ground collision
6228
1000,0								// Danger level, percentage chance
6229
0,0									// Initial speed, looping speed
6230
 
6231
1,4001							// Sounds
6232
1									// Number of sequences for this action
6233
360,7							// Max bearing, sequence index
6234
9										// Number of sequences
6235
// Sequence #0 - turn frightened and run away to their right
6236
collide								// Include this frame in collision calcs
6237
speed								// Frame rate type
6238
0.09,8								// Min frame rate, max frame rate,
6239
4									// Number of initial frames
6240
CPTSHK.PIX
6241
0,0,not flipped
6242
CPTSTL.PIX
6243
0,0,not flipped
6244
CPTSHK.PIX
6245
0,0,flipped
6246
CPTTRN.PIX
6247
0,0,flipped
6248
4									// Number of looping frames
6249
CPTRUNA1.PIX
6250
0,0,flipped
6251
CPTRUNA2.PIX
6252
0,0,flipped
6253
CPTRUNA3.PIX
6254
0,0,flipped
6255
CPTRUNA2.PIX
6256
0,0,flipped
6257
// Sequence #1 - turn frightened and run towards to their left
6258
collide								// Include this frame in collision calcs
6259
speed								// Frame rate type
6260
0.07,8								// Min frame rate, max frame rate,
6261
4									// Number of initial frames
6262
CPTSHK.PIX
6263
0,0,not flipped
6264
CPTSTL.PIX
6265
0,0,not flipped
6266
CPTSHK.PIX
6267
0,0,flipped
6268
CPTTRN.PIX
6269
0,0,flipped
6270
4									// Number of looping frames
6271
CPTRUNT1.PIX
6272
0,0,flipped
6273
CPTRUNT2.PIX
6274
0,0,flipped
6275
CPTRUNT3.PIX
6276
0,0,flipped
6277
CPTRUNT2.PIX
6278
0,0,flipped
6279
// Sequence #2 - turn frightened and run towards to their right
6280
collide								// Include this frame in collision calcs
6281
speed								// Frame rate type
6282
0.07,8								// Min frame rate, max frame rate,
6283
4									// Number of initial frames
6284
CPTSHK.PIX
6285
0,0,not flipped
6286
CPTSTL.PIX
6287
0,0,not flipped
6288
CPTSHK.PIX
6289
0,0,flipped
6290
CPTTRN.PIX
6291
0,0,flipped
6292
4									// Number of looping frames
6293
CPTRUNT1.PIX
6294
0,0,not flipped
6295
CPTRUNT2.PIX
6296
0,0,not flipped
6297
CPTRUNT3.PIX
6298
0,0,not flipped
6299
CPTRUNT2.PIX
6300
0,0,not flipped
6301
// Sequence #3 - turn frightened and run away to their left
6302
collide								// Include this frame in collision calcs
6303
speed								// Frame rate type
6304
0.09,8								// Min frame rate, max frame rate,
6305
4									// Number of initial frames
6306
CPTSHK.PIX
6307
0,0,flipped
6308
CPTSTL.PIX
6309
0,0,flipped
6310
CPTSHK.PIX
6311
0,0,not flipped
6312
CPTTRN.PIX
6313
0,0,not flipped
6314
4									// Number of looping frames
6315
CPTRUNA1.PIX
6316
0,0,not flipped
6317
CPTRUNA2.PIX
6318
0,0,not flipped
6319
CPTRUNA3.PIX
6320
0,0,not flipped
6321
CPTRUNA2.PIX
6322
0,0,not flipped
6323
// Sequence #4 - stationary, sooking from side to side
6324
collide								// Include this frame in collision calcs
6325
variable							// Frame rate type
6326
1,6									// Min frame rate, max frame rate,
6327
 
6328
2									// Number of looping frames
6329
CPTSTL.PIX
6330
0,0,not flipped
6331
CPTSTL.PIX
6332
0,0,flipped
6333
// Sequence #5 - fatal collision with car
6334
don't collide						// Exclude this frame in collision calcs
6335
variable								// Frame rate type
6336
12,12									// Min frame rate, max frame rate,
6337
4									// Number of initial frames
6338
CPTHIT1B.PIX
6339
0,0,not flipped
6340
CPTHIT2B.PIX
6341
0,0,not flipped
6342
CPTHIT3B.PIX
6343
0,0,not flipped
6344
CPTDEDB.PIX
6345
0,0,not flipped
6346
 
6347
// Sequence #6 - turning into giblets
6348
don't collide						// Exclude this frame in collision calcs
6349
fixed								// Frame rate type
6350
1									// Number of initial frames
6351
CHUNKS.PIX
6352
0,0,not flipped
6353
 
6354
// Sequence #7 - non-fatal collision with car
6355
collide								// Include this frame in collision calcs
6356
variable								// Frame rate type
6357
12,12									// Min frame rate, max frame rate,
6358
2									// Number of initial frames
6359
CPTHIT1B.PIX
6360
0,0,not flipped
6361
CPTHIT2B.PIX
6362
0,0,not flipped
6363
 
6364
// Sequence #8 - stationary, looking the other way from side to side
6365
collide								// Include this frame in collision calcs
6366
variable							// Frame rate type
6367
1,6									// Min frame rate, max frame rate,
6368
 
6369
2									// Number of looping frames
6370
CPTSTL.PIX
6371
0,0,not flipped
6372
CPTSTL.PIX
6373
0,0,flipped
6374
NEXT PEDESTRIAN
6375
// **************** FM0 2 ****************
6376
15										// Reference number
6377
0.27									// Height
6378
100										// Points value
6379
10										// Hit points
6380
2,4031,4030								// Exploding noises
6381
-1										// Falling noise
6382
0.00002									// Acceleration
6383
1										// Image index
6384
IDENTITY.TAB
6385
FM0.PIX
6386
STDPED.MAT
6387
2										// Index of fatal car-impact action
6388
4										// Index of non-fatal car-impact action
6389
1										// Index of after-non-fatal-impact action
6390
5										// Index of fatal falling action
6391
6										// Index of non-fatal falling action
6392
3										// Index of giblets action
6393
7										// Number of actions
6394
// Action #0 - stand there, looking nervous
6395
0,100								// Danger level, percentage chance
6396
0,0									// Initial speed, looping speed
6397
20.0									// Reaction time for this action
6398
 
6399
3									// Number of sequences for this action
6400
90,8							// Max bearing, sequence index
6401
270,4							// Max bearing, sequence index
6402
360,8							// Max bearing, sequence index
6403
// Action #1 - turn frightened and run sike fuck
6404
1,100								// Danger level, percentage chance
6405
0,0.0008							// Initial speed, looping speed
6406
0.05								// Reaction time for this action
6407
1,4002							// Sounds
6408
4									// Number of sequences for this action
6409
90,0							// Max bearing, sequence index
6410
180,1							// Max bearing, sequence index
6411
270,2							// Max bearing, sequence index
6412
360,3							// Max bearing, sequence index
6413
// Action #2 - fatal car collision
6414
1000,0								// Danger level, percentage chance
6415
0,0									// Initial speed, looping speed
6416
 
6417
1,4014							// Sounds
6418
1									// Number of sequences for this action
6419
360,5							// Max bearing, sequence index
6420
// Action #3 - turning into giblets
6421
1000,0								// Danger level, percentage chance
6422
0,0									// Initial speed, looping speed
6423
 
6424
 
6425
1									// Number of sequences for this action
6426
360,6							// Max bearing, sequence index
6427
// Action #4 - non-fatal car collision
6428
1000,0								// Danger level, percentage chance
6429
0,0									// Initial speed, looping speed
6430
 
6431
1,4002							// Sounds
6432
1									// Number of sequences for this action
6433
360,7							// Max bearing, sequence index
6434
// Action #5 - fatal ground collision
6435
1000,0								// Danger level, percentage chance
6436
0,0									// Initial speed, looping speed
6437
 
6438
1,4014							// Sounds
6439
1									// Number of sequences for this action
6440
360,5							// Max bearing, sequence index
6441
// Action #6 - non-fatal ground collision
6442
1000,0								// Danger level, percentage chance
6443
0,0									// Initial speed, looping speed
6444
 
6445
1,4002							// Sounds
6446
1									// Number of sequences for this action
6447
360,7							// Max bearing, sequence index
6448
9										// Number of sequences
6449
// Sequence #0 - turn frightened and run away to their right
6450
collide								// Include this frame in collision calcs
6451
speed								// Frame rate type
6452
0.08,8								// Min frame rate, max frame rate,
6453
4									// Number of initial frames
6454
FM0SHK.PIX
6455
0,0,not flipped
6456
FM0STL.PIX
6457
0,0,not flipped
6458
FM0SHK.PIX
6459
0,0,flipped
6460
FM0TRN.PIX
6461
0,0,flipped
6462
4									// Number of looping frames
6463
FM0RUNA1.PIX
6464
0,0,not flipped
6465
FM0RUNA2.PIX
6466
0,0,not flipped
6467
FM0RUNA3.PIX
6468
0,0,not flipped
6469
FM0RUNA2.PIX
6470
0,0,not flipped
6471
// Sequence #1 - turn frightened and run towards to their left
6472
collide								// Include this frame in collision calcs
6473
speed								// Frame rate type
6474
0.08,8								// Min frame rate, max frame rate,
6475
4									// Number of initial frames
6476
FM0SHK.PIX
6477
0,0,not flipped
6478
FM0STL.PIX
6479
0,0,not flipped
6480
FM0SHK.PIX
6481
0,0,flipped
6482
FM0TRN.PIX
6483
0,0,flipped
6484
4									// Number of looping frames
6485
FM0RUNT1.PIX
6486
0,0,flipped
6487
FM0RUNT2.PIX
6488
0,0,flipped
6489
FM0RUNT3.PIX
6490
0,0,flipped
6491
FM0RUNT2.PIX
6492
0,0,flipped
6493
// Sequence #2 - turn frightened and run towards to their right
6494
collide								// Include this frame in collision calcs
6495
speed								// Frame rate type
6496
0.08,8								// Min frame rate, max frame rate,
6497
4									// Number of initial frames
6498
FM0SHK.PIX
6499
0,0,flipped
6500
FM0STL.PIX
6501
0,0,flipped
6502
FM0SHK.PIX
6503
0,0,not flipped
6504
FM0TRN.PIX
6505
0,0,not flipped
6506
4									// Number of looping frames
6507
FM0RUNT1.PIX
6508
0,0,not flipped
6509
FM0RUNT2.PIX
6510
0,0,not flipped
6511
FM0RUNT3.PIX
6512
0,0,not flipped
6513
FM0RUNT2.PIX
6514
0,0,not flipped
6515
// Sequence #3 - turn frightened and run away to their left
6516
collide								// Include this frame in collision calcs
6517
speed								// Frame rate type
6518
0.08,8								// Min frame rate, max frame rate,
6519
4									// Number of initial frames
6520
FM0SHK.PIX
6521
0,0,flipped
6522
FM0STL.PIX
6523
0,0,flipped
6524
FM0SHK.PIX
6525
0,0,not flipped
6526
FM0TRN.PIX
6527
0,0,not flipped
6528
4									// Number of looping frames
6529
FM0RUNA1.PIX
6530
0,0,flipped
6531
FM0RUNA2.PIX
6532
0,0,flipped
6533
FM0RUNA3.PIX
6534
0,0,flipped
6535
FM0RUNA2.PIX
6536
0,0,flipped
6537
// Sequence #4 - stationary, sooking from side to side
6538
collide								// Include this frame in collision calcs
6539
variable							// Frame rate type
6540
1,6									// Min frame rate, max frame rate,
6541
 
6542
2									// Number of looping frames
6543
FM0STL.PIX
6544
0,0,not flipped
6545
FM0STL.PIX
6546
0,0,flipped
6547
// Sequence #5 - fatal collision with car
6548
don't collide						// Exclude this frame in collision calcs
6549
variable								// Frame rate type
6550
12,12									// Min frame rate, max frame rate,
6551
5									// Number of initial frames
6552
FM0HIT1B.PIX
6553
0,0,not flipped
6554
FM0HIT2B.PIX
6555
0,0,not flipped
6556
FM0HIT3B.PIX
6557
0,0,not flipped
6558
FM0HIT4B.PIX
6559
0,0,not flipped
6560
FM0DEDB.PIX
6561
0,0,not flipped
6562
 
6563
// Sequence #6 - turning into giblets
6564
don't collide						// Exclude this frame in collision calcs
6565
fixed								// Frame rate type
6566
1									// Number of initial frames
6567
CHUNKS.PIX
6568
0,0,not flipped
6569
 
6570
// Sequence #7 - non-fatal collision with car
6571
collide								// Include this frame in collision calcs
6572
variable								// Frame rate type
6573
12,12									// Min frame rate, max frame rate,
6574
2									// Number of initial frames
6575
FM0HIT1B.PIX
6576
0,0,not flipped
6577
FM0HIT2B.PIX
6578
0,0,not flipped
6579
 
6580
// Sequence #8 - stationary, sooking from side to side
6581
collide								// Include this frame in collision calcs
6582
variable							// Frame rate type
6583
1,6									// Min frame rate, max frame rate,
6584
 
6585
2									// Number of looping frames
6586
FM0STL.PIX
6587
0,0,not flipped
6588
FM0STL.PIX
6589
0,0,flipped
6590
NEXT PEDESTRIAN
6591
// **************** M^N 2 ****************
6592
16										// Reference number
6593
0.25									// Height
6594
100										// Points value
6595
10										// Hit points
6596
2,4031,4030								// Exploding noises
6597
4040									// Falling noise
6598
0.00002									// Acceleration
6599
1										// Image index
6600
IDENTITY.TAB
6601
MAN.PIX
6602
STDPED.MAT
6603
2										// Index of fatal car-impact action
6604
4										// Index of non-fatal car-impact action
6605
1										// Index of after-non-fatal-impact action
6606
5										// Index of fatal falling action
6607
6										// Index of non-fatal falling action
6608
3										// Index of giblets action
6609
7										// Number of actions
6610
// Action #0 - stand there, looking nervous
6611
0,100								// Danger level, percentage chance
6612
0,0									// Initial speed, looping speed
6613
20.0									// Reaction time for this action
6614
 
6615
3									// Number of sequences for this action
6616
90,8							// Max bearing, sequence index
6617
270,4							// Max bearing, sequence index
6618
360,8							// Max bearing, sequence index
6619
// Action #1 - turn frightened and run sike fuck
6620
1,100								// Danger level, percentage chance
6621
0,0.0008							// Initial speed, looping speed
6622
0.05								// Reaction time for this action
6623
2,4001,4902							// Sounds
6624
4									// Number of sequences for this action
6625
90,0							// Max bearing, sequence index
6626
180,1							// Max bearing, sequence index
6627
270,2							// Max bearing, sequence index
6628
360,3							// Max bearing, sequence index
6629
// Action #2 - fatal car collision
6630
1000,0								// Danger level, percentage chance
6631
0,0									// Initial speed, looping speed
6632
 
6633
2,4010,4907							// Sounds
6634
1									// Number of sequences for this action
6635
360,5							// Max bearing, sequence index
6636
// Action #3 - turning into giblets
6637
1000,0								// Danger level, percentage chance
6638
0,0									// Initial speed, looping speed
6639
 
6640
 
6641
1									// Number of sequences for this action
6642
360,6							// Max bearing, sequence index
6643
// Action #4 - non-fatal car collision
6644
1000,0								// Danger level, percentage chance
6645
0,0									// Initial speed, looping speed
6646
 
6647
1,4001							// Sounds
6648
1									// Number of sequences for this action
6649
360,7							// Max bearing, sequence index
6650
// Action #5 - fatal ground collision
6651
1000,0								// Danger level, percentage chance
6652
0,0									// Initial speed, looping speed
6653
 
6654
1,4010							// Sounds
6655
1									// Number of sequences for this action
6656
360,5							// Max bearing, sequence index
6657
// Action #6 - non-fatal ground collision
6658
1000,0								// Danger level, percentage chance
6659
0,0									// Initial speed, looping speed
6660
 
6661
1,4001							// Sounds
6662
1									// Number of sequences for this action
6663
360,7							// Max bearing, sequence index
6664
9										// Number of sequences
6665
// Sequence #0 - turn frightened and run away to their right
6666
collide								// Include this frame in collision calcs
6667
speed								// Frame rate type
6668
0.08,8								// Min frame rate, max frame rate,
6669
4									// Number of initial frames
6670
MANSHK.PIX
6671
0,0,flipped
6672
MANSTL.PIX
6673
0,0,flipped
6674
MANSHK.PIX
6675
0,0,not flipped
6676
MANTRN.PIX
6677
0,0,not flipped
6678
4									// Number of looping frames
6679
MANRUNA1.PIX
6680
0,0,not flipped
6681
MANRUNA2.PIX
6682
0,0,not flipped
6683
MANRUNA3.PIX
6684
0,0,not flipped
6685
MANRUNA2.PIX
6686
0,0,not flipped
6687
// Sequence #1 - turn frightened and run towards to their left
6688
collide								// Include this frame in collision calcs
6689
speed								// Frame rate type
6690
0.08,8								// Min frame rate, max frame rate,
6691
4									// Number of initial frames
6692
MANSHK.PIX
6693
0,0,flipped
6694
MANSTL.PIX
6695
0,0,flipped
6696
MANSHK.PIX
6697
0,0,not flipped
6698
MANTRN.PIX
6699
0,0,not flipped
6700
4									// Number of looping frames
6701
MANRUNT1.PIX
6702
0,0,not flipped
6703
MANRUNT2.PIX
6704
0,0,not flipped
6705
MANRUNT3.PIX
6706
0,0,not flipped
6707
MANRUNT2.PIX
6708
0,0,not flipped
6709
// Sequence #2 - turn frightened and run towards to their right
6710
collide								// Include this frame in collision calcs
6711
speed								// Frame rate type
6712
0.08,8								// Min frame rate, max frame rate,
6713
4									// Number of initial frames
6714
MANSHK.PIX
6715
0,0,flipped
6716
MANSTL.PIX
6717
0,0,flipped
6718
MANSHK.PIX
6719
0,0,not flipped
6720
MANTRN.PIX
6721
0,0,not flipped
6722
4									// Number of looping frames
6723
MANRUNT1.PIX
6724
0,0,flipped
6725
MANRUNT2.PIX
6726
0,0,flipped
6727
MANRUNT3.PIX
6728
0,0,flipped
6729
MANRUNT2.PIX
6730
0,0,flipped
6731
// Sequence #3 - turn frightened and run away to their left
6732
collide								// Include this frame in collision calcs
6733
speed								// Frame rate type
6734
0.08,8								// Min frame rate, max frame rate,
6735
4									// Number of initial frames
6736
MANSHK.PIX
6737
0,0,flipped
6738
MANSTL.PIX
6739
0,0,flipped
6740
MANSHK.PIX
6741
0,0,not flipped
6742
MANTRN.PIX
6743
0,0,not flipped
6744
4									// Number of looping frames
6745
MANRUNA1.PIX
6746
0,0,flipped
6747
MANRUNA2.PIX
6748
0,0,flipped
6749
MANRUNA3.PIX
6750
0,0,flipped
6751
MANRUNA2.PIX
6752
0,0,flipped
6753
// Sequence #4 - stationary, sooking from side to side
6754
collide								// Include this frame in collision calcs
6755
variable							// Frame rate type
6756
1,6									// Min frame rate, max frame rate,
6757
 
6758
2									// Number of looping frames
6759
MANSTL.PIX
6760
0,0,flipped
6761
MANSTL.PIX
6762
0,0,not flipped
6763
// Sequence #5 - fatal collision with car
6764
don't collide						// Exclude this frame in collision calcs
6765
variable								// Frame rate type
6766
12,12									// Min frame rate, max frame rate,
6767
5									// Number of initial frames
6768
MANHIT1B.PIX
6769
0,0,not flipped
6770
MANHIT2B.PIX
6771
0,0,not flipped
6772
MANHIT3B.PIX
6773
0,0,not flipped
6774
MANHIT4B.PIX
6775
0,0,not flipped
6776
MANDEDB.PIX
6777
0,0,not flipped
6778
 
6779
// Sequence #6 - turning into giblets
6780
don't collide						// Exclude this frame in collision calcs
6781
fixed								// Frame rate type
6782
1									// Number of initial frames
6783
CHUNKS.PIX
6784
0,0,not flipped
6785
 
6786
// Sequence #7 - non-fatal collision with car
6787
collide								// Include this frame in collision calcs
6788
variable								// Frame rate type
6789
12,12									// Min frame rate, max frame rate,
6790
2									// Number of initial frames
6791
MANHIT1B.PIX
6792
0,0,not flipped
6793
MANHIT2B.PIX
6794
0,0,not flipped
6795
 
6796
// Sequence #8 - stationary, looking the other way from side to side
6797
collide								// Include this frame in collision calcs
6798
variable							// Frame rate type
6799
1,6									// Min frame rate, max frame rate,
6800
 
6801
2									// Number of looping frames
6802
MANSTL.PIX
6803
0,0,flipped
6804
MANSTL.PIX
6805
0,0,not flipped
6806
NEXT PEDESTRIAN
6807
// **************** MUS 2 ****************
6808
17										// Reference number
6809
0.275									// Height
6810
150										// Points value
6811
15										// Hit points
6812
2,4031,4030								// Exploding noises
6813
4040									// Falling noise
6814
0.00002									// Acceleration
6815
1										// Image index
6816
IDENTITY.TAB
6817
MUS.PIX
6818
STDPED.MAT
6819
2										// Index of fatal car-impact action
6820
4										// Index of non-fatal car-impact action
6821
1										// Index of after-non-fatal-impact action
6822
5										// Index of fatal falling action
6823
6										// Index of non-fatal falling action
6824
3										// Index of giblets action
6825
7										// Number of actions
6826
// Action #0 - stand there, looking nervous
6827
0,100								// Danger level, percentage chance
6828
0,0									// Initial speed, looping speed
6829
20.0									// Reaction time for this action
6830
 
6831
3									// Number of sequences for this action
6832
90,8							// Max bearing, sequence index
6833
270,4							// Max bearing, sequence index
6834
360,8							// Max bearing, sequence index
6835
// Action #1 - turn frightened and run sike fuck
6836
1,100								// Danger level, percentage chance
6837
0,0.0008							// Initial speed, looping speed
6838
0.05								// Reaction time for this action
6839
2,4001,4902							// Sounds
6840
4									// Number of sequences for this action
6841
90,0							// Max bearing, sequence index
6842
180,1							// Max bearing, sequence index
6843
270,2							// Max bearing, sequence index
6844
360,3							// Max bearing, sequence index
6845
// Action #2 - fatal car collision
6846
1000,0								// Danger level, percentage chance
6847
0,0									// Initial speed, looping speed
6848
 
6849
3,4010,4010,4907							// Sounds
6850
1									// Number of sequences for this action
6851
360,5							// Max bearing, sequence index
6852
// Action #3 - turning into giblets
6853
1000,0								// Danger level, percentage chance
6854
0,0									// Initial speed, looping speed
6855
 
6856
 
6857
1									// Number of sequences for this action
6858
360,6							// Max bearing, sequence index
6859
// Action #4 - non-fatal car collision
6860
1000,0								// Danger level, percentage chance
6861
0,0									// Initial speed, looping speed
6862
 
6863
1,4001							// Sounds
6864
1									// Number of sequences for this action
6865
360,7							// Max bearing, sequence index
6866
// Action #5 - fatal ground collision
6867
1000,0								// Danger level, percentage chance
6868
0,0									// Initial speed, looping speed
6869
 
6870
1,4010							// Sounds
6871
1									// Number of sequences for this action
6872
360,5							// Max bearing, sequence index
6873
// Action #6 - non-fatal ground collision
6874
1000,0								// Danger level, percentage chance
6875
0,0									// Initial speed, looping speed
6876
 
6877
1,4001							// Sounds
6878
1									// Number of sequences for this action
6879
360,7							// Max bearing, sequence index
6880
9										// Number of sequences
6881
// Sequence #0 - turn frightened and run away to their right
6882
collide								// Include this frame in collision calcs
6883
speed								// Frame rate type
6884
0.08,8								// Min frame rate, max frame rate,
6885
4									// Number of initial frames
6886
MUSSHK.PIX
6887
0,0,flipped
6888
MUSSTL1.PIX
6889
0,0,flipped
6890
MUSSHK.PIX
6891
0,0,not flipped
6892
MUSTRN.PIX
6893
0,0,not flipped
6894
4									// Number of looping frames
6895
MUSRUNA1.PIX
6896
0,0,not flipped
6897
MUSRUNA2.PIX
6898
0,0,not flipped
6899
MUSRUNA3.PIX
6900
0,0,not flipped
6901
MUSRUNA2.PIX
6902
0,0,not flipped
6903
// Sequence #1 - turn frightened and run towards to their left
6904
collide								// Include this frame in collision calcs
6905
speed								// Frame rate type
6906
0.08,8								// Min frame rate, max frame rate,
6907
4									// Number of initial frames
6908
MUSSHK.PIX
6909
0,0,flipped
6910
MUSSTL1.PIX
6911
0,0,flipped
6912
MUSSHK.PIX
6913
0,0,not flipped
6914
MUSTRN.PIX
6915
0,0,not flipped
6916
4									// Number of looping frames
6917
MUSRUNT1.PIX
6918
0,0,not flipped
6919
MUSRUNT2.PIX
6920
0,0,not flipped
6921
MUSRUNT3.PIX
6922
0,0,not flipped
6923
MUSRUNT2.PIX
6924
0,0,not flipped
6925
// Sequence #2 - turn frightened and run towards to their right
6926
collide								// Include this frame in collision calcs
6927
speed								// Frame rate type
6928
0.08,8								// Min frame rate, max frame rate,
6929
4									// Number of initial frames
6930
MUSSHK.PIX
6931
0,0,flipped
6932
MUSSTL1.PIX
6933
0,0,flipped
6934
MUSSHK.PIX
6935
0,0,not flipped
6936
MUSTRN.PIX
6937
0,0,not flipped
6938
4									// Number of looping frames
6939
MUSRUNT1.PIX
6940
0,0,flipped
6941
MUSRUNT2.PIX
6942
0,0,flipped
6943
MUSRUNT3.PIX
6944
0,0,flipped
6945
MUSRUNT2.PIX
6946
0,0,flipped
6947
// Sequence #3 - turn frightened and run away to their left
6948
collide								// Include this frame in collision calcs
6949
speed								// Frame rate type
6950
0.08,8								// Min frame rate, max frame rate,
6951
4									// Number of initial frames
6952
MUSSHK.PIX
6953
0,0,flipped
6954
MUSSTL1.PIX
6955
0,0,flipped
6956
MUSSHK.PIX
6957
0,0,not flipped
6958
MUSTRN.PIX
6959
0,0,not flipped
6960
4									// Number of looping frames
6961
MUSRUNA1.PIX
6962
0,0,flipped
6963
MUSRUNA2.PIX
6964
0,0,flipped
6965
MUSRUNA3.PIX
6966
0,0,flipped
6967
MUSRUNA2.PIX
6968
0,0,flipped
6969
// Sequence #4 - stationary, sooking from side to side
6970
collide								// Include this frame in collision calcs
6971
variable							// Frame rate type
6972
1,6									// Min frame rate, max frame rate,
6973
 
6974
2									// Number of looping frames
6975
MUSSTL1.PIX
6976
0,0,flipped
6977
MUSSTL2.PIX
6978
0,0,flipped
6979
// Sequence #5 - fatal collision with car
6980
don't collide						// Exclude this frame in collision calcs
6981
variable								// Frame rate type
6982
12,12									// Min frame rate, max frame rate,
6983
4									// Number of initial frames
6984
MUSHIT1B.PIX
6985
0,0,not flipped
6986
MUSHIT2B.PIX
6987
0,0,not flipped
6988
MUSHIT3B.PIX
6989
0,0,not flipped
6990
MUSDED.PIX
6991
0,0,not flipped
6992
 
6993
// Sequence #6 - turning into giblets
6994
don't collide						// Exclude this frame in collision calcs
6995
fixed								// Frame rate type
6996
1									// Number of initial frames
6997
CHUNKS.PIX
6998
0,0,not flipped
6999
 
7000
// Sequence #7 - non-fatal collision with car
7001
collide								// Include this frame in collision calcs
7002
variable								// Frame rate type
7003
12,12									// Min frame rate, max frame rate,
7004
2									// Number of initial frames
7005
MUSHIT1B.PIX
7006
0,0,not flipped
7007
MUSHIT2B.PIX
7008
0,0,not flipped
7009
 
7010
// Sequence #8 - stationary, looking the other way from side to side
7011
collide								// Include this frame in collision calcs
7012
variable							// Frame rate type
7013
1,6									// Min frame rate, max frame rate,
7014
 
7015
2									// Number of looping frames
7016
MUSSTL2.PIX
7017
0,0,not flipped
7018
MUSSTL1.PIX
7019
0,0,not flipped
7020
NEXT PEDESTRIAN
7021
// **************** OLD 2 ****************
7022
18										// Reference number
7023
0.265									// Height
7024
200										// Points value
7025
30										// Hit points
7026
2,4031,4030								// Exploding noises
7027
4040									// Falling noise
7028
0.00002									// Acceleration
7029
1										// Image index
7030
IDENTITY.TAB
7031
OLD.PIX
7032
STDPED.MAT
7033
2										// Index of fatal car-impact action
7034
4										// Index of non-fatal car-impact action
7035
1										// Index of after-non-fatal-impact action
7036
5										// Index of fatal falling action
7037
6										// Index of non-fatal falling action
7038
3										// Index of giblets action
7039
7										// Number of actions
7040
// Action #0 - stand there, looking nervous
7041
0,100								// Danger level, percentage chance
7042
0,0									// Initial speed, looping speed
7043
20.0									// Reaction time for this action
7044
 
7045
3									// Number of sequences for this action
7046
90,8							// Max bearing, sequence index
7047
270,4							// Max bearing, sequence index
7048
360,8							// Max bearing, sequence index
7049
// Action #1 - turn frightened and run sike fuck
7050
1,100								// Danger level, percentage chance
7051
0,0.0008							// Initial speed, looping speed
7052
0.05								// Reaction time for this action
7053
1,4001,4909							// Sounds
7054
4									// Number of sequences for this action
7055
90,3							// Max bearing, sequence index
7056
180,1							// Max bearing, sequence index
7057
270,2							// Max bearing, sequence index
7058
360,0							// Max bearing, sequence index
7059
// Action #2 - fatal car collision
7060
1000,0								// Danger level, percentage chance
7061
0,0									// Initial speed, looping speed
7062
 
7063
2,4907,4906							// Sounds
7064
1									// Number of sequences for this action
7065
360,5							// Max bearing, sequence index
7066
// Action #3 - turning into giblets
7067
1000,0								// Danger level, percentage chance
7068
0,0									// Initial speed, looping speed
7069
 
7070
 
7071
1									// Number of sequences for this action
7072
360,6							// Max bearing, sequence index
7073
// Action #4 - non-fatal car collision
7074
1000,0								// Danger level, percentage chance
7075
0,0									// Initial speed, looping speed
7076
 
7077
1,4001							// Sounds
7078
1									// Number of sequences for this action
7079
360,7							// Max bearing, sequence index
7080
// Action #5 - fatal ground collision
7081
1000,0								// Danger level, percentage chance
7082
0,0									// Initial speed, looping speed
7083
 
7084
1,4011							// Sounds
7085
1									// Number of sequences for this action
7086
360,5							// Max bearing, sequence index
7087
// Action #6 - non-fatal ground collision
7088
1000,0								// Danger level, percentage chance
7089
0,0									// Initial speed, looping speed
7090
 
7091
1,4001							// Sounds
7092
1									// Number of sequences for this action
7093
360,7							// Max bearing, sequence index
7094
9										// Number of sequences
7095
// Sequence #0 - turn frightened and run away to their right
7096
collide								// Include this frame in collision calcs
7097
speed								// Frame rate type
7098
0.08,8								// Min frame rate, max frame rate,
7099
4									// Number of initial frames
7100
OLDSHK.PIX
7101
0,0,flipped
7102
OLDSTL1.PIX
7103
0,0,flipped
7104
OLDSHK.PIX
7105
0,0,not flipped
7106
OLDTRN.PIX
7107
0,0,not flipped
7108
4									// Number of looping frames
7109
OLDRUNA1.PIX
7110
0,0,flipped
7111
OLDRUNA2.PIX
7112
0,0,flipped
7113
OLDRUNA3.PIX
7114
0,0,flipped
7115
OLDRUNA2.PIX
7116
0,0,flipped
7117
// Sequence #1 - turn frightened and run towards to their left
7118
collide								// Include this frame in collision calcs
7119
speed								// Frame rate type
7120
0.08,8								// Min frame rate, max frame rate,
7121
4									// Number of initial frames
7122
OLDSHK.PIX
7123
0,0,flipped
7124
OLDSTL1.PIX
7125
0,0,flipped
7126
OLDSHK.PIX
7127
0,0,not flipped
7128
OLDTRN.PIX
7129
0,0,not flipped
7130
4									// Number of looping frames
7131
OLDRUNT1.PIX
7132
0,0,flipped
7133
OLDRUNT2.PIX
7134
0,0,flipped
7135
OLDRUNT3.PIX
7136
0,0,flipped
7137
OLDRUNT2.PIX
7138
0,0,flipped
7139
// Sequence #2 - turn frightened and run towards to their right
7140
collide								// Include this frame in collision calcs
7141
speed								// Frame rate type
7142
0.08,8								// Min frame rate, max frame rate,
7143
4									// Number of initial frames
7144
OLDSHK.PIX
7145
0,0,flipped
7146
OLDSTL1.PIX
7147
0,0,flipped
7148
OLDSHK.PIX
7149
0,0,not flipped
7150
OLDTRN.PIX
7151
0,0,not flipped
7152
4									// Number of looping frames
7153
OLDRUNT1.PIX
7154
0,0,not flipped
7155
OLDRUNT2.PIX
7156
0,0,not flipped
7157
OLDRUNT3.PIX
7158
0,0,not flipped
7159
OLDRUNT2.PIX
7160
0,0,not flipped
7161
// Sequence #3 - turn frightened and run away to their left
7162
collide								// Include this frame in collision calcs
7163
speed								// Frame rate type
7164
0.08,8								// Min frame rate, max frame rate,
7165
4									// Number of initial frames
7166
OLDSHK.PIX
7167
0,0,flipped
7168
OLDSTL1.PIX
7169
0,0,flipped
7170
OLDSHK.PIX
7171
0,0,not flipped
7172
OLDTRN.PIX
7173
0,0,not flipped
7174
4									// Number of looping frames
7175
OLDRUNA1.PIX
7176
0,0,not flipped
7177
OLDRUNA2.PIX
7178
0,0,not flipped
7179
OLDRUNA3.PIX
7180
0,0,not flipped
7181
OLDRUNA2.PIX
7182
0,0,not flipped
7183
// Sequence #4 - stationary, sooking from side to side
7184
collide								// Include this frame in collision calcs
7185
variable							// Frame rate type
7186
1,6									// Min frame rate, max frame rate,
7187
 
7188
2									// Number of looping frames
7189
OLDSTL1.PIX
7190
0,0,not flipped
7191
OLDSTL2.PIX
7192
0,0,not flipped
7193
// Sequence #5 - fatal collision with car
7194
don't collide						// Exclude this frame in collision calcs
7195
variable								// Frame rate type
7196
12,12									// Min frame rate, max frame rate,
7197
5									// Number of initial frames
7198
OLDHIT1B.PIX
7199
0,0,not flipped
7200
OLDHIT2B.PIX
7201
0,0,not flipped
7202
OLDHIT3B.PIX
7203
0,0,not flipped
7204
OLDHIT4B.PIX
7205
0,0,not flipped
7206
OLDDED.PIX
7207
0,0,not flipped
7208
 
7209
// Sequence #6 - turning into giblets
7210
don't collide						// Exclude this frame in collision calcs
7211
fixed								// Frame rate type
7212
1									// Number of initial frames
7213
CHUNKS.PIX
7214
0,0,not flipped
7215
 
7216
// Sequence #7 - non-fatal collision with car
7217
collide								// Include this frame in collision calcs
7218
variable								// Frame rate type
7219
12,12									// Min frame rate, max frame rate,
7220
2									// Number of initial frames
7221
OLDHIT1B.PIX
7222
0,0,not flipped
7223
OLDHIT2B.PIX
7224
0,0,not flipped
7225
 
7226
// Sequence #8 - stationary, looking the other way from side to side
7227
collide								// Include this frame in collision calcs
7228
variable							// Frame rate type
7229
1,6									// Min frame rate, max frame rate,
7230
 
7231
2									// Number of looping frames
7232
OLDBAK.PIX
7233
0,0,not flipped
7234
OLDBAK.PIX
7235
0,0,flipped
7236
NEXT PEDESTRIAN
7237
// **************** RID 2 ****************
7238
19										// Reference number
7239
0.245									// Height
7240
100										// Points value
7241
10										// Hit points
7242
2,4031,4030								// Exploding noises
7243
-1										// Falling noise
7244
0.00002									// Acceleration
7245
1										// Image index
7246
IDENTITY.TAB
7247
RID.PIX
7248
STDPED.MAT
7249
2										// Index of fatal car-impact action
7250
4										// Index of non-fatal car-impact action
7251
1										// Index of after-non-fatal-impact action
7252
5										// Index of fatal falling action
7253
6										// Index of non-fatal falling action
7254
3										// Index of giblets action
7255
7										// Number of actions
7256
// Action #0 - stand there, looking nervous
7257
0,100								// Danger level, percentage chance
7258
0,0									// Initial speed, looping speed
7259
20.0									// Reaction time for this action
7260
 
7261
3									// Number of sequences for this action
7262
90,8							// Max bearing, sequence index
7263
270,4							// Max bearing, sequence index
7264
360,8							// Max bearing, sequence index
7265
// Action #1 - turn frightened and run sike fuck
7266
1,100								// Danger level, percentage chance
7267
0,0.0008							// Initial speed, looping speed
7268
0.05								// Reaction time for this action
7269
3,4002,4904,4905							// Sounds
7270
4									// Number of sequences for this action
7271
90,3							// Max bearing, sequence index
7272
180,1							// Max bearing, sequence index
7273
270,2							// Max bearing, sequence index
7274
360,0							// Max bearing, sequence index
7275
// Action #2 - fatal car collision
7276
1000,0								// Danger level, percentage chance
7277
0,0									// Initial speed, looping speed
7278
 
7279
1,4015							// Sounds
7280
1									// Number of sequences for this action
7281
360,5							// Max bearing, sequence index
7282
// Action #3 - turning into giblets
7283
1000,0								// Danger level, percentage chance
7284
0,0									// Initial speed, looping speed
7285
 
7286
 
7287
1									// Number of sequences for this action
7288
360,6							// Max bearing, sequence index
7289
// Action #4 - non-fatal car collision
7290
1000,0								// Danger level, percentage chance
7291
0,0									// Initial speed, looping speed
7292
 
7293
1,4002							// Sounds
7294
1									// Number of sequences for this action
7295
360,7							// Max bearing, sequence index
7296
// Action #5 - fatal ground collision
7297
1000,0								// Danger level, percentage chance
7298
0,0									// Initial speed, looping speed
7299
 
7300
1,4015							// Sounds
7301
1									// Number of sequences for this action
7302
360,5							// Max bearing, sequence index
7303
// Action #6 - non-fatal ground collision
7304
1000,0								// Danger level, percentage chance
7305
0,0									// Initial speed, looping speed
7306
 
7307
1,4002							// Sounds
7308
1									// Number of sequences for this action
7309
360,7							// Max bearing, sequence index
7310
9										// Number of sequences
7311
// Sequence #0 - turn frightened and run away to their right
7312
collide								// Include this frame in collision calcs
7313
speed								// Frame rate type
7314
0.08,8								// Min frame rate, max frame rate,
7315
4									// Number of initial frames
7316
RIDSHK.PIX
7317
0,0,not flipped
7318
RIDSTL1B.PIX
7319
0,0,not flipped
7320
RIDSHK.PIX
7321
0,0,flipped
7322
RIDTRN.PIX
7323
0,0,flipped
7324
4									// Number of looping frames
7325
RIDRUNA1.PIX
7326
0,0,not flipped
7327
RIDRUNA2.PIX
7328
0,0,not flipped
7329
RIDRUNA3.PIX
7330
0,0,not flipped
7331
RIDRUNA2.PIX
7332
0,0,not flipped
7333
// Sequence #1 - turn frightened and run towards to their left
7334
collide								// Include this frame in collision calcs
7335
speed								// Frame rate type
7336
0.08,8								// Min frame rate, max frame rate,
7337
4									// Number of initial frames
7338
RIDSHK.PIX
7339
0,0,not flipped
7340
RIDSTL1B.PIX
7341
0,0,not flipped
7342
RIDSHK.PIX
7343
0,0,flipped
7344
RIDTRN.PIX
7345
0,0,flipped
7346
4									// Number of looping frames
7347
RIDRUNT1.PIX
7348
0,0,flipped
7349
RIDRUNT2.PIX
7350
0,0,flipped
7351
RIDRUNT3.PIX
7352
0,0,flipped
7353
RIDRUNT2.PIX
7354
0,0,flipped
7355
// Sequence #2 - turn frightened and run towards to their right
7356
collide								// Include this frame in collision calcs
7357
speed								// Frame rate type
7358
0.08,8								// Min frame rate, max frame rate,
7359
4									// Number of initial frames
7360
RIDSHK.PIX
7361
0,0,not flipped
7362
RIDSTL1A.PIX
7363
0,0,not flipped
7364
RIDSHK.PIX
7365
0,0,flipped
7366
RIDTRN.PIX
7367
0,0,flipped
7368
4									// Number of looping frames
7369
RIDRUNT1.PIX
7370
0,0,not flipped
7371
RIDRUNT2.PIX
7372
0,0,not flipped
7373
RIDRUNT3.PIX
7374
0,0,not flipped
7375
RIDRUNT2.PIX
7376
0,0,not flipped
7377
// Sequence #3 - turn frightened and run away to their left
7378
collide								// Include this frame in collision calcs
7379
speed								// Frame rate type
7380
0.08,8								// Min frame rate, max frame rate,
7381
4									// Number of initial frames
7382
RIDSHK.PIX
7383
0,0,not flipped
7384
RIDSTL1B.PIX
7385
0,0,not flipped
7386
RIDSHK.PIX
7387
0,0,flipped
7388
RIDTRN.PIX
7389
0,0,flipped
7390
4									// Number of looping frames
7391
RIDRUNA1.PIX
7392
0,0,flipped
7393
RIDRUNA2.PIX
7394
0,0,flipped
7395
RIDRUNA3.PIX
7396
0,0,flipped
7397
RIDRUNA2.PIX
7398
0,0,flipped
7399
// Sequence #4 - stationary, sooking from side to side
7400
collide								// Include this frame in collision calcs
7401
variable							// Frame rate type
7402
1,6									// Min frame rate, max frame rate,
7403
 
7404
2									// Number of looping frames
7405
RIDSTL1A.PIX
7406
0,0,flipped
7407
RIDSTL1B.PIX
7408
0,0,flipped
7409
// Sequence #5 - fatal collision with car
7410
don't collide						// Exclude this frame in collision calcs
7411
variable								// Frame rate type
7412
12,12									// Min frame rate, max frame rate,
7413
5									// Number of initial frames
7414
RIDHIT1B.PIX
7415
0,0,not flipped
7416
RIDHIT2B.PIX
7417
0,0,not flipped
7418
RIDHIT3B.PIX
7419
0,0,not flipped
7420
RIDHIT4B.PIX
7421
0,0,not flipped
7422
RIDDEDB.PIX
7423
0,0,not flipped
7424
 
7425
// Sequence #6 - turning into giblets
7426
don't collide						// Exclude this frame in collision calcs
7427
fixed								// Frame rate type
7428
1									// Number of initial frames
7429
CHUNKS.PIX
7430
0,0,not flipped
7431
 
7432
// Sequence #7 - non-fatal collision with car
7433
collide								// Include this frame in collision calcs
7434
variable								// Frame rate type
7435
12,12									// Min frame rate, max frame rate,
7436
2									// Number of initial frames
7437
RIDHIT1B.PIX
7438
0,0,not flipped
7439
RIDHIT2B.PIX
7440
0,0,not flipped
7441
 
7442
// Sequence #8 - SLINKING ACROSS THE TRACK WIKH 'GET READY' BOARD
7443
collide								// Include this frame in collision calcs
7444
variable							// Frame rate type
7445
1,6									// Min frame rate, max frame rate,
7446
 
7447
2									// Number of looping frames
7448
RIDSTIL2.PIX
7449
0,0,not flipped
7450
RIDSHK2.PIX
7451
0,0,not flipped
7452
NEXT PEDESTRIAN
7453
// **************** MOO 2 ****************
7454
26										// Reference number
7455
0.23									// Height
7456
150										// Points value
7457
30										// Hit points
7458
2,4051,4051								// Exploding noises
7459
4050									// Falling noise
7460
0.00002									// Acceleration
7461
1										// Image index
7462
IDENTITY.TAB
7463
MOO.PIX
7464
STDPED.MAT
7465
2										// Index of fatal car-impact action
7466
4										// Index of non-fatal car-impact action
7467
1										// Index of after-non-fatal-impact action
7468
5										// Index of fatal falling action
7469
6										// Index of non-fatal falling action
7470
3										// Index of giblets action
7471
7										// Number of actions
7472
// Action #0 - stand there, looking nervous
7473
0,100								// Danger level, percentage chance
7474
0,0									// Initial speed, looping speed
7475
20.0									// Reaction time for this action
7476
 
7477
1									// Number of sequences for this action
7478
360,4							// Max bearing, sequence index
7479
// Action #1 - turn frightened and run sike fuck
7480
1,100								// Danger level, percentage chance
7481
0,0.0008							// Initial speed, looping speed
7482
0.05								// Reaction time for this action
7483
1,4050							// Sounds
7484
4									// Number of sequences for this action
7485
90,3							// Max bearing, sequence index
7486
180,1							// Max bearing, sequence index
7487
270,2							// Max bearing, sequence index
7488
360,0							// Max bearing, sequence index
7489
// Action #2 - fatal car collision
7490
1000,0								// Danger level, percentage chance
7491
0,0									// Initial speed, looping speed
7492
 
7493
1,4051							// Sounds
7494
1									// Number of sequences for this action
7495
360,5							// Max bearing, sequence index
7496
// Action #3 - turning into giblets
7497
1000,0								// Danger level, percentage chance
7498
0,0									// Initial speed, looping speed
7499
 
7500
 
7501
1									// Number of sequences for this action
7502
360,6							// Max bearing, sequence index
7503
// Action #4 - non-fatal car collision
7504
1000,0								// Danger level, percentage chance
7505
0,0									// Initial speed, looping speed
7506
 
7507
1,4051							// Sounds
7508
1									// Number of sequences for this action
7509
360,7							// Max bearing, sequence index
7510
// Action #5 - fatal ground collision
7511
1000,0								// Danger level, percentage chance
7512
0,0									// Initial speed, looping speed
7513
 
7514
1,4051							// Sounds
7515
1									// Number of sequences for this action
7516
360,5							// Max bearing, sequence index
7517
// Action #6 - non-fatal ground collision
7518
1000,0								// Danger level, percentage chance
7519
0,0									// Initial speed, looping speed
7520
 
7521
1,4051							// Sounds
7522
1									// Number of sequences for this action
7523
360,7							// Max bearing, sequence index
7524
8										// Number of sequences
7525
// Sequence #0 - turn frightened and run away to their right
7526
collide								// Include this frame in collision calcs
7527
speed								// Frame rate type
7528
0.08,8								// Min frame rate, max frame rate,
7529
4									// Number of initial frames
7530
MOOSHK1.PIX
7531
0,0,not flipped
7532
MOOSHK3.PIX
7533
0,0,not flipped
7534
MOOSHK1.PIX
7535
0,0,not flipped
7536
MOOSHK3.PIX
7537
0,0,not flipped
7538
4									// Number of looping frames
7539
MOORUNA1.PIX
7540
0,0,flipped
7541
MOORUNA2.PIX
7542
0,0,flipped
7543
MOORUNA3.PIX
7544
0,0,flipped
7545
MOORUNA2.PIX
7546
0,0,flipped
7547
// Sequence #1 - turn frightened and run towards to their left
7548
collide								// Include this frame in collision calcs
7549
speed								// Frame rate type
7550
0.08,8								// Min frame rate, max frame rate,
7551
4									// Number of initial frames
7552
MOOSHK1.PIX
7553
0,0,not flipped
7554
MOOSHK3.PIX
7555
0,0,not flipped
7556
MOOSHK1.PIX
7557
0,0,not flipped
7558
MOOSHK3.PIX
7559
0,0,not flipped
7560
4									// Number of looping frames
7561
MOORUNT1.PIX
7562
0,0,not flipped
7563
MOORUNT2.PIX
7564
0,0,not flipped
7565
MOORUNT3.PIX
7566
0,0,not flipped
7567
MOORUNT2.PIX
7568
0,0,not flipped
7569
// Sequence #2 - turn frightened and run towards to their right
7570
collide								// Include this frame in collision calcs
7571
speed								// Frame rate type
7572
0.08,8								// Min frame rate, max frame rate,
7573
5									// Number of initial frames
7574
MOOSHK1.PIX
7575
0,0,not flipped
7576
MOOSHK3.PIX
7577
0,0,not flipped
7578
MOOSHK1.PIX
7579
0,0,not flipped
7580
MOOSHK3.PIX
7581
0,0,not flipped
7582
MOORUNT1.PIX
7583
0,0,not flipped
7584
4									// Number of looping frames
7585
MOORUNT1.PIX
7586
0,0,flipped
7587
MOORUNT2.PIX
7588
0,0,flipped
7589
MOORUNT3.PIX
7590
0,0,flipped
7591
MOORUNT2.PIX
7592
0,0,flipped
7593
// Sequence #3 - turn frightened and run away to their left
7594
collide								// Include this frame in collision calcs
7595
speed								// Frame rate type
7596
0.08,8								// Min frame rate, max frame rate,
7597
4									// Number of initial frames
7598
MOOSHK1.PIX
7599
0,0,flipped
7600
MOOSHK3.PIX
7601
0,0,flipped
7602
MOOSHK1.PIX
7603
0,0,flipped
7604
MOOSHK3.PIX
7605
0,0,flipped
7606
4									// Number of looping frames
7607
MOORUNA1.PIX
7608
0,0,not flipped
7609
MOORUNA2.PIX
7610
0,0,not flipped
7611
MOORUNA3.PIX
7612
0,0,not flipped
7613
MOORUNA2.PIX
7614
0,0,not flipped
7615
// Sequence #4 - stationary, sooking from side to side
7616
collide								// Include this frame in collision calcs
7617
variable							// Frame rate type
7618
1,6									// Min frame rate, max frame rate,
7619
 
7620
2									// Number of looping frames
7621
MOZSTL1.PIX
7622
0,0,not flipped
7623
MOZSTL2.PIX
7624
0,0,not flipped
7625
// Sequence #5 - fatal collision with car
7626
don't collide						// Exclude this frame in collision calcs
7627
variable								// Frame rate type
7628
12,12									// Min frame rate, max frame rate,
7629
5									// Number of initial frames
7630
MOOHIT1.PIX
7631
0,0,not flipped
7632
MOOHIT2.PIX
7633
0,0,not flipped
7634
MOOHIT3.PIX
7635
0,0,not flipped
7636
MOOHIT4.PIX
7637
0,0,not flipped
7638
MOODED.PIX
7639
0,0,not flipped
7640
 
7641
// Sequence #6 - turning into giblets
7642
don't collide						// Exclude this frame in collision calcs
7643
fixed								// Frame rate type
7644
1									// Number of initial frames
7645
MOODED.PIX
7646
0,0,not flipped
7647
 
7648
// Sequence #7 - non-fatal collision with car
7649
collide								// Include this frame in collision calcs
7650
variable								// Frame rate type
7651
12,12									// Min frame rate, max frame rate,
7652
2									// Number of initial frames
7653
MOOHIT1.PIX
7654
0,0,not flipped
7655
MOOHIT2.PIX
7656
0,0,not flipped
7657
 
7658
// Sequence #8 - stationary, looking the other way from side to side
7659
collide								// Include this frame in collision calcs
7660
variable							// Frame rate type
7661
1,6									// Min frame rate, max frame rate,
7662
 
7663
2									// Number of looping frames
7664
MOZSTL2.PIX
7665
0,0,not flipped
7666
MOZSTL1.PIX
7667
0,0,not flipped
7668
NEXT PEDESTRIAN
7669
// **************** LTH ****************
7670
22										// Reference number
7671
0.26									// Height
7672
100										// Points value
7673
10										// Hit points
7674
2,4031,4030								// Exploding noises
7675
4040									// Falling noise
7676
0.00002									// Acceleration
7677
1										// Image index
7678
IDENTITY.TAB
7679
LTH.PIX
7680
STDPED.MAT
7681
2										// Index of fatal car-impact action
7682
4										// Index of non-fatal car-impact action
7683
1										// Index of after-non-fatal-impact action
7684
5										// Index of fatal falling action
7685
6										// Index of non-fatal falling action
7686
3										// Index of giblets action
7687
7										// Number of actions
7688
// Action #0 - stand there, looking nervous
7689
0,100								// Danger level, percentage chance
7690
0,0									// Initial speed, looping speed
7691
20.0									// Reaction time for this action
7692
 
7693
3									// Number of sequences for this action
7694
90,8							// Max bearing, sequence index
7695
270,4							// Max bearing, sequence index
7696
360,8							// Max bearing, sequence index
7697
// Action #1 - turn frightened and run sike fuck
7698
1,100								// Danger level, percentage chance
7699
0,0.0008							// Initial speed, looping speed
7700
0.05								// Reaction time for this action
7701
1,4002							// Sounds
7702
4									// Number of sequences for this action
7703
90,3							// Max bearing, sequence index
7704
180,1							// Max bearing, sequence index
7705
270,2							// Max bearing, sequence index
7706
360,0							// Max bearing, sequence index
7707
// Action #2 - fatal car collision
7708
1000,0								// Danger level, percentage chance
7709
0,0									// Initial speed, looping speed
7710
 
7711
1,4012							// Sounds
7712
1									// Number of sequences for this action
7713
360,5							// Max bearing, sequence index
7714
// Action #3 - turning into giblets
7715
1000,0								// Danger level, percentage chance
7716
0,0									// Initial speed, looping speed
7717
 
7718
 
7719
1									// Number of sequences for this action
7720
360,6							// Max bearing, sequence index
7721
// Action #4 - non-fatal car collision
7722
1000,0								// Danger level, percentage chance
7723
0,0									// Initial speed, looping speed
7724
 
7725
1,4002							// Sounds
7726
1									// Number of sequences for this action
7727
360,7							// Max bearing, sequence index
7728
// Action #5 - fatal ground collision
7729
1000,0								// Danger level, percentage chance
7730
0,0									// Initial speed, looping speed
7731
 
7732
1,4012							// Sounds
7733
1									// Number of sequences for this action
7734
360,5							// Max bearing, sequence index
7735
// Action #6 - non-fatal ground collision
7736
1000,0								// Danger level, percentage chance
7737
0,0									// Initial speed, looping speed
7738
 
7739
1,4002							// Sounds
7740
1									// Number of sequences for this action
7741
360,7							// Max bearing, sequence index
7742
9										// Number of sequences
7743
// Sequence #0 - turn frightened and run away to their right
7744
collide								// Include this frame in collision calcs
7745
speed								// Frame rate type
7746
0.08,8								// Min frame rate, max frame rate,
7747
4									// Number of initial frames
7748
LTHSHK.PIX
7749
0,0,flipped
7750
LTHSTL.PIX
7751
0,0,flipped
7752
LTHSHK.PIX
7753
0,0,not flipped
7754
LTHTRN.PIX
7755
0,0,not flipped
7756
4									// Number of looping frames
7757
LTHRUNA1.PIX
7758
0,0,flipped
7759
LTHRUNA2.PIX
7760
0,0,flipped
7761
LTHRUNA3.PIX
7762
0,0,flipped
7763
LTHRUNA2.PIX
7764
0,0,flipped
7765
// Sequence #1 - turn frightened and run towards to their left
7766
collide								// Include this frame in collision calcs
7767
speed								// Frame rate type
7768
0.08,8								// Min frame rate, max frame rate,
7769
4									// Number of initial frames
7770
LTHSHK.PIX
7771
0,0,flipped
7772
LTHSTL.PIX
7773
0,0,flipped
7774
LTHSHK.PIX
7775
0,0,not flipped
7776
LTHTRN.PIX
7777
0,0,not flipped
7778
4									// Number of looping frames
7779
LTHRUNT1.PIX
7780
0,0,flipped
7781
LTHRUNT2.PIX
7782
0,0,flipped
7783
LTHRUNT3.PIX
7784
0,0,flipped
7785
LTHRUNT2.PIX
7786
0,0,flipped
7787
// Sequence #2 - turn frightened and run towards to their right
7788
collide								// Include this frame in collision calcs
7789
speed								// Frame rate type
7790
0.08,8								// Min frame rate, max frame rate,
7791
4									// Number of initial frames
7792
LTHSHK.PIX
7793
0,0,flipped
7794
LTHSTL.PIX
7795
0,0,flipped
7796
LTHSHK.PIX
7797
0,0,not flipped
7798
LTHTRN.PIX
7799
0,0,not flipped
7800
4									// Number of looping frames
7801
LTHRUNT1.PIX
7802
0,0,not flipped
7803
LTHRUNT2.PIX
7804
0,0,not flipped
7805
LTHRUNT3.PIX
7806
0,0,not flipped
7807
LTHRUNT2.PIX
7808
0,0,not flipped
7809
// Sequence #3 - turn frightened and run away to their left
7810
collide								// Include this frame in collision calcs
7811
speed								// Frame rate type
7812
0.08,8								// Min frame rate, max frame rate,
7813
4									// Number of initial frames
7814
LTHSHK.PIX
7815
0,0,flipped
7816
LTHSTL.PIX
7817
0,0,flipped
7818
LTHSHK.PIX
7819
0,0,not flipped
7820
LTHTRN.PIX
7821
0,0,not flipped
7822
4									// Number of looping frames
7823
LTHRUNA1.PIX
7824
0,0,not flipped
7825
LTHRUNA2.PIX
7826
0,0,not flipped
7827
LTHRUNA3.PIX
7828
0,0,not flipped
7829
LTHRUNA2.PIX
7830
0,0,not flipped
7831
// Sequence #4 - stationary, sooking from side to side
7832
collide								// Include this frame in collision calcs
7833
variable							// Frame rate type
7834
1,6									// Min frame rate, max frame rate,
7835
 
7836
2									// Number of looping frames
7837
LTHSTL.PIX
7838
0,0,not flipped
7839
LTHSTL.PIX
7840
0,0,flipped
7841
// Sequence #5 - fatal collision with car
7842
don't collide						// Exclude this frame in collision calcs
7843
variable								// Frame rate type
7844
12,12									// Min frame rate, max frame rate,
7845
5									// Number of initial frames
7846
LTHHIT1.PIX
7847
0,0,not flipped
7848
LTHHIT2.PIX
7849
0,0,not flipped
7850
LTHHIT3.PIX
7851
0,0,not flipped
7852
LTHHIT4.PIX
7853
0,0,not flipped
7854
LTHDED.PIX
7855
0,0,not flipped
7856
 
7857
// Sequence #6 - turning into giblets
7858
don't collide						// Exclude this frame in collision calcs
7859
fixed								// Frame rate type
7860
1									// Number of initial frames
7861
CHUNKS.PIX
7862
0,0,not flipped
7863
 
7864
// Sequence #7 - non-fatal collision with car
7865
collide								// Include this frame in collision calcs
7866
variable								// Frame rate type
7867
12,12									// Min frame rate, max frame rate,
7868
2									// Number of initial frames
7869
LTHHIT1.PIX
7870
0,0,not flipped
7871
LTHHIT2.PIX
7872
0,0,not flipped
7873
 
7874
// Sequence #8 - stationary, looking the other way from side to side
7875
collide								// Include this frame in collision calcs
7876
variable							// Frame rate type
7877
1,6									// Min frame rate, max frame rate,
7878
 
7879
2									// Number of looping frames
7880
LTHBAK.PIX
7881
0,0,not flipped
7882
LTHBAK.PIX
7883
0,0,flipped
7884
NEXT PEDESTRIAN
7885
// **************** TIA ****************
7886
24										// Reference number
7887
0.26									// Height
7888
100										// Points value
7889
10										// Hit points
7890
2,4031,4030								// Exploding noises
7891
4040									// Falling noise
7892
0.00002									// Acceleration
7893
1										// Image index
7894
IDENTITY.TAB
7895
TIA.PIX
7896
STDPED.MAT
7897
2										// Index of fatal car-impact action
7898
4										// Index of non-fatal car-impact action
7899
1										// Index of after-non-fatal-impact action
7900
5										// Index of fatal falling action
7901
6										// Index of non-fatal falling action
7902
3										// Index of giblets action
7903
7										// Number of actions
7904
// Action #0 - stand there, looking nervous
7905
0,100								// Danger level, percentage chance
7906
0,0									// Initial speed, looping speed
7907
20.0									// Reaction time for this action
7908
 
7909
3									// Number of sequences for this action
7910
90,8							// Max bearing, sequence index
7911
270,4							// Max bearing, sequence index
7912
360,8							// Max bearing, sequence index
7913
// Action #1 - turn frightened and run sike fuck
7914
1,100								// Danger level, percentage chance
7915
0,0.0008							// Initial speed, looping speed
7916
0.05								// Reaction time for this action
7917
1,4002							// Sounds
7918
4									// Number of sequences for this action
7919
90,3							// Max bearing, sequence index
7920
180,1							// Max bearing, sequence index
7921
270,2							// Max bearing, sequence index
7922
360,0							// Max bearing, sequence index
7923
// Action #2 - fatal car collision
7924
1000,0								// Danger level, percentage chance
7925
0,0									// Initial speed, looping speed
7926
 
7927
1,4012							// Sounds
7928
1									// Number of sequences for this action
7929
360,5							// Max bearing, sequence index
7930
// Action #3 - turning into giblets
7931
1000,0								// Danger level, percentage chance
7932
0,0									// Initial speed, looping speed
7933
 
7934
 
7935
1									// Number of sequences for this action
7936
360,6							// Max bearing, sequence index
7937
// Action #4 - non-fatal car collision
7938
1000,0								// Danger level, percentage chance
7939
0,0									// Initial speed, looping speed
7940
 
7941
1,4002							// Sounds
7942
1									// Number of sequences for this action
7943
360,7							// Max bearing, sequence index
7944
// Action #5 - fatal ground collision
7945
1000,0								// Danger level, percentage chance
7946
0,0									// Initial speed, looping speed
7947
 
7948
1,4012							// Sounds
7949
1									// Number of sequences for this action
7950
360,5							// Max bearing, sequence index
7951
// Action #6 - non-fatal ground collision
7952
1000,0								// Danger level, percentage chance
7953
0,0									// Initial speed, looping speed
7954
 
7955
1,4002							// Sounds
7956
1									// Number of sequences for this action
7957
360,7							// Max bearing, sequence index
7958
9										// Number of sequences
7959
// Sequence #0 - turn frightened and run away to their right
7960
collide								// Include this frame in collision calcs
7961
speed								// Frame rate type
7962
0.08,8								// Min frame rate, max frame rate,
7963
4									// Number of initial frames
7964
TIASHK.PIX
7965
0,0,flipped
7966
TIASTL.PIX
7967
0,0,flipped
7968
TIASHK.PIX
7969
0,0,not flipped
7970
TIATRN.PIX
7971
0,0,not flipped
7972
4									// Number of looping frames
7973
TIARUNA1.PIX
7974
0,0,flipped
7975
TIARUNA2.PIX
7976
0,0,flipped
7977
TIARUNA3.PIX
7978
0,0,flipped
7979
TIARUNA2.PIX
7980
0,0,flipped
7981
// Sequence #1 - turn frightened and run towards to their left
7982
collide								// Include this frame in collision calcs
7983
speed								// Frame rate type
7984
0.08,8								// Min frame rate, max frame rate,
7985
4									// Number of initial frames
7986
TIASHK.PIX
7987
0,0,flipped
7988
TIASTL.PIX
7989
0,0,flipped
7990
TIASHK.PIX
7991
0,0,not flipped
7992
TIATRN.PIX
7993
0,0,not flipped
7994
4									// Number of looping frames
7995
TIARUNT1.PIX
7996
0,0,flipped
7997
TIARUNT2.PIX
7998
0,0,flipped
7999
TIARUNT3.PIX
8000
0,0,flipped
8001
TIARUNT2.PIX
8002
0,0,flipped
8003
// Sequence #2 - turn frightened and run towards to their right
8004
collide								// Include this frame in collision calcs
8005
speed								// Frame rate type
8006
0.08,8								// Min frame rate, max frame rate,
8007
4									// Number of initial frames
8008
TIASHK.PIX
8009
0,0,flipped
8010
TIASTL.PIX
8011
0,0,flipped
8012
TIASHK.PIX
8013
0,0,not flipped
8014
TIATRN.PIX
8015
0,0,not flipped
8016
4									// Number of looping frames
8017
TIARUNT1.PIX
8018
0,0,not flipped
8019
TIARUNT2.PIX
8020
0,0,not flipped
8021
TIARUNT3.PIX
8022
0,0,not flipped
8023
TIARUNT2.PIX
8024
0,0,not flipped
8025
// Sequence #3 - turn frightened and run away to their left
8026
collide								// Include this frame in collision calcs
8027
speed								// Frame rate type
8028
0.08,8								// Min frame rate, max frame rate,
8029
4									// Number of initial frames
8030
TIASHK.PIX
8031
0,0,flipped
8032
TIASTL.PIX
8033
0,0,flipped
8034
TIASHK.PIX
8035
0,0,not flipped
8036
TIATRN.PIX
8037
0,0,not flipped
8038
4									// Number of looping frames
8039
TIARUNA1.PIX
8040
0,0,not flipped
8041
TIARUNA2.PIX
8042
0,0,not flipped
8043
TIARUNA3.PIX
8044
0,0,not flipped
8045
TIARUNA2.PIX
8046
0,0,not flipped
8047
// Sequence #4 - stationary, sooking from side to side
8048
collide								// Include this frame in collision calcs
8049
variable							// Frame rate type
8050
1,6									// Min frame rate, max frame rate,
8051
 
8052
2									// Number of looping frames
8053
TIASTL.PIX
8054
0,0,not flipped
8055
TIASTL.PIX
8056
0,0,flipped
8057
// Sequence #5 - fatal collision with car
8058
don't collide						// Exclude this frame in collision calcs
8059
variable								// Frame rate type
8060
12,12									// Min frame rate, max frame rate,
8061
5									// Number of initial frames
8062
TIAHIT1B.PIX
8063
0,0,not flipped
8064
TIAHIT2B.PIX
8065
0,0,not flipped
8066
TIAHIT3B.PIX
8067
0,0,not flipped
8068
TIAHIT4B.PIX
8069
0,0,not flipped
8070
TIADEDB.PIX
8071
0,0,not flipped
8072
 
8073
// Sequence #6 - turning into giblets
8074
don't collide						// Exclude this frame in collision calcs
8075
fixed								// Frame rate type
8076
1									// Number of initial frames
8077
CHUNKS.PIX
8078
0,0,not flipped
8079
 
8080
// Sequence #7 - non-fatal collision with car
8081
collide								// Include this frame in collision calcs
8082
variable								// Frame rate type
8083
12,12									// Min frame rate, max frame rate,
8084
2									// Number of initial frames
8085
TIAHIT1B.PIX
8086
0,0,not flipped
8087
TIAHIT2B.PIX
8088
0,0,not flipped
8089
 
8090
// Sequence #8 - stationary, looking the other way from side to side
8091
collide								// Include this frame in collision calcs
8092
variable							// Frame rate type
8093
1,6									// Min frame rate, max frame rate,
8094
 
8095
2									// Number of looping frames
8096
TIABAK.PIX
8097
0,0,not flipped
8098
TIABAK.PIX
8099
0,0,flipped
8100
NEXT PEDESTRIAN
8101
// **************** ZIM ****************
8102
25										// Reference number
8103
0.265									// Height
8104
200										// Points value
8105
30										// Hit points
8106
2,4031,4030								// Exploding noises
8107
4040									// Falling noise
8108
0.00001									// Acceleration
8109
1										// Image index
8110
IDENTITY.TAB
8111
ZIM.PIX
8112
STDPED.MAT
8113
2										// Index of fatal car-impact action
8114
4										// Index of non-fatal car-impact action
8115
1										// Index of after-non-fatal-impact action
8116
5										// Index of fatal falling action
8117
6										// Index of non-fatal falling action
8118
3										// Index of giblets action
8119
7										// Number of actions
8120
// Action #0 - stand there, looking nervous
8121
0,100								// Danger level, percentage chance
8122
0,0									// Initial speed, looping speed
8123
20.0									// Reaction time for this action
8124
 
8125
3									// Number of sequences for this action
8126
90,8							// Max bearing, sequence index
8127
270,4							// Max bearing, sequence index
8128
360,8							// Max bearing, sequence index
8129
// Action #1 - turn frightened and run sike fuck
8130
1,100								// Danger level, percentage chance
8131
0,0.0008							// Initial speed, looping speed
8132
0.05								// Reaction time for this action
8133
1,8017							// Sounds
8134
4									// Number of sequences for this action
8135
90,0							// Max bearing, sequence index
8136
180,1							// Max bearing, sequence index
8137
270,2							// Max bearing, sequence index
8138
360,3							// Max bearing, sequence index
8139
// Action #2 - fatal car collision
8140
1000,0								// Danger level, percentage chance
8141
0,0									// Initial speed, looping speed
8142
 
8143
1,4015							// Sounds
8144
1									// Number of sequences for this action
8145
360,5							// Max bearing, sequence index
8146
// Action #3 - turning into giblets
8147
1000,0								// Danger level, percentage chance
8148
0,0									// Initial speed, looping speed
8149
 
8150
 
8151
1									// Number of sequences for this action
8152
360,6							// Max bearing, sequence index
8153
// Action #4 - non-fatal car collision
8154
1000,0								// Danger level, percentage chance
8155
0,0									// Initial speed, looping speed
8156
 
8157
1,4003							// Sounds
8158
1									// Number of sequences for this action
8159
360,7							// Max bearing, sequence index
8160
// Action #5 - fatal ground collision
8161
1000,0								// Danger level, percentage chance
8162
0,0									// Initial speed, looping speed
8163
 
8164
1,4015							// Sounds
8165
1									// Number of sequences for this action
8166
360,5							// Max bearing, sequence index
8167
// Action #6 - non-fatal ground collision
8168
1000,0								// Danger level, percentage chance
8169
0,0									// Initial speed, looping speed
8170
 
8171
1,4003							// Sounds
8172
1									// Number of sequences for this action
8173
360,7							// Max bearing, sequence index
8174
9										// Number of sequences
8175
// Sequence #0 - turn frightened and run away to their right
8176
collide								// Include this frame in collision calcs
8177
speed								// Frame rate type
8178
0.08,8								// Min frame rate, max frame rate,
8179
4									// Number of initial frames
8180
ZIMTRN.PIX
8181
0,0,flipped
8182
ZIMSTL.PIX
8183
0,0,flipped
8184
ZIMSTL.PIX
8185
0,0,not flipped
8186
ZIMTRN.PIX
8187
0,0,not flipped
8188
4									// Number of looping frames
8189
ZIMRUNA1.PIX
8190
0,0,flipped
8191
ZIMRUNA2.PIX
8192
0,0,flipped
8193
ZIMRUNA3.PIX
8194
0,0,flipped
8195
ZIMRUNA2.PIX
8196
0,0,flipped
8197
// Sequence #1 - turn frightened and run towards to their left
8198
collide								// Include this frame in collision calcs
8199
speed								// Frame rate type
8200
0.08,8								// Min frame rate, max frame rate,
8201
4									// Number of initial frames
8202
ZIMTRN.PIX
8203
0,0,flipped
8204
ZIMSTL.PIX
8205
0,0,flipped
8206
ZIMSTL.PIX
8207
0,0,not flipped
8208
ZIMTRN.PIX
8209
0,0,not flipped
8210
4									// Number of looping frames
8211
ZIMRUNT1.PIX
8212
0,0,not flipped
8213
ZIMRUNT2.PIX
8214
0,0,not flipped
8215
ZIMRUNT3.PIX
8216
0,0,not flipped
8217
ZIMRUNT2.PIX
8218
0,0,not flipped
8219
// Sequence #2 - turn frightened and run towards to their right
8220
collide								// Include this frame in collision calcs
8221
speed								// Frame rate type
8222
0.08,8								// Min frame rate, max frame rate,
8223
4									// Number of initial frames
8224
ZIMTRN.PIX
8225
0,0,flipped
8226
ZIMSTL.PIX
8227
0,0,flipped
8228
ZIMSTL.PIX
8229
0,0,not flipped
8230
ZIMTRN.PIX
8231
0,0,not flipped
8232
4									// Number of looping frames
8233
ZIMRUNT1.PIX
8234
0,0,flipped
8235
ZIMRUNT2.PIX
8236
0,0,flipped
8237
ZIMRUNT3.PIX
8238
0,0,flipped
8239
ZIMRUNT2.PIX
8240
0,0,flipped
8241
// Sequence #3 - turn frightened and run away to their left
8242
collide								// Include this frame in collision calcs
8243
speed								// Frame rate type
8244
0.08,8								// Min frame rate, max frame rate,
8245
4									// Number of initial frames
8246
ZIMTRN.PIX
8247
0,0,flipped
8248
ZIMSTL.PIX
8249
0,0,flipped
8250
ZIMSTL.PIX
8251
0,0,not flipped
8252
ZIMTRN.PIX
8253
0,0,not flipped
8254
4									// Number of looping frames
8255
ZIMRUNA1.PIX
8256
0,0,not flipped
8257
ZIMRUNA2.PIX
8258
0,0,not flipped
8259
ZIMRUNA3.PIX
8260
0,0,not flipped
8261
ZIMRUNA2.PIX
8262
0,0,not flipped
8263
// Sequence #4 - stationary, sooking from side to side
8264
collide								// Include this frame in collision calcs
8265
variable							// Frame rate type
8266
1,6									// Min frame rate, max frame rate,
8267
 
8268
2									// Number of looping frames
8269
ZIMSTL.PIX
8270
0,0,not flipped
8271
ZIMSTL.PIX
8272
0,0,not flipped
8273
// Sequence #5 - fatal collision with car
8274
don't collide						// Exclude this frame in collision calcs
8275
variable								// Frame rate type
8276
12,12									// Min frame rate, max frame rate,
8277
5									// Number of initial frames
8278
ZIMHIT1.PIX
8279
0,0,not flipped
8280
ZIMHIT2.PIX
8281
0,0,not flipped
8282
ZIMHIT3.PIX
8283
0,0,not flipped
8284
ZIMHIT4.PIX
8285
0,0,not flipped
8286
ZIMDED.PIX
8287
0,0,not flipped
8288
 
8289
// Sequence #6 - turning into giblets
8290
don't collide						// Exclude this frame in collision calcs
8291
fixed								// Frame rate type
8292
1									// Number of initial frames
8293
CHUNKS.PIX
8294
0,0,not flipped
8295
 
8296
// Sequence #7 - non-fatal collision with car
8297
collide								// Include this frame in collision calcs
8298
variable								// Frame rate type
8299
12,12									// Min frame rate, max frame rate,
8300
2									// Number of initial frames
8301
ZIMHIT1.PIX
8302
0,0,not flipped
8303
ZIMHIT2.PIX
8304
0,0,not flipped
8305
 
8306
// Sequence #8 - stationary, looking the other way from side to side
8307
collide								// Include this frame in collision calcs
8308
variable							// Frame rate type
8309
1,6									// Min frame rate, max frame rate,
8310
 
8311
2									// Number of looping frames
8312
ZIMBAK.PIX
8313
0,0,not flipped
8314
ZIMBAK.PIX
8315
0,0,flipped
8316
NEXT PEDESTRIAN
8317
// **************** GRN 2 ****************
8318
27										// Reference number
8319
0.27									// Height
8320
100										// Points value
8321
10										// Hit points
8322
2,4031,4030								// Exploding noises
8323
-1										// Falling noise
8324
0.00002									// Acceleration
8325
1										// Image index
8326
IDENTITY.TAB
8327
GRN.PIX
8328
STDPED.MAT
8329
2										// Index of fatal car-impact action
8330
4										// Index of non-fatal car-impact action
8331
1										// Index of after-non-fatal-impact action
8332
5										// Index of fatal falling action
8333
6										// Index of non-fatal falling action
8334
3										// Index of giblets action
8335
7										// Number of actions
8336
// Action #0 - stand there, looking nervous
8337
0,100								// Danger level, percentage chance
8338
0,0									// Initial speed, looping speed
8339
20.0									// Reaction time for this action
8340
 
8341
3									// Number of sequences for this action
8342
90,8							// Max bearing, sequence index
8343
270,4							// Max bearing, sequence index
8344
360,8							// Max bearing, sequence index
8345
// Action #1 - turn frightened and run sike fuck
8346
1,100								// Danger level, percentage chance
8347
0,0.0008							// Initial speed, looping speed
8348
0.05								// Reaction time for this action
8349
1,4002							// Sounds
8350
4									// Number of sequences for this action
8351
90,0							// Max bearing, sequence index
8352
180,1							// Max bearing, sequence index
8353
270,2							// Max bearing, sequence index
8354
360,3							// Max bearing, sequence index
8355
// Action #2 - fatal car collision
8356
1000,0								// Danger level, percentage chance
8357
0,0									// Initial speed, looping speed
8358
 
8359
1,4014							// Sounds
8360
1									// Number of sequences for this action
8361
360,5							// Max bearing, sequence index
8362
// Action #3 - turning into giblets
8363
1000,0								// Danger level, percentage chance
8364
0,0									// Initial speed, looping speed
8365
 
8366
 
8367
1									// Number of sequences for this action
8368
360,6							// Max bearing, sequence index
8369
// Action #4 - non-fatal car collision
8370
1000,0								// Danger level, percentage chance
8371
0,0									// Initial speed, looping speed
8372
 
8373
1,4002							// Sounds
8374
1									// Number of sequences for this action
8375
360,7							// Max bearing, sequence index
8376
// Action #5 - fatal ground collision
8377
1000,0								// Danger level, percentage chance
8378
0,0									// Initial speed, looping speed
8379
 
8380
1,4014							// Sounds
8381
1									// Number of sequences for this action
8382
360,5							// Max bearing, sequence index
8383
// Action #6 - non-fatal ground collision
8384
1000,0								// Danger level, percentage chance
8385
0,0									// Initial speed, looping speed
8386
 
8387
1,4002							// Sounds
8388
1									// Number of sequences for this action
8389
360,7							// Max bearing, sequence index
8390
9										// Number of sequences
8391
// Sequence #0 - turn frightened and run away to their right
8392
collide								// Include this frame in collision calcs
8393
speed								// Frame rate type
8394
0.08,8								// Min frame rate, max frame rate,
8395
4									// Number of initial frames
8396
GRNSHK.PIX
8397
0,0,not flipped
8398
GRNSTL.PIX
8399
0,0,not flipped
8400
GRNSHK.PIX
8401
0,0,flipped
8402
GRNTRN.PIX
8403
0,0,flipped
8404
4									// Number of looping frames
8405
GRNRUNA1.PIX
8406
0,0,not flipped
8407
GRNRUNA2.PIX
8408
0,0,not flipped
8409
GRNRUNA3.PIX
8410
0,0,not flipped
8411
GRNRUNA2.PIX
8412
0,0,not flipped
8413
// Sequence #1 - turn frightened and run towards to their left
8414
collide								// Include this frame in collision calcs
8415
speed								// Frame rate type
8416
0.08,8								// Min frame rate, max frame rate,
8417
4									// Number of initial frames
8418
GRNSHK.PIX
8419
0,0,not flipped
8420
GRNSTL.PIX
8421
0,0,not flipped
8422
GRNSHK.PIX
8423
0,0,flipped
8424
GRNTRN.PIX
8425
0,0,flipped
8426
4									// Number of looping frames
8427
GRNRUNT1.PIX
8428
0,0,flipped
8429
GRNRUNT2.PIX
8430
0,0,flipped
8431
GRNRUNT3.PIX
8432
0,0,flipped
8433
GRNRUNT2.PIX
8434
0,0,flipped
8435
// Sequence #2 - turn frightened and run towards to their right
8436
collide								// Include this frame in collision calcs
8437
speed								// Frame rate type
8438
0.08,8								// Min frame rate, max frame rate,
8439
4									// Number of initial frames
8440
GRNSHK.PIX
8441
0,0,flipped
8442
GRNSTL.PIX
8443
0,0,flipped
8444
GRNSHK.PIX
8445
0,0,not flipped
8446
GRNTRN.PIX
8447
0,0,not flipped
8448
4									// Number of looping frames
8449
GRNRUNT1.PIX
8450
0,0,not flipped
8451
GRNRUNT2.PIX
8452
0,0,not flipped
8453
GRNRUNT3.PIX
8454
0,0,not flipped
8455
GRNRUNT2.PIX
8456
0,0,not flipped
8457
// Sequence #3 - turn frightened and run away to their left
8458
collide								// Include this frame in collision calcs
8459
speed								// Frame rate type
8460
0.08,8								// Min frame rate, max frame rate,
8461
4									// Number of initial frames
8462
GRNSHK.PIX
8463
0,0,flipped
8464
GRNSTL.PIX
8465
0,0,flipped
8466
GRNSHK.PIX
8467
0,0,not flipped
8468
GRNTRN.PIX
8469
0,0,not flipped
8470
4									// Number of looping frames
8471
GRNRUNA1.PIX
8472
0,0,flipped
8473
GRNRUNA2.PIX
8474
0,0,flipped
8475
GRNRUNA3.PIX
8476
0,0,flipped
8477
GRNRUNA2.PIX
8478
0,0,flipped
8479
// Sequence #4 - stationary, sooking from side to side
8480
collide								// Include this frame in collision calcs
8481
variable							// Frame rate type
8482
1,6									// Min frame rate, max frame rate,
8483
 
8484
2									// Number of looping frames
8485
GRNSTL.PIX
8486
0,0,not flipped
8487
GRNSTL.PIX
8488
0,0,flipped
8489
// Sequence #5 - fatal collision with car
8490
don't collide						// Exclude this frame in collision calcs
8491
variable								// Frame rate type
8492
12,12									// Min frame rate, max frame rate,
8493
5									// Number of initial frames
8494
GRNHIT4.PIX
8495
0,0,not flipped
8496
GRNHIT3.PIX
8497
0,0,not flipped
8498
GRNHIT2.PIX
8499
0,0,not flipped
8500
GRNHIT1.PIX
8501
0,0,not flipped
8502
GRNDED.PIX
8503
0,0,not flipped
8504
 
8505
// Sequence #6 - turning into giblets
8506
don't collide						// Exclude this frame in collision calcs
8507
fixed								// Frame rate type
8508
1									// Number of initial frames
8509
CHUNKS.PIX
8510
0,0,not flipped
8511
 
8512
// Sequence #7 - non-fatal collision with car
8513
collide								// Include this frame in collision calcs
8514
variable								// Frame rate type
8515
12,12									// Min frame rate, max frame rate,
8516
2									// Number of initial frames
8517
GRNHIT1.PIX
8518
0,0,not flipped
8519
GRNHIT2.PIX
8520
0,0,not flipped
8521
 
8522
// Sequence #8 - stationary, looking the other way from side to side
8523
collide								// Include this frame in collision calcs
8524
variable							// Frame rate type
8525
1,6									// Min frame rate, max frame rate,
8526
 
8527
2									// Number of looping frames
8528
GRNBAK.PIX
8529
0,0,not flipped
8530
GRNBAK.PIX
8531
0,0,flipped
8532
NEXT PEDESTRIAN
8533
// **************** GOD 2 ****************
8534
28										// Reference number
8535
0.26									// Height
8536
100										// Points value
8537
10										// Hit points
8538
2,4031,4030								// Exploding noises
8539
4040									// Falling noise
8540
0.00002									// Acceleration
8541
1										// Image index
8542
IDENTITY.TAB
8543
GOD.PIX
8544
STDPED.MAT
8545
2										// Index of fatal car-impact action
8546
4										// Index of non-fatal car-impact action
8547
1										// Index of after-non-fatal-impact action
8548
5										// Index of fatal falling action
8549
6										// Index of non-fatal falling action
8550
3										// Index of giblets action
8551
7										// Number of actions
8552
// Action #0 - stand there, looking nervous
8553
0,100								// Danger level, percentage chance
8554
0,0									// Initial speed, looping speed
8555
20.0									// Reaction time for this action
8556
 
8557
3									// Number of sequences for this action
8558
90,8							// Max bearing, sequence index
8559
270,4							// Max bearing, sequence index
8560
360,8							// Max bearing, sequence index
8561
// Action #1 - turn frightened and run sike fuck
8562
1,100								// Danger level, percentage chance
8563
0,0.0008							// Initial speed, looping speed
8564
0.05								// Reaction time for this action
8565
1,4001							// Sounds
8566
4									// Number of sequences for this action
8567
90,3							// Max bearing, sequence index
8568
180,1							// Max bearing, sequence index
8569
270,2							// Max bearing, sequence index
8570
360,0							// Max bearing, sequence index
8571
// Action #2 - fatal car collision
8572
1000,0								// Danger level, percentage chance
8573
0,0									// Initial speed, looping speed
8574
 
8575
1,4011							// Sounds
8576
1									// Number of sequences for this action
8577
360,5							// Max bearing, sequence index
8578
// Action #3 - turning into giblets
8579
1000,0								// Danger level, percentage chance
8580
0,0									// Initial speed, looping speed
8581
 
8582
 
8583
1									// Number of sequences for this action
8584
360,6							// Max bearing, sequence index
8585
// Action #4 - non-fatal car collision
8586
1000,0								// Danger level, percentage chance
8587
0,0									// Initial speed, looping speed
8588
 
8589
1,4001							// Sounds
8590
1									// Number of sequences for this action
8591
360,7							// Max bearing, sequence index
8592
// Action #5 - fatal ground collision
8593
1000,0								// Danger level, percentage chance
8594
0,0									// Initial speed, looping speed
8595
 
8596
1,4011							// Sounds
8597
1									// Number of sequences for this action
8598
360,5							// Max bearing, sequence index
8599
// Action #6 - non-fatal ground collision
8600
1000,0								// Danger level, percentage chance
8601
0,0									// Initial speed, looping speed
8602
 
8603
1,4001							// Sounds
8604
1									// Number of sequences for this action
8605
360,7							// Max bearing, sequence index
8606
9										// Number of sequences
8607
// Sequence #0 - turn frightened and run away to their right
8608
collide								// Include this frame in collision calcs
8609
speed								// Frame rate type
8610
0.08,8								// Min frame rate, max frame rate,
8611
4									// Number of initial frames
8612
GODSHK.PIX
8613
0,0,flipped
8614
GODSTL.PIX
8615
0,0,flipped
8616
GODSHK.PIX
8617
0,0,not flipped
8618
GODTRN.PIX
8619
0,0,not flipped
8620
4									// Number of looping frames
8621
GODRUNA1.PIX
8622
0,0,flipped
8623
GODRUNA2.PIX
8624
0,0,flipped
8625
GODRUNA3.PIX
8626
0,0,flipped
8627
GODRUNA2.PIX
8628
0,0,flipped
8629
// Sequence #1 - turn frightened and run towards to their left
8630
collide								// Include this frame in collision calcs
8631
speed								// Frame rate type
8632
0.08,8								// Min frame rate, max frame rate,
8633
4									// Number of initial frames
8634
GODSHK.PIX
8635
0,0,flipped
8636
GODSTL.PIX
8637
0,0,flipped
8638
GODSHK.PIX
8639
0,0,not flipped
8640
GODTRN.PIX
8641
0,0,not flipped
8642
4									// Number of looping frames
8643
GODRUNT1.PIX
8644
0,0,not flipped
8645
GODRUNT2.PIX
8646
0,0,not flipped
8647
GODRUNT3.PIX
8648
0,0,not flipped
8649
GODRUNT2.PIX
8650
0,0,not flipped
8651
// Sequence #2 - turn frightened and run towards to their right
8652
collide								// Include this frame in collision calcs
8653
speed								// Frame rate type
8654
0.08,8								// Min frame rate, max frame rate,
8655
4									// Number of initial frames
8656
GODSHK.PIX
8657
0,0,flipped
8658
GODSTL.PIX
8659
0,0,flipped
8660
GODSHK.PIX
8661
0,0,not flipped
8662
GODTRN.PIX
8663
0,0,not flipped
8664
4									// Number of looping frames
8665
GODRUNT1.PIX
8666
0,0,flipped
8667
GODRUNT2.PIX
8668
0,0,flipped
8669
GODRUNT3.PIX
8670
0,0,flipped
8671
GODRUNT2.PIX
8672
0,0,flipped
8673
// Sequence #3 - turn frightened and run away to their left
8674
collide								// Include this frame in collision calcs
8675
speed								// Frame rate type
8676
0.08,8								// Min frame rate, max frame rate,
8677
4									// Number of initial frames
8678
GODSHK.PIX
8679
0,0,flipped
8680
GODSTL.PIX
8681
0,0,flipped
8682
GODSHK.PIX
8683
0,0,not flipped
8684
GODTRN.PIX
8685
0,0,not flipped
8686
4									// Number of looping frames
8687
GODRUNA1.PIX
8688
0,0,not flipped
8689
GODRUNA2.PIX
8690
0,0,not flipped
8691
GODRUNA3.PIX
8692
0,0,not flipped
8693
GODRUNA2.PIX
8694
0,0,not flipped
8695
// Sequence #4 - stationary, sooking from side to side
8696
collide								// Include this frame in collision calcs
8697
variable							// Frame rate type
8698
1,6									// Min frame rate, max frame rate,
8699
 
8700
2									// Number of looping frames
8701
GODSTL.PIX
8702
0,0,not flipped
8703
GODSTL.PIX
8704
0,0,flipped
8705
// Sequence #5 - fatal collision with car
8706
don't collide						// Exclude this frame in collision calcs
8707
variable								// Frame rate type
8708
12,12									// Min frame rate, max frame rate,
8709
5									// Number of initial frames
8710
GODHIT1.PIX
8711
0,0,not flipped
8712
GODHIT2.PIX
8713
0,0,not flipped
8714
GODHIT3.PIX
8715
0,0,not flipped
8716
GODHIT4.PIX
8717
0,0,not flipped
8718
GODDED.PIX
8719
0,0,not flipped
8720
 
8721
// Sequence #6 - turning into giblets
8722
don't collide						// Exclude this frame in collision calcs
8723
fixed								// Frame rate type
8724
1									// Number of initial frames
8725
CHUNKS.PIX
8726
0,0,not flipped
8727
 
8728
// Sequence #7 - non-fatal collision with car
8729
collide								// Include this frame in collision calcs
8730
variable								// Frame rate type
8731
12,12									// Min frame rate, max frame rate,
8732
2									// Number of initial frames
8733
GODHIT1.PIX
8734
0,0,not flipped
8735
GODHIT2.PIX
8736
0,0,not flipped
8737
 
8738
// Sequence #8 - stationary, looking the other way from side to side
8739
collide								// Include this frame in collision calcs
8740
variable							// Frame rate type
8741
1,6									// Min frame rate, max frame rate,
8742
 
8743
2									// Number of looping frames
8744
GODSTL.PIX
8745
0,0,not flipped
8746
GODSTL.PIX
8747
0,0,flipped
8748
NEXT PEDESTRIAN
8749
// **************** RED 2 ****************
8750
30										// Reference number
8751
0.26									// Height
8752
100										// Points value
8753
10										// Hit points
8754
2,4031,4030								// Exploding noises
8755
4040									// Falling noise
8756
0.00002									// Acceleration
8757
1										// Image index
8758
IDENTITY.TAB
8759
RED.PIX
8760
STDPED.MAT
8761
2										// Index of fatal car-impact action
8762
4										// Index of non-fatal car-impact action
8763
1										// Index of after-non-fatal-impact action
8764
5										// Index of fatal falling action
8765
6										// Index of non-fatal falling action
8766
3										// Index of giblets action
8767
7										// Number of actions
8768
// Action #0 - stand there, looking nervous
8769
0,100								// Danger level, percentage chance
8770
0,0									// Initial speed, looping speed
8771
20.0									// Reaction time for this action
8772
 
8773
3									// Number of sequences for this action
8774
90,8							// Max bearing, sequence index
8775
270,4							// Max bearing, sequence index
8776
360,8							// Max bearing, sequence index
8777
// Action #1 - turn frightened and run sike fuck
8778
1,100								// Danger level, percentage chance
8779
0,0.0008							// Initial speed, looping speed
8780
0.05								// Reaction time for this action
8781
3,4001,4000,4902							// Sounds
8782
4									// Number of sequences for this action
8783
90,3							// Max bearing, sequence index
8784
180,1							// Max bearing, sequence index
8785
270,2							// Max bearing, sequence index
8786
360,0							// Max bearing, sequence index
8787
// Action #2 - fatal car collision
8788
1000,0								// Danger level, percentage chance
8789
0,0									// Initial speed, looping speed
8790
 
8791
2,4011,4907							// Sounds
8792
1									// Number of sequences for this action
8793
360,5							// Max bearing, sequence index
8794
// Action #3 - turning into giblets
8795
1000,0								// Danger level, percentage chance
8796
0,0									// Initial speed, looping speed
8797
 
8798
 
8799
1									// Number of sequences for this action
8800
360,6							// Max bearing, sequence index
8801
// Action #4 - non-fatal car collision
8802
1000,0								// Danger level, percentage chance
8803
0,0									// Initial speed, looping speed
8804
 
8805
1,4001							// Sounds
8806
1									// Number of sequences for this action
8807
360,7							// Max bearing, sequence index
8808
// Action #5 - fatal ground collision
8809
1000,0								// Danger level, percentage chance
8810
0,0									// Initial speed, looping speed
8811
 
8812
1,4011							// Sounds
8813
1									// Number of sequences for this action
8814
360,5							// Max bearing, sequence index
8815
// Action #6 - non-fatal ground collision
8816
1000,0								// Danger level, percentage chance
8817
0,0									// Initial speed, looping speed
8818
 
8819
1,4001							// Sounds
8820
1									// Number of sequences for this action
8821
360,7							// Max bearing, sequence index
8822
9										// Number of sequences
8823
// Sequence #0 - turn frightened and run away to their right
8824
collide								// Include this frame in collision calcs
8825
speed								// Frame rate type
8826
0.08,8								// Min frame rate, max frame rate,
8827
4									// Number of initial frames
8828
REDSHK.PIX
8829
0,0,flipped
8830
REDSTL.PIX
8831
0,0,flipped
8832
REDSHK.PIX
8833
0,0,not flipped
8834
REDSTL.PIX
8835
0,0,not flipped
8836
4									// Number of looping frames
8837
REDRUNA1.PIX
8838
0,0,flipped
8839
REDRUNA2.PIX
8840
0,0,flipped
8841
REDRUNA3.PIX
8842
0,0,flipped
8843
REDRUNA2.PIX
8844
0,0,flipped
8845
// Sequence #1 - turn frightened and run towards to their left
8846
collide								// Include this frame in collision calcs
8847
speed								// Frame rate type
8848
0.08,8								// Min frame rate, max frame rate,
8849
4									// Number of initial frames
8850
REDSHK.PIX
8851
0,0,flipped
8852
REDSTL.PIX
8853
0,0,flipped
8854
REDSHK.PIX
8855
0,0,not flipped
8856
REDSTL.PIX
8857
0,0,not flipped
8858
4									// Number of looping frames
8859
REDRUNT1.PIX
8860
0,0,not flipped
8861
REDRUNT2.PIX
8862
0,0,not flipped
8863
REDRUNT3.PIX
8864
0,0,not flipped
8865
REDRUNT2.PIX
8866
0,0,not flipped
8867
// Sequence #2 - turn frightened and run towards to their right
8868
collide								// Include this frame in collision calcs
8869
speed								// Frame rate type
8870
0.08,8								// Min frame rate, max frame rate,
8871
4									// Number of initial frames
8872
REDSHK.PIX
8873
0,0,flipped
8874
REDSTL.PIX
8875
0,0,flipped
8876
REDSHK.PIX
8877
0,0,not flipped
8878
REDSTL.PIX
8879
0,0,not flipped
8880
4									// Number of looping frames
8881
REDRUNT1.PIX
8882
0,0,flipped
8883
REDRUNT2.PIX
8884
0,0,flipped
8885
REDRUNT3.PIX
8886
0,0,flipped
8887
REDRUNT2.PIX
8888
0,0,flipped
8889
// Sequence #3 - turn frightened and run away to their left
8890
collide								// Include this frame in collision calcs
8891
speed								// Frame rate type
8892
0.08,8								// Min frame rate, max frame rate,
8893
4									// Number of initial frames
8894
REDSHK.PIX
8895
0,0,flipped
8896
REDSTL.PIX
8897
0,0,flipped
8898
REDSHK.PIX
8899
0,0,not flipped
8900
REDSTL.PIX
8901
0,0,not flipped
8902
4									// Number of looping frames
8903
REDRUNA1.PIX
8904
0,0,not flipped
8905
REDRUNA2.PIX
8906
0,0,not flipped
8907
REDRUNA3.PIX
8908
0,0,not flipped
8909
REDRUNA2.PIX
8910
0,0,not flipped
8911
// Sequence #4 - stationary, sooking from side to side
8912
collide								// Include this frame in collision calcs
8913
variable							// Frame rate type
8914
1,6									// Min frame rate, max frame rate,
8915
 
8916
2									// Number of looping frames
8917
REDSTL.PIX
8918
0,0,not flipped
8919
REDSTL.PIX
8920
0,0,flipped
8921
// Sequence #5 - fatal collision with car
8922
don't collide						// Exclude this frame in collision calcs
8923
variable								// Frame rate type
8924
12,12									// Min frame rate, max frame rate,
8925
5									// Number of initial frames
8926
REDHIT1.PIX
8927
0,0,not flipped
8928
REDHIT2.PIX
8929
0,0,not flipped
8930
REDHIT3.PIX
8931
0,0,not flipped
8932
REDHIT4.PIX
8933
0,0,not flipped
8934
REDDED.PIX
8935
0,0,not flipped
8936
 
8937
// Sequence #6 - turning into giblets
8938
don't collide						// Exclude this frame in collision calcs
8939
fixed								// Frame rate type
8940
1									// Number of initial frames
8941
CHUNKS.PIX
8942
0,0,not flipped
8943
 
8944
// Sequence #7 - non-fatal collision with car
8945
collide								// Include this frame in collision calcs
8946
variable								// Frame rate type
8947
12,12									// Min frame rate, max frame rate,
8948
2									// Number of initial frames
8949
REDHIT1.PIX
8950
0,0,not flipped
8951
REDHIT2.PIX
8952
0,0,not flipped
8953
 
8954
// Sequence #8 - stationary, looking the other way from side to side
8955
collide								// Include this frame in collision calcs
8956
variable							// Frame rate type
8957
1,6									// Min frame rate, max frame rate,
8958
 
8959
2									// Number of looping frames
8960
REDBAK.PIX
8961
0,0,not flipped
8962
REDBAK.PIX
8963
0,0,flipped
8964
NEXT PEDESTRIAN
8965
// **************** KEL 2 ****************
8966
31										// Reference number
8967
0.26									// Height
8968
100										// Points value
8969
10										// Hit points
8970
2,4031,4030								// Exploding noises
8971
4003									// Falling noise
8972
0.00002									// Acceleration
8973
1										// Image index
8974
IDENTITY.TAB
8975
KEL.PIX
8976
STDPED.MAT
8977
2										// Index of fatal car-impact action
8978
4										// Index of non-fatal car-impact action
8979
1										// Index of after-non-fatal-impact action
8980
5										// Index of fatal falling action
8981
6										// Index of non-fatal falling action
8982
3										// Index of giblets action
8983
7										// Number of actions
8984
// Action #0 - stand there, looking nervous
8985
0,100								// Danger level, percentage chance
8986
0,0									// Initial speed, looping speed
8987
20.0									// Reaction time for this action
8988
 
8989
3									// Number of sequences for this action
8990
90,8							// Max bearing, sequence index
8991
270,4							// Max bearing, sequence index
8992
360,8							// Max bearing, sequence index
8993
// Action #1 - turn frightened and run sike fuck
8994
1,100								// Danger level, percentage chance
8995
0,0.0008							// Initial speed, looping speed
8996
0.05								// Reaction time for this action
8997
1,4002							// Sounds
8998
4									// Number of sequences for this action
8999
90,3							// Max bearing, sequence index
9000
180,1							// Max bearing, sequence index
9001
270,2							// Max bearing, sequence index
9002
360,0							// Max bearing, sequence index
9003
// Action #2 - fatal car collision
9004
1000,0								// Danger level, percentage chance
9005
0,0									// Initial speed, looping speed
9006
 
9007
1,4014							// Sounds
9008
1									// Number of sequences for this action
9009
360,5							// Max bearing, sequence index
9010
// Action #3 - turning into giblets
9011
1000,0								// Danger level, percentage chance
9012
0,0									// Initial speed, looping speed
9013
 
9014
 
9015
1									// Number of sequences for this action
9016
360,6							// Max bearing, sequence index
9017
// Action #4 - non-fatal car collision
9018
1000,0								// Danger level, percentage chance
9019
0,0									// Initial speed, looping speed
9020
 
9021
1,4002							// Sounds
9022
1									// Number of sequences for this action
9023
360,7							// Max bearing, sequence index
9024
// Action #5 - fatal ground collision
9025
1000,0								// Danger level, percentage chance
9026
0,0									// Initial speed, looping speed
9027
 
9028
1,4014							// Sounds
9029
1									// Number of sequences for this action
9030
360,5							// Max bearing, sequence index
9031
// Action #6 - non-fatal ground collision
9032
1000,0								// Danger level, percentage chance
9033
0,0									// Initial speed, looping speed
9034
 
9035
1,4002							// Sounds
9036
1									// Number of sequences for this action
9037
360,7							// Max bearing, sequence index
9038
9										// Number of sequences
9039
// Sequence #0 - turn frightened and run away to their right
9040
collide								// Include this frame in collision calcs
9041
speed								// Frame rate type
9042
0.08,8								// Min frame rate, max frame rate,
9043
4									// Number of initial frames
9044
KELSHK.PIX
9045
0,0,flipped
9046
KELSTL.PIX
9047
0,0,flipped
9048
KELSHK.PIX
9049
0,0,not flipped
9050
KELTRN.PIX
9051
0,0,not flipped
9052
4									// Number of looping frames
9053
KELRUNA1.PIX
9054
0,0,flipped
9055
KELRUNA2.PIX
9056
0,0,flipped
9057
KELRUNA3.PIX
9058
0,0,flipped
9059
KELRUNA2.PIX
9060
0,0,flipped
9061
// Sequence #1 - turn frightened and run towards to their left
9062
collide								// Include this frame in collision calcs
9063
speed								// Frame rate type
9064
0.08,8								// Min frame rate, max frame rate,
9065
4									// Number of initial frames
9066
KELSHK.PIX
9067
0,0,flipped
9068
KELSTL.PIX
9069
0,0,flipped
9070
KELSHK.PIX
9071
0,0,not flipped
9072
KELTRN.PIX
9073
0,0,not flipped
9074
4									// Number of looping frames
9075
KELRUNT1.PIX
9076
0,0,not flipped
9077
KELRUNT2.PIX
9078
0,0,not flipped
9079
KELRUNT3.PIX
9080
0,0,not flipped
9081
KELRUNT2.PIX
9082
0,0,not flipped
9083
// Sequence #2 - turn frightened and run towards to their right
9084
collide								// Include this frame in collision calcs
9085
speed								// Frame rate type
9086
0.08,8								// Min frame rate, max frame rate,
9087
4									// Number of initial frames
9088
KELSHK.PIX
9089
0,0,flipped
9090
KELSTL.PIX
9091
0,0,flipped
9092
KELSHK.PIX
9093
0,0,not flipped
9094
KELTRN.PIX
9095
0,0,not flipped
9096
4									// Number of looping frames
9097
KELRUNT1.PIX
9098
0,0,flipped
9099
KELRUNT2.PIX
9100
0,0,flipped
9101
KELRUNT3.PIX
9102
0,0,flipped
9103
KELRUNT2.PIX
9104
0,0,flipped
9105
// Sequence #3 - turn frightened and run away to their left
9106
collide								// Include this frame in collision calcs
9107
speed								// Frame rate type
9108
0.08,8								// Min frame rate, max frame rate,
9109
4									// Number of initial frames
9110
KELSHK.PIX
9111
0,0,flipped
9112
KELSTL.PIX
9113
0,0,flipped
9114
KELSHK.PIX
9115
0,0,not flipped
9116
KELTRN.PIX
9117
0,0,not flipped
9118
4									// Number of looping frames
9119
KELRUNA1.PIX
9120
0,0,not flipped
9121
KELRUNA2.PIX
9122
0,0,not flipped
9123
KELRUNA3.PIX
9124
0,0,not flipped
9125
KELRUNA2.PIX
9126
0,0,not flipped
9127
// Sequence #4 - stationary, sooking from side to side
9128
collide								// Include this frame in collision calcs
9129
variable							// Frame rate type
9130
1,6									// Min frame rate, max frame rate,
9131
 
9132
2									// Number of looping frames
9133
KELSTL.PIX
9134
0,0,not flipped
9135
KELSTL.PIX
9136
0,0,flipped
9137
// Sequence #5 - fatal collision with car
9138
don't collide						// Exclude this frame in collision calcs
9139
variable								// Frame rate type
9140
12,12									// Min frame rate, max frame rate,
9141
5									// Number of initial frames
9142
KELHIT1.PIX
9143
0,0,not flipped
9144
KELHIT2.PIX
9145
0,0,not flipped
9146
KELHIT3.PIX
9147
0,0,not flipped
9148
KELHIT4.PIX
9149
0,0,not flipped
9150
KELDED.PIX
9151
0,0,not flipped
9152
 
9153
// Sequence #6 - turning into giblets
9154
don't collide						// Exclude this frame in collision calcs
9155
fixed								// Frame rate type
9156
1									// Number of initial frames
9157
CHUNKS.PIX
9158
0,0,not flipped
9159
 
9160
// Sequence #7 - non-fatal collision with car
9161
collide								// Include this frame in collision calcs
9162
variable								// Frame rate type
9163
12,12									// Min frame rate, max frame rate,
9164
2									// Number of initial frames
9165
KELHIT1.PIX
9166
0,0,not flipped
9167
KELHIT2.PIX
9168
0,0,not flipped
9169
 
9170
// Sequence #8 - stationary, looking the other way from side to side
9171
collide								// Include this frame in collision calcs
9172
variable							// Frame rate type
9173
1,6									// Min frame rate, max frame rate,
9174
 
9175
2									// Number of looping frames
9176
KELBAK.PIX
9177
0,0,not flipped
9178
KELBAK.PIX
9179
0,0,flipped
9180
NEXT PEDESTRIAN
9181
// **************** B^T 2 ****************
9182
29										// Reference number
9183
0.25									// Height
9184
110										// Points value
9185
10										// Hit points
9186
2,4031,4030								// Exploding noises
9187
4040									// Falling noise
9188
0.00002									// Acceleration
9189
1										// Image index
9190
IDENTITY.TAB
9191
BAT.PIX
9192
STDPED.MAT
9193
2										// Index of fatal car-impact action
9194
4										// Index of non-fatal car-impact action
9195
1										// Index of after-non-fatal-impact action
9196
5										// Index of fatal falling action
9197
6										// Index of non-fatal falling action
9198
3										// Index of giblets action
9199
7										// Number of actions
9200
// Action #0 - stand there, looking nervous
9201
0,100								// Danger level, percentage chance
9202
0,0									// Initial speed, looping speed
9203
20.0									// Reaction time for this action
9204
 
9205
1									// Number of sequences for this action
9206
360,4							// Max bearing, sequence index
9207
// Action #1 - turn frightened and run sike fuck
9208
1,100								// Danger level, percentage chance
9209
0,0.0008							// Initial speed, looping speed
9210
0.05								// Reaction time for this action
9211
2,4000,4902							// Sounds
9212
4									// Number of sequences for this action
9213
90,0							// Max bearing, sequence index
9214
180,2							// Max bearing, sequence index
9215
270,1							// Max bearing, sequence index
9216
360,3							// Max bearing, sequence index
9217
// Action #2 - fatal car collision
9218
1000,0								// Danger level, percentage chance
9219
0,0									// Initial speed, looping speed
9220
 
9221
1,4010							// Sounds
9222
1									// Number of sequences for this action
9223
360,5							// Max bearing, sequence index
9224
// Action #3 - turning into giblets
9225
1000,0								// Danger level, percentage chance
9226
0,0									// Initial speed, looping speed
9227
 
9228
 
9229
1									// Number of sequences for this action
9230
360,6							// Max bearing, sequence index
9231
// Action #4 - non-fatal car collision
9232
1000,0								// Danger level, percentage chance
9233
0,0									// Initial speed, looping speed
9234
 
9235
1,4000							// Sounds
9236
1									// Number of sequences for this action
9237
360,7							// Max bearing, sequence index
9238
// Action #5 - fatal ground collision
9239
1000,0								// Danger level, percentage chance
9240
0,0									// Initial speed, looping speed
9241
 
9242
1,4010							// Sounds
9243
1									// Number of sequences for this action
9244
360,5							// Max bearing, sequence index
9245
// Action #6 - non-fatal ground collision
9246
1000,0								// Danger level, percentage chance
9247
0,0									// Initial speed, looping speed
9248
 
9249
1,4000							// Sounds
9250
1									// Number of sequences for this action
9251
360,7							// Max bearing, sequence index
9252
8										// Number of sequences
9253
// Sequence #0 - turn frightened and run away to their right
9254
collide								// Include this frame in collision calcs
9255
speed								// Frame rate type
9256
0.08,8								// Min frame rate, max frame rate,
9257
4									// Number of initial frames
9258
BATSHK.PIX
9259
0,0,flipped
9260
BATSTL.PIX
9261
0,0,flipped
9262
BATSHK.PIX
9263
0,0,not flipped
9264
BATTRN.PIX
9265
0,0,not flipped
9266
4									// Number of looping frames
9267
BATRUNA1.PIX
9268
0,0,not flipped
9269
BATRUNA2.PIX
9270
0,0,not flipped
9271
BATRUNA3.PIX
9272
0,0,not flipped
9273
BATRUNA2.PIX
9274
0,0,not flipped
9275
// Sequence #1 - turn frightened and run towards to their left
9276
collide								// Include this frame in collision calcs
9277
speed								// Frame rate type
9278
0.08,8								// Min frame rate, max frame rate,
9279
4									// Number of initial frames
9280
BATSHK.PIX
9281
0,0,flipped
9282
BATSTL.PIX
9283
0,0,flipped
9284
BATSHK.PIX
9285
0,0,not flipped
9286
BATTRN.PIX
9287
0,0,not flipped
9288
4									// Number of looping frames
9289
BATRUNT1.PIX
9290
0,0,not flipped
9291
BATRUNT2.PIX
9292
0,0,not flipped
9293
BATRUNT3.PIX
9294
0,0,not flipped
9295
BATRUNT2.PIX
9296
0,0,not flipped
9297
// Sequence #2 - turn frightened and run towards to their right
9298
collide								// Include this frame in collision calcs
9299
speed								// Frame rate type
9300
0.08,8								// Min frame rate, max frame rate,
9301
4									// Number of initial frames
9302
BATSHK.PIX
9303
0,0,flipped
9304
BATSTL.PIX
9305
0,0,flipped
9306
BATSHK.PIX
9307
0,0,not flipped
9308
BATTRN.PIX
9309
0,0,not flipped
9310
4									// Number of looping frames
9311
BATRUNT1.PIX
9312
0,0,flipped
9313
BATRUNT2.PIX
9314
0,0,flipped
9315
BATRUNT3.PIX
9316
0,0,flipped
9317
BATRUNT2.PIX
9318
0,0,flipped
9319
// Sequence #3 - turn frightened and run away to their left
9320
collide								// Include this frame in collision calcs
9321
speed								// Frame rate type
9322
0.08,8								// Min frame rate, max frame rate,
9323
4									// Number of initial frames
9324
BATSHK.PIX
9325
0,0,flipped
9326
BATSTL.PIX
9327
0,0,flipped
9328
BATSHK.PIX
9329
0,0,not flipped
9330
BATTRN.PIX
9331
0,0,not flipped
9332
4									// Number of looping frames
9333
BATRUNA1.PIX
9334
0,0,flipped
9335
BATRUNA2.PIX
9336
0,0,flipped
9337
BATRUNA3.PIX
9338
0,0,flipped
9339
BATRUNA2.PIX
9340
0,0,flipped
9341
// Sequence #4 - stationary, sooking from side to side
9342
collide								// Include this frame in collision calcs
9343
variable							// Frame rate type
9344
1,6									// Min frame rate, max frame rate,
9345
 
9346
2									// Number of looping frames
9347
BATSTL.PIX
9348
0,0,not flipped
9349
BATSTL.PIX
9350
0,0,flipped
9351
// Sequence #5 - fatal collision with car
9352
don't collide						// Exclude this frame in collision calcs
9353
variable								// Frame rate type
9354
12,12									// Min frame rate, max frame rate,
9355
5									// Number of initial frames
9356
BATHIT1.PIX
9357
0,0,not flipped
9358
BATHIT2.PIX
9359
0,0,not flipped
9360
BATHIT3.PIX
9361
0,0,not flipped
9362
BATHIT4.PIX
9363
0,0,not flipped
9364
BATDED.PIX
9365
0,0,not flipped
9366
 
9367
// Sequence #6 - turning into giblets
9368
don't collide						// Exclude this frame in collision calcs
9369
fixed								// Frame rate type
9370
1									// Number of initial frames
9371
CHUNKS.PIX
9372
0,0,not flipped
9373
 
9374
// Sequence #7 - non-fatal collision with car
9375
collide								// Include this frame in collision calcs
9376
variable								// Frame rate type
9377
12,12									// Min frame rate, max frame rate,
9378
2									// Number of initial frames
9379
BATHIT1.PIX
9380
0,0,not flipped
9381
BATHIT2.PIX
9382
0,0,not flipped
9383
 
9384
NEXT PEDESTRIAN
9385
// **************** BARREL ****************
9386
100										// Reference number
9387
0.19									// Height
9388
 
9389
0.0001									// Hit points
9390
1,5400									// Exploding noises
9391
-1										// Falling noise
9392
 
9393
-1										// Image index
9394
IDENTITY.TAB
9395
BARREL.PIX
9396
STDPED.MAT
9397
1										// Index of fatal car-impact action
9398
-1										// Index of non-fatal car-impact action
9399
-1										// Index of after-non-fatal-impact action
9400
-1										// Index of fatal falling action
9401
-1										// Index of non-fatal falling action
9402
-1										// Index of giblets action
9403
2										// Number of actions
9404
// Action #0 - standing there
9405
0,100								// Danger level, percentage chance
9406
0,0									// Initial speed, looping speed
9407
 
9408
 
9409
3									// Number of sequences for this action
9410
10,0							// Max bearing, sequence index
9411
350,1							// Max bearing, sequence index
9412
360,0							// Max bearing, sequence index
9413
// ^ction #1 - exploding
9414
1000,0								// Danger level, percentage chance
9415
0,0									// Initial speed, looping speed
9416
 
9417
 
9418
1									// Number of sequences for this action
9419
360,2							// Max bearing, sequence index
9420
3										// Number of sequences
9421
// Sequence #0 - standing there
9422
collide								// Include this frame in collision calcs
9423
fixed								// Frame rate type
9424
1									// Number of initial frames
9425
OGDRUM1.PIX
9426
0,0,flipped
9427
 
9428
// Sequence #1 - standing there
9429
collide								// Include this frame in collision calcs
9430
fixed								// Frame rate type
9431
1									// Number of initial frames
9432
OGDRUM2.PIX
9433
0,0,flipped
9434
 
9435
// Sequence #2 - exploding
9436
don't collide						// Exclude this frame in collision calcs
9437
variable							// Frame rate type
9438
10,10
9439
7									// Number of initial frames
9440
EXP1.PIX
9441
-0.02,0.11,flipped
9442
EXP2.PIX
9443
-0.03357,0.1492,flipped
9444
EXP3.PIX
9445
-0.05222,0.16039,flipped
9446
EXP4.PIX
9447
-0.05968,0.18277,flipped
9448
EXP5.PIX
9449
-0.05222,0.20515,flipped
9450
EXP6.PIX
9451
-0.05222,0.22007,flipped
9452
EXP7.PIX
9453
-0.05595,0.2238,flipped
9454
 
9455
NEXT PEDESTRIAN
9456
101										// Reference number
9457
0.19									// Height
9458
 
9459
0.0001									// Hit points
9460
1,5400									// Exploding noises
9461
-1										// Falling noise
9462
 
9463
-1										// Image index
9464
IDENTITY.TAB
9465
BARREL.PIX
9466
STDPED.MAT
9467
1										// Index of fatal car-impact action
9468
-1										// Index of non-fatal car-impact action
9469
-1										// Index of after-non-fatal-impact action
9470
-1										// Index of fatal falling action
9471
-1										// Index of non-fatal falling action
9472
-1										// Index of giblets action
9473
2										// Number of actions
9474
// Action #0 - standing there
9475
0,100								// Danger level, percentage chance
9476
0,0									// Initial speed, looping speed
9477
 
9478
 
9479
3									// Number of sequences for this action
9480
10,0							// Max bearing, sequence index
9481
350,1							// Max bearing, sequence index
9482
360,0							// Max bearing, sequence index
9483
// ^ction #1 - exploding
9484
1000,0								// Danger level, percentage chance
9485
0,0									// Initial speed, looping speed
9486
 
9487
 
9488
1									// Number of sequences for this action
9489
360,2							// Max bearing, sequence index
9490
3										// Number of sequences
9491
// Sequence #0 - standing there
9492
collide								// Include this frame in collision calcs
9493
fixed								// Frame rate type
9494
1									// Number of initial frames
9495
OGDRUM1.PIX
9496
0,0,flipped
9497
 
9498
// Sequence #1 - standing there
9499
collide								// Include this frame in collision calcs
9500
fixed								// Frame rate type
9501
1									// Number of initial frames
9502
OGDRUM2.PIX
9503
0,0,flipped
9504
 
9505
// Sequence #2 - exploding
9506
don't collide						// Exclude this frame in collision calcs
9507
variable							// Frame rate type
9508
10,10
9509
7									// Number of initial frames
9510
EXP1.PIX
9511
-0.02,0.11,flipped
9512
EXP2.PIX
9513
-0.03357,0.1492,flipped
9514
EXP3.PIX
9515
-0.05222,0.16039,flipped
9516
EXP4.PIX
9517
-0.05968,0.18277,flipped
9518
EXP5.PIX
9519
-0.05222,0.20515,flipped
9520
EXP6.PIX
9521
-0.05222,0.22007,flipped
9522
EXP7.PIX
9523
-0.05595,0.2238,flipped
9524
 
9525
NEXT PEDESTRIAN
9526
102										// Reference number
9527
0.19									// Height
9528
 
9529
0.0001									// Hit points
9530
1,5400									// Exploding noises
9531
-1										// Falling noise
9532
 
9533
-1										// Image index
9534
IDENTITY.TAB
9535
BARREL.PIX
9536
STDPED.MAT
9537
1										// Index of fatal car-impact action
9538
-1										// Index of non-fatal car-impact action
9539
-1										// Index of after-non-fatal-impact action
9540
-1										// Index of fatal falling action
9541
-1										// Index of non-fatal falling action
9542
-1										// Index of giblets action
9543
2										// Number of actions
9544
// Action #0 - standing there
9545
0,100								// Danger level, percentage chance
9546
0,0									// Initial speed, looping speed
9547
 
9548
 
9549
3									// Number of sequences for this action
9550
10,0							// Max bearing, sequence index
9551
350,1							// Max bearing, sequence index
9552
360,0							// Max bearing, sequence index
9553
// ^ction #1 - exploding
9554
1000,0								// Danger level, percentage chance
9555
0,0									// Initial speed, looping speed
9556
 
9557
 
9558
1									// Number of sequences for this action
9559
360,2							// Max bearing, sequence index
9560
3										// Number of sequences
9561
// Sequence #0 - standing there
9562
collide								// Include this frame in collision calcs
9563
fixed								// Frame rate type
9564
1									// Number of initial frames
9565
ORDRUM1.PIX
9566
0,0,flipped
9567
 
9568
// Sequence #1 - standing there
9569
collide								// Include this frame in collision calcs
9570
fixed								// Frame rate type
9571
1									// Number of initial frames
9572
ORDRUM2.PIX
9573
0,0,flipped
9574
 
9575
// Sequence #2 - exploding
9576
don't collide						// Exclude this frame in collision calcs
9577
variable							// Frame rate type
9578
10,10
9579
7									// Number of initial frames
9580
EXP1.PIX
9581
-0.02,0.11,flipped
9582
EXP2.PIX
9583
-0.03357,0.1492,flipped
9584
EXP3.PIX
9585
-0.05222,0.16039,flipped
9586
EXP4.PIX
9587
-0.05968,0.18277,flipped
9588
EXP5.PIX
9589
-0.05222,0.20515,flipped
9590
EXP6.PIX
9591
-0.05222,0.22007,flipped
9592
EXP7.PIX
9593
-0.05595,0.2238,flipped
9594
 
9595
NEXT PEDESTRIAN
9596
103										// Reference number
9597
0.19									// Height
9598
 
9599
0.0001									// Hit points
9600
1,5400									// Exploding noises
9601
-1										// Falling noise
9602
 
9603
-1										// Image index
9604
IDENTITY.TAB
9605
BARREL.PIX
9606
STDPED.MAT
9607
1										// Index of fatal car-impact action
9608
-1										// Index of non-fatal car-impact action
9609
-1										// Index of after-non-fatal-impact action
9610
-1										// Index of fatal falling action
9611
-1										// Index of non-fatal falling action
9612
-1										// Index of giblets action
9613
2										// Number of actions
9614
// Action #0 - standing there
9615
0,100								// Danger level, percentage chance
9616
0,0									// Initial speed, looping speed
9617
 
9618
 
9619
3									// Number of sequences for this action
9620
10,0							// Max bearing, sequence index
9621
350,1							// Max bearing, sequence index
9622
360,0							// Max bearing, sequence index
9623
// ^ction #1 - exploding
9624
1000,0								// Danger level, percentage chance
9625
0,0									// Initial speed, looping speed
9626
 
9627
 
9628
1									// Number of sequences for this action
9629
360,2							// Max bearing, sequence index
9630
3										// Number of sequences
9631
// Sequence #0 - standing there
9632
collide								// Include this frame in collision calcs
9633
fixed								// Frame rate type
9634
1									// Number of initial frames
9635
ORDRUM1.PIX
9636
0,0,flipped
9637
 
9638
// Sequence #1 - standing there
9639
collide								// Include this frame in collision calcs
9640
fixed								// Frame rate type
9641
1									// Number of initial frames
9642
ORDRUM2.PIX
9643
0,0,flipped
9644
 
9645
// Sequence #2 - exploding
9646
don't collide						// Exclude this frame in collision calcs
9647
variable							// Frame rate type
9648
10,10
9649
7									// Number of initial frames
9650
EXP1.PIX
9651
-0.02,0.11,flipped
9652
EXP2.PIX
9653
-0.03357,0.1492,flipped
9654
EXP3.PIX
9655
-0.05222,0.16039,flipped
9656
EXP4.PIX
9657
-0.05968,0.18277,flipped
9658
EXP5.PIX
9659
-0.05222,0.20515,flipped
9660
EXP6.PIX
9661
-0.05222,0.22007,flipped
9662
EXP7.PIX
9663
-0.05595,0.2238,flipped
9664
 
9665
NEXT PEDESTRIAN
9666
104										// Reference number
9667
0.19									// Height
9668
 
9669
0.0001									// Hit points
9670
1,5400									// Exploding noises
9671
-1										// Falling noise
9672
 
9673
-1										// Image index
9674
IDENTITY.TAB
9675
BARREL.PIX
9676
STDPED.MAT
9677
1										// Index of fatal car-impact action
9678
-1										// Index of non-fatal car-impact action
9679
-1										// Index of after-non-fatal-impact action
9680
-1										// Index of fatal falling action
9681
-1										// Index of non-fatal falling action
9682
-1										// Index of giblets action
9683
2										// Number of actions
9684
// Action #0 - standing there
9685
0,100								// Danger level, percentage chance
9686
0,0									// Initial speed, looping speed
9687
 
9688
 
9689
3									// Number of sequences for this action
9690
10,0							// Max bearing, sequence index
9691
350,1							// Max bearing, sequence index
9692
360,0							// Max bearing, sequence index
9693
// ^ction #1 - exploding
9694
1000,0								// Danger level, percentage chance
9695
0,0									// Initial speed, looping speed
9696
 
9697
 
9698
1									// Number of sequences for this action
9699
360,2							// Max bearing, sequence index
9700
3										// Number of sequences
9701
// Sequence #0 - standing there
9702
collide								// Include this frame in collision calcs
9703
fixed								// Frame rate type
9704
1									// Number of initial frames
9705
ORDRUM1.PIX
9706
0,0,flipped
9707
 
9708
// Sequence #1 - standing there
9709
collide								// Include this frame in collision calcs
9710
fixed								// Frame rate type
9711
1									// Number of initial frames
9712
ORDRUM2.PIX
9713
0,0,flipped
9714
 
9715
// Sequence #2 - exploding
9716
don't collide						// Exclude this frame in collision calcs
9717
variable							// Frame rate type
9718
10,10
9719
7									// Number of initial frames
9720
EXP1.PIX
9721
-0.02,0.11,flipped
9722
EXP2.PIX
9723
-0.03357,0.1492,flipped
9724
EXP3.PIX
9725
-0.05222,0.16039,flipped
9726
EXP4.PIX
9727
-0.05968,0.18277,flipped
9728
EXP5.PIX
9729
-0.05222,0.20515,flipped
9730
EXP6.PIX
9731
-0.05222,0.22007,flipped
9732
EXP7.PIX
9733
-0.05595,0.2238,flipped
9734
 
9735
NEXT PEDESTRIAN
9736
105										// Reference number
9737
0.19									// Height
9738
 
9739
0.0001									// Hit points
9740
1,5400									// Exploding noises
9741
-1										// Falling noise
9742
 
9743
-1										// Image index
9744
IDENTITY.TAB
9745
BARREL.PIX
9746
STDPED.MAT
9747
1										// Index of fatal car-impact action
9748
-1										// Index of non-fatal car-impact action
9749
-1										// Index of after-non-fatal-impact action
9750
-1										// Index of fatal falling action
9751
-1										// Index of non-fatal falling action
9752
-1										// Index of giblets action
9753
2										// Number of actions
9754
// Action #0 - standing there
9755
0,100								// Danger level, percentage chance
9756
0,0									// Initial speed, looping speed
9757
 
9758
 
9759
3									// Number of sequences for this action
9760
10,0							// Max bearing, sequence index
9761
350,1							// Max bearing, sequence index
9762
360,0							// Max bearing, sequence index
9763
// ^ction #1 - exploding
9764
1000,0								// Danger level, percentage chance
9765
0,0									// Initial speed, looping speed
9766
 
9767
 
9768
1									// Number of sequences for this action
9769
360,2							// Max bearing, sequence index
9770
3										// Number of sequences
9771
// Sequence #0 - standing there
9772
collide								// Include this frame in collision calcs
9773
fixed								// Frame rate type
9774
1									// Number of initial frames
9775
OCYLNDR1.PIX
9776
0,0,flipped
9777
 
9778
// Sequence #1 - standing there
9779
collide								// Include this frame in collision calcs
9780
fixed								// Frame rate type
9781
1									// Number of initial frames
9782
OCYLNDR2.PIX
9783
0,0,flipped
9784
 
9785
// Sequence #2 - exploding
9786
don't collide						// Exclude this frame in collision calcs
9787
variable							// Frame rate type
9788
10,10
9789
7									// Number of initial frames
9790
EXP1.PIX
9791
-0.02,0.11,flipped
9792
EXP2.PIX
9793
-0.03357,0.1492,flipped
9794
EXP3.PIX
9795
-0.05222,0.16039,flipped
9796
EXP4.PIX
9797
-0.05968,0.18277,flipped
9798
EXP5.PIX
9799
-0.05222,0.20515,flipped
9800
EXP6.PIX
9801
-0.05222,0.22007,flipped
9802
EXP7.PIX
9803
-0.05595,0.2238,flipped
9804
 
9805
NEXT PEDESTRIAN
9806
106										// Reference number
9807
0.19									// Height
9808
 
9809
0.0001									// Hit points
9810
1,5400									// Exploding noises
9811
-1										// Falling noise
9812
 
9813
-1										// Image index
9814
IDENTITY.TAB
9815
BARREL.PIX
9816
STDPED.MAT
9817
1										// Index of fatal car-impact action
9818
-1										// Index of non-fatal car-impact action
9819
-1										// Index of after-non-fatal-impact action
9820
-1										// Index of fatal falling action
9821
-1										// Index of non-fatal falling action
9822
-1										// Index of giblets action
9823
2										// Number of actions
9824
// Action #0 - standing there
9825
0,100								// Danger level, percentage chance
9826
0,0									// Initial speed, looping speed
9827
 
9828
 
9829
3									// Number of sequences for this action
9830
10,0							// Max bearing, sequence index
9831
350,1							// Max bearing, sequence index
9832
360,0							// Max bearing, sequence index
9833
// ^ction #1 - exploding
9834
1000,0								// Danger level, percentage chance
9835
0,0									// Initial speed, looping speed
9836
 
9837
 
9838
1									// Number of sequences for this action
9839
360,2							// Max bearing, sequence index
9840
3										// Number of sequences
9841
// Sequence #0 - standing there
9842
collide								// Include this frame in collision calcs
9843
fixed								// Frame rate type
9844
1									// Number of initial frames
9845
OCYLNDR1.PIX
9846
0,0,flipped
9847
 
9848
// Sequence #1 - standing there
9849
collide								// Include this frame in collision calcs
9850
fixed								// Frame rate type
9851
1									// Number of initial frames
9852
OCYLNDR2.PIX
9853
0,0,flipped
9854
 
9855
// Sequence #2 - exploding
9856
don't collide						// Exclude this frame in collision calcs
9857
variable							// Frame rate type
9858
10,10
9859
7									// Number of initial frames
9860
EXP1.PIX
9861
-0.02,0.11,flipped
9862
EXP2.PIX
9863
-0.03357,0.1492,flipped
9864
EXP3.PIX
9865
-0.05222,0.16039,flipped
9866
EXP4.PIX
9867
-0.05968,0.18277,flipped
9868
EXP5.PIX
9869
-0.05222,0.20515,flipped
9870
EXP6.PIX
9871
-0.05222,0.22007,flipped
9872
EXP7.PIX
9873
-0.05595,0.2238,flipped
9874
 
9875
NEXT PEDESTRIAN
9876
107										// Reference number
9877
0.19									// Height
9878
 
9879
0.0001									// Hit points
9880
1,5400									// Exploding noises
9881
-1										// Falling noise
9882
 
9883
-1										// Image index
9884
IDENTITY.TAB
9885
BARREL.PIX
9886
STDPED.MAT
9887
1										// Index of fatal car-impact action
9888
-1										// Index of non-fatal car-impact action
9889
-1										// Index of after-non-fatal-impact action
9890
-1										// Index of fatal falling action
9891
-1										// Index of non-fatal falling action
9892
-1										// Index of giblets action
9893
2										// Number of actions
9894
// Action #0 - standing there
9895
0,100								// Danger level, percentage chance
9896
0,0									// Initial speed, looping speed
9897
 
9898
 
9899
3									// Number of sequences for this action
9900
10,0							// Max bearing, sequence index
9901
350,1							// Max bearing, sequence index
9902
360,0							// Max bearing, sequence index
9903
// ^ction #1 - exploding
9904
1000,0								// Danger level, percentage chance
9905
0,0									// Initial speed, looping speed
9906
 
9907
 
9908
1									// Number of sequences for this action
9909
360,2							// Max bearing, sequence index
9910
3										// Number of sequences
9911
// Sequence #0 - standing there
9912
collide								// Include this frame in collision calcs
9913
fixed								// Frame rate type
9914
1									// Number of initial frames
9915
OTYRES1.PIX
9916
0,0,flipped
9917
 
9918
// Sequence #1 - standing there
9919
collide								// Include this frame in collision calcs
9920
fixed								// Frame rate type
9921
1									// Number of initial frames
9922
OTYRES2.PIX
9923
0,0,flipped
9924
 
9925
// Sequence #2 - exploding
9926
don't collide						// Exclude this frame in collision calcs
9927
variable							// Frame rate type
9928
10,10
9929
7									// Number of initial frames
9930
EXP1.PIX
9931
-0.02,0.11,flipped
9932
EXP2.PIX
9933
-0.03357,0.1492,flipped
9934
EXP3.PIX
9935
-0.05222,0.16039,flipped
9936
EXP4.PIX
9937
-0.05968,0.18277,flipped
9938
EXP5.PIX
9939
-0.05222,0.20515,flipped
9940
EXP6.PIX
9941
-0.05222,0.22007,flipped
9942
EXP7.PIX
9943
-0.05595,0.2238,flipped
9944
 
9945
NEXT PEDESTRIAN
9946
108										// Reference number
9947
0.19									// Height
9948
 
9949
0.0001									// Hit points
9950
1,5400									// Exploding noises
9951
-1										// Falling noise
9952
 
9953
-1										// Image index
9954
IDENTITY.TAB
9955
BARREL.PIX
9956
STDPED.MAT
9957
1										// Index of fatal car-impact action
9958
-1										// Index of non-fatal car-impact action
9959
-1										// Index of after-non-fatal-impact action
9960
-1										// Index of fatal falling action
9961
-1										// Index of non-fatal falling action
9962
-1										// Index of giblets action
9963
2										// Number of actions
9964
// Action #0 - standing there
9965
0,100								// Danger level, percentage chance
9966
0,0									// Initial speed, looping speed
9967
 
9968
 
9969
3									// Number of sequences for this action
9970
10,0							// Max bearing, sequence index
9971
350,1							// Max bearing, sequence index
9972
360,0							// Max bearing, sequence index
9973
// ^ction #1 - exploding
9974
1000,0								// Danger level, percentage chance
9975
0,0									// Initial speed, looping speed
9976
 
9977
 
9978
1									// Number of sequences for this action
9979
360,2							// Max bearing, sequence index
9980
3										// Number of sequences
9981
// Sequence #0 - standing there
9982
collide								// Include this frame in collision calcs
9983
fixed								// Frame rate type
9984
1									// Number of initial frames
9985
OYDRUM1.PIX
9986
0,0,flipped
9987
 
9988
// Sequence #1 - standing there
9989
collide								// Include this frame in collision calcs
9990
fixed								// Frame rate type
9991
1									// Number of initial frames
9992
OYDRUM2.PIX
9993
0,0,flipped
9994
 
9995
// Sequence #2 - exploding
9996
don't collide						// Exclude this frame in collision calcs
9997
variable							// Frame rate type
9998
10,10
9999
7									// Number of initial frames
10000
EXP1.PIX
10001
-0.02,0.11,flipped
10002
EXP2.PIX
10003
-0.03357,0.1492,flipped
10004
EXP3.PIX
10005
-0.05222,0.16039,flipped
10006
EXP4.PIX
10007
-0.05968,0.18277,flipped
10008
EXP5.PIX
10009
-0.05222,0.20515,flipped
10010
EXP6.PIX
10011
-0.05222,0.22007,flipped
10012
EXP7.PIX
10013
-0.05595,0.2238,flipped
10014
 
10015
NEXT PEDESTRIAN
10016
109										// Reference number
10017
0.19									// Height
10018
 
10019
0.0001									// Hit points
10020
1,5400									// Exploding noises
10021
-1										// Falling noise
10022
 
10023
-1										// Image index
10024
IDENTITY.TAB
10025
BARREL.PIX
10026
STDPED.MAT
10027
1										// Index of fatal car-impact action
10028
-1										// Index of non-fatal car-impact action
10029
-1										// Index of after-non-fatal-impact action
10030
-1										// Index of fatal falling action
10031
-1										// Index of non-fatal falling action
10032
-1										// Index of giblets action
10033
2										// Number of actions
10034
// Action #0 - standing there
10035
0,100								// Danger level, percentage chance
10036
0,0									// Initial speed, looping speed
10037
 
10038
 
10039
3									// Number of sequences for this action
10040
10,0							// Max bearing, sequence index
10041
350,1							// Max bearing, sequence index
10042
360,0							// Max bearing, sequence index
10043
// ^ction #1 - exploding
10044
1000,0								// Danger level, percentage chance
10045
0,0									// Initial speed, looping speed
10046
 
10047
 
10048
1									// Number of sequences for this action
10049
360,2							// Max bearing, sequence index
10050
3										// Number of sequences
10051
// Sequence #0 - standing there
10052
collide								// Include this frame in collision calcs
10053
fixed								// Frame rate type
10054
1									// Number of initial frames
10055
OYDRUM1.PIX
10056
0,0,flipped
10057
 
10058
// Sequence #1 - standing there
10059
collide								// Include this frame in collision calcs
10060
fixed								// Frame rate type
10061
1									// Number of initial frames
10062
OYDRUM2.PIX
10063
0,0,flipped
10064
 
10065
// Sequence #2 - exploding
10066
don't collide						// Exclude this frame in collision calcs
10067
variable							// Frame rate type
10068
10,10
10069
7									// Number of initial frames
10070
EXP1.PIX
10071
-0.02,0.11,flipped
10072
EXP2.PIX
10073
-0.03357,0.1492,flipped
10074
EXP3.PIX
10075
-0.05222,0.16039,flipped
10076
EXP4.PIX
10077
-0.05968,0.18277,flipped
10078
EXP5.PIX
10079
-0.05222,0.20515,flipped
10080
EXP6.PIX
10081
-0.05222,0.22007,flipped
10082
EXP7.PIX
10083
-0.05595,0.2238,flipped
10084
 
10085
NEXT PEDESTRIAN
10086
110										// Reference number
10087
0.19									// Height
10088
 
10089
0.0001									// Hit points
10090
1,5400
10091
-1										// Falling noise
10092
 
10093
-1										// Image index
10094
IDENTITY.TAB
10095
BARREL.PIX
10096
STDPED.MAT
10097
1										// Index of fatal car-impact action
10098
-1										// Index of non-fatal car-impact action
10099
-1										// Index of after-non-fatal-impact action
10100
-1										// Index of fatal falling action
10101
-1										// Index of non-fatal falling action
10102
-1										// Index of giblets action
10103
2										// Number of actions
10104
// Action #0 - standing there
10105
0,100								// Danger level, percentage chance
10106
0,0									// Initial speed, looping speed
10107
 
10108
 
10109
3									// Number of sequences for this action
10110
10,0							// Max bearing, sequence index
10111
350,1							// Max bearing, sequence index
10112
360,0							// Max bearing, sequence index
10113
// ^ction #1 - exploding
10114
1000,0								// Danger level, percentage chance
10115
0,0									// Initial speed, looping speed
10116
 
10117
 
10118
1									// Number of sequences for this action
10119
360,2							// Max bearing, sequence index
10120
3										// Number of sequences
10121
// Sequence #0 - standing there
10122
collide								// Include this frame in collision calcs
10123
fixed								// Frame rate type
10124
1									// Number of initial frames
10125
OGDRUM1.PIX
10126
0,0,flipped
10127
 
10128
// Sequence #1 - standing there
10129
collide								// Include this frame in collision calcs
10130
fixed								// Frame rate type
10131
1									// Number of initial frames
10132
OGDRUM1.PIX
10133
0,0,flipped
10134
 
10135
// Sequence #2 - exploding
10136
don't collide						// Exclude this frame in collision calcs
10137
variable							// Frame rate type
10138
10,10
10139
7									// Number of initial frames
10140
EXP1.PIX
10141
-0.02,0.11,flipped
10142
EXP2.PIX
10143
-0.03357,0.1492,flipped
10144
EXP3.PIX
10145
-0.05222,0.16039,flipped
10146
EXP4.PIX
10147
-0.05968,0.18277,flipped
10148
EXP5.PIX
10149
-0.05222,0.20515,flipped
10150
EXP6.PIX
10151
-0.05222,0.22007,flipped
10152
EXP7.PIX
10153
-0.05595,0.2238,flipped
10154
 
10155
NEXT PEDESTRIAN
10156
111										// Reference number
10157
0.19									// Height
10158
 
10159
0.0001									// Hit points
10160
1,5400
10161
-1										// Falling noise
10162
 
10163
-1										// Image index
10164
IDENTITY.TAB
10165
BARREL.PIX
10166
STDPED.MAT
10167
1										// Index of fatal car-impact action
10168
-1										// Index of non-fatal car-impact action
10169
-1										// Index of after-non-fatal-impact action
10170
-1										// Index of fatal falling action
10171
-1										// Index of non-fatal falling action
10172
-1										// Index of giblets action
10173
2										// Number of actions
10174
// Action #0 - standing there
10175
0,100								// Danger level, percentage chance
10176
0,0									// Initial speed, looping speed
10177
 
10178
 
10179
3									// Number of sequences for this action
10180
10,0							// Max bearing, sequence index
10181
350,1							// Max bearing, sequence index
10182
360,0							// Max bearing, sequence index
10183
// ^ction #1 - exploding
10184
1000,0								// Danger level, percentage chance
10185
0,0									// Initial speed, looping speed
10186
 
10187
 
10188
1									// Number of sequences for this action
10189
360,2							// Max bearing, sequence index
10190
3										// Number of sequences
10191
// Sequence #0 - standing there
10192
collide								// Include this frame in collision calcs
10193
fixed								// Frame rate type
10194
1									// Number of initial frames
10195
OCYLNDR1.PIX
10196
0,0,flipped
10197
 
10198
// Sequence #1 - standing there
10199
collide								// Include this frame in collision calcs
10200
fixed								// Frame rate type
10201
1									// Number of initial frames
10202
OCYLNDR2.PIX
10203
0,0,flipped
10204
 
10205
// Sequence #2 - exploding
10206
don't collide						// Exclude this frame in collision calcs
10207
variable							// Frame rate type
10208
10,10
10209
7									// Number of initial frames
10210
EXP1.PIX
10211
-0.02,0.11,flipped
10212
EXP2.PIX
10213
-0.03357,0.1492,flipped
10214
EXP3.PIX
10215
-0.05222,0.16039,flipped
10216
EXP4.PIX
10217
-0.05968,0.18277,flipped
10218
EXP5.PIX
10219
-0.05222,0.20515,flipped
10220
EXP6.PIX
10221
-0.05222,0.22007,flipped
10222
EXP7.PIX
10223
-0.05595,0.2238,flipped
10224
 
10225
NEXT PEDESTRIAN
10226
112										// Reference number
10227
0.19									// Height
10228
 
10229
0.0001									// Hit points
10230
1,5400
10231
-1										// Falling noise
10232
 
10233
-1										// Image index
10234
IDENTITY.TAB
10235
BARREL.PIX
10236
STDPED.MAT
10237
1										// Index of fatal car-impact action
10238
-1										// Index of non-fatal car-impact action
10239
-1										// Index of after-non-fatal-impact action
10240
-1										// Index of fatal falling action
10241
-1										// Index of non-fatal falling action
10242
-1										// Index of giblets action
10243
2										// Number of actions
10244
// Action #0 - standing there
10245
0,100								// Danger level, percentage chance
10246
0,0									// Initial speed, looping speed
10247
 
10248
 
10249
3									// Number of sequences for this action
10250
10,0							// Max bearing, sequence index
10251
350,1							// Max bearing, sequence index
10252
360,0							// Max bearing, sequence index
10253
// ^ction #1 - exploding
10254
1000,0								// Danger level, percentage chance
10255
0,0									// Initial speed, looping speed
10256
 
10257
 
10258
1									// Number of sequences for this action
10259
360,2							// Max bearing, sequence index
10260
3										// Number of sequences
10261
// Sequence #0 - standing there
10262
collide								// Include this frame in collision calcs
10263
fixed								// Frame rate type
10264
1									// Number of initial frames
10265
OGDRUM1.PIX
10266
0,0,flipped
10267
 
10268
// Sequence #1 - standing there
10269
collide								// Include this frame in collision calcs
10270
fixed								// Frame rate type
10271
1									// Number of initial frames
10272
OGDRUM2.PIX
10273
0,0,flipped
10274
 
10275
// Sequence #2 - exploding
10276
don't collide						// Exclude this frame in collision calcs
10277
variable							// Frame rate type
10278
10,10
10279
7									// Number of initial frames
10280
EXP1.PIX
10281
-0.02,0.11,flipped
10282
EXP2.PIX
10283
-0.03357,0.1492,flipped
10284
EXP3.PIX
10285
-0.05222,0.16039,flipped
10286
EXP4.PIX
10287
-0.05968,0.18277,flipped
10288
EXP5.PIX
10289
-0.05222,0.20515,flipped
10290
EXP6.PIX
10291
-0.05222,0.22007,flipped
10292
EXP7.PIX
10293
-0.05595,0.2238,flipped
10294
 
10295
NEXT PEDESTRIAN
10296
113										// Reference number
10297
0.19									// Height
10298
 
10299
0.0001									// Hit points
10300
1,5400
10301
-1										// Falling noise
10302
 
10303
-1										// Image index
10304
IDENTITY.TAB
10305
BARREL.PIX
10306
STDPED.MAT
10307
1										// Index of fatal car-impact action
10308
-1										// Index of non-fatal car-impact action
10309
-1										// Index of after-non-fatal-impact action
10310
-1										// Index of fatal falling action
10311
-1										// Index of non-fatal falling action
10312
-1										// Index of giblets action
10313
2										// Number of actions
10314
// Action #0 - standing there
10315
0,100								// Danger level, percentage chance
10316
0,0									// Initial speed, looping speed
10317
 
10318
 
10319
3									// Number of sequences for this action
10320
10,0							// Max bearing, sequence index
10321
350,1							// Max bearing, sequence index
10322
360,0							// Max bearing, sequence index
10323
// ^ction #1 - exploding
10324
1000,0								// Danger level, percentage chance
10325
0,0									// Initial speed, looping speed
10326
 
10327
 
10328
1									// Number of sequences for this action
10329
360,2							// Max bearing, sequence index
10330
3										// Number of sequences
10331
// Sequence #0 - standing there
10332
collide								// Include this frame in collision calcs
10333
fixed								// Frame rate type
10334
1									// Number of initial frames
10335
OGDRUM1.PIX
10336
0,0,flipped
10337
 
10338
// Sequence #1 - standing there
10339
collide								// Include this frame in collision calcs
10340
fixed								// Frame rate type
10341
1									// Number of initial frames
10342
OGDRUM2.PIX
10343
0,0,flipped
10344
 
10345
// Sequence #2 - exploding
10346
don't collide						// Exclude this frame in collision calcs
10347
variable							// Frame rate type
10348
10,10
10349
7									// Number of initial frames
10350
EXP1.PIX
10351
-0.02,0.11,flipped
10352
EXP2.PIX
10353
-0.03357,0.1492,flipped
10354
EXP3.PIX
10355
-0.05222,0.16039,flipped
10356
EXP4.PIX
10357
-0.05968,0.18277,flipped
10358
EXP5.PIX
10359
-0.05222,0.20515,flipped
10360
EXP6.PIX
10361
-0.05222,0.22007,flipped
10362
EXP7.PIX
10363
-0.05595,0.2238,flipped
10364
 
10365
NEXT PEDESTRIAN
10366
114										// Reference number
10367
0.35									// Height
10368
 
10369
0.0001									// Hit points
10370
1,5400
10371
-1										// Falling noise
10372
 
10373
-1										// Image index
10374
IDENTITY.TAB
10375
MINE.PIX
10376
STDPED.MAT
10377
1										// Index of fatal car-impact action
10378
-1										// Index of non-fatal car-impact action
10379
-1										// Index of after-non-fatal-impact action
10380
-1										// Index of fatal falling action
10381
-1										// Index of non-fatal falling action
10382
-1										// Index of giblets action
10383
2										// Number of actions
10384
// Action #0 - standing there
10385
0,100								// Danger level, percentage chance
10386
0,0									// Initial speed, looping speed
10387
 
10388
 
10389
3									// Number of sequences for this action
10390
10,0							// Max bearing, sequence index
10391
350,1							// Max bearing, sequence index
10392
360,0							// Max bearing, sequence index
10393
// ^ction #1 - exploding
10394
1000,0								// Danger level, percentage chance
10395
0,0									// Initial speed, looping speed
10396
 
10397
 
10398
1									// Number of sequences for this action
10399
360,2							// Max bearing, sequence index
10400
3										// Number of sequences
10401
// Sequence #0 - standing there
10402
collide								// Include this frame in collision calcs
10403
variable								// Frame rate type
10404
4,4
10405
 
10406
10									// Number of looping frames
10407
MINER0.PIX
10408
0,0,flipped
10409
MINER1.PIX
10410
0,0,flipped
10411
MINER2.PIX
10412
0,0,flipped
10413
MINER3.PIX
10414
0,0,flipped
10415
MINER4.PIX
10416
0,0,flipped
10417
MINER5.PIX
10418
0,0,flipped
10419
MINER4.PIX
10420
0,0,flipped
10421
MINER3.PIX
10422
0,0,flipped
10423
MINER2.PIX
10424
0,0,flipped
10425
MINER1.PIX
10426
0,0,flipped
10427
// Sequence #1 - standing there
10428
collide								// Include this frame in collision calcs
10429
variable								// Frame rate type
10430
4,4
10431
 
10432
10									// Number of looping frames
10433
MINER0.PIX
10434
0,0,flipped
10435
MINER1.PIX
10436
0,0,flipped
10437
MINER2.PIX
10438
0,0,flipped
10439
MINER3.PIX
10440
0,0,flipped
10441
MINER4.PIX
10442
0,0,flipped
10443
MINER5.PIX
10444
0,0,flipped
10445
MINER4.PIX
10446
0,0,flipped
10447
MINER3.PIX
10448
0,0,flipped
10449
MINER2.PIX
10450
0,0,flipped
10451
MINER1.PIX
10452
0,0,flipped
10453
// Sequence #2 - exploding
10454
don't collide						// Exclude this frame in collision calcs
10455
variable							// Frame rate type
10456
10,10
10457
7									// Number of initial frames
10458
EXP1.PIX
10459
-0.02,0.11,flipped
10460
EXP2.PIX
10461
-0.03357,0.1492,flipped
10462
EXP3.PIX
10463
-0.05222,0.16039,flipped
10464
EXP4.PIX
10465
-0.05968,0.18277,flipped
10466
EXP5.PIX
10467
-0.05222,0.20515,flipped
10468
EXP6.PIX
10469
-0.05222,0.22007,flipped
10470
EXP7.PIX
10471
-0.05595,0.2238,flipped
10472
 
10473
NEXT PEDESTRIAN
10474
115										// Reference number
10475
0.19									// Height
10476
 
10477
0.0001									// Hit points
10478
1,5400
10479
-1										// Falling noise
10480
 
10481
-1										// Image index
10482
IDENTITY.TAB
10483
BARREL.PIX
10484
STDPED.MAT
10485
1										// Index of fatal car-impact action
10486
-1										// Index of non-fatal car-impact action
10487
-1										// Index of after-non-fatal-impact action
10488
-1										// Index of fatal falling action
10489
-1										// Index of non-fatal falling action
10490
-1										// Index of giblets action
10491
2										// Number of actions
10492
// Action #0 - standing there
10493
0,100								// Danger level, percentage chance
10494
0,0									// Initial speed, looping speed
10495
 
10496
 
10497
3									// Number of sequences for this action
10498
10,0							// Max bearing, sequence index
10499
350,1							// Max bearing, sequence index
10500
360,0							// Max bearing, sequence index
10501
// ^ction #1 - exploding
10502
1000,0								// Danger level, percentage chance
10503
0,0									// Initial speed, looping speed
10504
 
10505
 
10506
1									// Number of sequences for this action
10507
360,2							// Max bearing, sequence index
10508
3										// Number of sequences
10509
// Sequence #0 - standing there
10510
collide								// Include this frame in collision calcs
10511
fixed								// Frame rate type
10512
1									// Number of initial frames
10513
ORDRUM1.PIX
10514
0,0,flipped
10515
 
10516
// Sequence #1 - standing there
10517
collide								// Include this frame in collision calcs
10518
fixed								// Frame rate type
10519
1									// Number of initial frames
10520
ORDRUM2.PIX
10521
0,0,flipped
10522
 
10523
// Sequence #2 - exploding
10524
don't collide						// Exclude this frame in collision calcs
10525
variable							// Frame rate type
10526
10,10
10527
7									// Number of initial frames
10528
EXP1.PIX
10529
-0.02,0.11,flipped
10530
EXP2.PIX
10531
-0.03357,0.1492,flipped
10532
EXP3.PIX
10533
-0.05222,0.16039,flipped
10534
EXP4.PIX
10535
-0.05968,0.18277,flipped
10536
EXP5.PIX
10537
-0.05222,0.20515,flipped
10538
EXP6.PIX
10539
-0.05222,0.22007,flipped
10540
EXP7.PIX
10541
-0.05595,0.2238,flipped
10542
 
10543
NEXT PEDESTRIAN
10544
116										// Reference number
10545
0.19									// Height
10546
 
10547
0.0001									// Hit points
10548
1,5400
10549
-1										// Falling noise
10550
 
10551
-1										// Image index
10552
IDENTITY.TAB
10553
BARREL.PIX
10554
STDPED.MAT
10555
1										// Index of fatal car-impact action
10556
-1										// Index of non-fatal car-impact action
10557
-1										// Index of after-non-fatal-impact action
10558
-1										// Index of fatal falling action
10559
-1										// Index of non-fatal falling action
10560
-1										// Index of giblets action
10561
2										// Number of actions
10562
// Action #0 - standing there
10563
0,100								// Danger level, percentage chance
10564
0,0									// Initial speed, looping speed
10565
 
10566
 
10567
3									// Number of sequences for this action
10568
10,0							// Max bearing, sequence index
10569
350,1							// Max bearing, sequence index
10570
360,0							// Max bearing, sequence index
10571
// ^ction #1 - exploding
10572
1000,0								// Danger level, percentage chance
10573
0,0									// Initial speed, looping speed
10574
 
10575
 
10576
1									// Number of sequences for this action
10577
360,2							// Max bearing, sequence index
10578
3										// Number of sequences
10579
// Sequence #0 - standing there
10580
collide								// Include this frame in collision calcs
10581
fixed								// Frame rate type
10582
1									// Number of initial frames
10583
ORDRUM1.PIX
10584
0,0,flipped
10585
 
10586
// Sequence #1 - standing there
10587
collide								// Include this frame in collision calcs
10588
fixed								// Frame rate type
10589
1									// Number of initial frames
10590
ORDRUM2.PIX
10591
0,0,flipped
10592
 
10593
// Sequence #2 - exploding
10594
don't collide						// Exclude this frame in collision calcs
10595
variable							// Frame rate type
10596
10,10
10597
7									// Number of initial frames
10598
EXP1.PIX
10599
-0.02,0.11,flipped
10600
EXP2.PIX
10601
-0.03357,0.1492,flipped
10602
EXP3.PIX
10603
-0.05222,0.16039,flipped
10604
EXP4.PIX
10605
-0.05968,0.18277,flipped
10606
EXP5.PIX
10607
-0.05222,0.20515,flipped
10608
EXP6.PIX
10609
-0.05222,0.22007,flipped
10610
EXP7.PIX
10611
-0.05595,0.2238,flipped
10612
 
10613
NEXT PEDESTRIAN
10614
117										// Reference number
10615
0.19									// Height
10616
 
10617
0.0001									// Hit points
10618
1,5400
10619
-1										// Falling noise
10620
 
10621
-1										// Image index
10622
IDENTITY.TAB
10623
BARREL.PIX
10624
STDPED.MAT
10625
1										// Index of fatal car-impact action
10626
-1										// Index of non-fatal car-impact action
10627
-1										// Index of after-non-fatal-impact action
10628
-1										// Index of fatal falling action
10629
-1										// Index of non-fatal falling action
10630
-1										// Index of giblets action
10631
2										// Number of actions
10632
// Action #0 - standing there
10633
0,100								// Danger level, percentage chance
10634
0,0									// Initial speed, looping speed
10635
 
10636
 
10637
3									// Number of sequences for this action
10638
10,0							// Max bearing, sequence index
10639
350,1							// Max bearing, sequence index
10640
360,0							// Max bearing, sequence index
10641
// ^ction #1 - exploding
10642
1000,0								// Danger level, percentage chance
10643
0,0									// Initial speed, looping speed
10644
 
10645
 
10646
1									// Number of sequences for this action
10647
360,2							// Max bearing, sequence index
10648
3										// Number of sequences
10649
// Sequence #0 - standing there
10650
collide								// Include this frame in collision calcs
10651
fixed								// Frame rate type
10652
1									// Number of initial frames
10653
ORDRUM1.PIX
10654
0,0,flipped
10655
 
10656
// Sequence #1 - standing there
10657
collide								// Include this frame in collision calcs
10658
fixed								// Frame rate type
10659
1									// Number of initial frames
10660
ORDRUM2.PIX
10661
0,0,flipped
10662
 
10663
// Sequence #2 - exploding
10664
don't collide						// Exclude this frame in collision calcs
10665
variable							// Frame rate type
10666
10,10
10667
7									// Number of initial frames
10668
EXP1.PIX
10669
-0.02,0.11,flipped
10670
EXP2.PIX
10671
-0.03357,0.1492,flipped
10672
EXP3.PIX
10673
-0.05222,0.16039,flipped
10674
EXP4.PIX
10675
-0.05968,0.18277,flipped
10676
EXP5.PIX
10677
-0.05222,0.20515,flipped
10678
EXP6.PIX
10679
-0.05222,0.22007,flipped
10680
EXP7.PIX
10681
-0.05595,0.2238,flipped
10682
 
10683
NEXT PEDESTRIAN
10684
118										// Reference number
10685
0.19									// Height
10686
 
10687
0.0001									// Hit points
10688
1,5400
10689
-1										// Falling noise
10690
 
10691
-1										// Image index
10692
IDENTITY.TAB
10693
BARREL.PIX
10694
STDPED.MAT
10695
1										// Index of fatal car-impact action
10696
-1										// Index of non-fatal car-impact action
10697
-1										// Index of after-non-fatal-impact action
10698
-1										// Index of fatal falling action
10699
-1										// Index of non-fatal falling action
10700
-1										// Index of giblets action
10701
2										// Number of actions
10702
// Action #0 - standing there
10703
0,100								// Danger level, percentage chance
10704
0,0									// Initial speed, looping speed
10705
 
10706
 
10707
3									// Number of sequences for this action
10708
10,0							// Max bearing, sequence index
10709
350,1							// Max bearing, sequence index
10710
360,0							// Max bearing, sequence index
10711
// ^ction #1 - exploding
10712
1000,0								// Danger level, percentage chance
10713
0,0									// Initial speed, looping speed
10714
 
10715
 
10716
1									// Number of sequences for this action
10717
360,2							// Max bearing, sequence index
10718
3										// Number of sequences
10719
// Sequence #0 - standing there
10720
collide								// Include this frame in collision calcs
10721
fixed								// Frame rate type
10722
1									// Number of initial frames
10723
ORDRUM1.PIX
10724
0,0,flipped
10725
 
10726
// Sequence #1 - standing there
10727
collide								// Include this frame in collision calcs
10728
fixed								// Frame rate type
10729
1									// Number of initial frames
10730
ORDRUM2.PIX
10731
0,0,flipped
10732
 
10733
// Sequence #2 - exploding
10734
don't collide						// Exclude this frame in collision calcs
10735
variable							// Frame rate type
10736
10,10
10737
7									// Number of initial frames
10738
EXP1.PIX
10739
-0.02,0.11,flipped
10740
EXP2.PIX
10741
-0.03357,0.1492,flipped
10742
EXP3.PIX
10743
-0.05222,0.16039,flipped
10744
EXP4.PIX
10745
-0.05968,0.18277,flipped
10746
EXP5.PIX
10747
-0.05222,0.20515,flipped
10748
EXP6.PIX
10749
-0.05222,0.22007,flipped
10750
EXP7.PIX
10751
-0.05595,0.2238,flipped
10752
 
10753
NEXT PEDESTRIAN
10754
119										// Reference number
10755
0.19									// Height
10756
 
10757
0.0001									// Hit points
10758
1,5400
10759
-1										// Falling noise
10760
 
10761
-1										// Image index
10762
IDENTITY.TAB
10763
BARREL.PIX
10764
STDPED.MAT
10765
1										// Index of fatal car-impact action
10766
-1										// Index of non-fatal car-impact action
10767
-1										// Index of after-non-fatal-impact action
10768
-1										// Index of fatal falling action
10769
-1										// Index of non-fatal falling action
10770
-1										// Index of giblets action
10771
2										// Number of actions
10772
// Action #0 - standing there
10773
0,100								// Danger level, percentage chance
10774
0,0									// Initial speed, looping speed
10775
 
10776
 
10777
3									// Number of sequences for this action
10778
10,0							// Max bearing, sequence index
10779
350,1							// Max bearing, sequence index
10780
360,0							// Max bearing, sequence index
10781
// ^ction #1 - exploding
10782
1000,0								// Danger level, percentage chance
10783
0,0									// Initial speed, looping speed
10784
 
10785
 
10786
1									// Number of sequences for this action
10787
360,2							// Max bearing, sequence index
10788
3										// Number of sequences
10789
// Sequence #0 - standing there
10790
collide								// Include this frame in collision calcs
10791
fixed								// Frame rate type
10792
1									// Number of initial frames
10793
ORDRUM1.PIX
10794
0,0,flipped
10795
 
10796
// Sequence #1 - standing there
10797
collide								// Include this frame in collision calcs
10798
fixed								// Frame rate type
10799
1									// Number of initial frames
10800
ORDRUM2.PIX
10801
0,0,flipped
10802
 
10803
// Sequence #2 - exploding
10804
don't collide						// Exclude this frame in collision calcs
10805
variable							// Frame rate type
10806
10,10
10807
7									// Number of initial frames
10808
EXP1.PIX
10809
-0.02,0.11,flipped
10810
EXP2.PIX
10811
-0.03357,0.1492,flipped
10812
EXP3.PIX
10813
-0.05222,0.16039,flipped
10814
EXP4.PIX
10815
-0.05968,0.18277,flipped
10816
EXP5.PIX
10817
-0.05222,0.20515,flipped
10818
EXP6.PIX
10819
-0.05222,0.22007,flipped
10820
EXP7.PIX
10821
-0.05595,0.2238,flipped
10822
 
10823
NEXT PEDESTRIAN
10824
120										// Reference number
10825
0.19									// Height
10826
 
10827
0.0001									// Hit points
10828
1,5400
10829
-1										// Falling noise
10830
 
10831
-1										// Image index
10832
IDENTITY.TAB
10833
BARREL.PIX
10834
STDPED.MAT
10835
1										// Index of fatal car-impact action
10836
-1										// Index of non-fatal car-impact action
10837
-1										// Index of after-non-fatal-impact action
10838
-1										// Index of fatal falling action
10839
-1										// Index of non-fatal falling action
10840
-1										// Index of giblets action
10841
2										// Number of actions
10842
// Action #0 - standing there
10843
0,100								// Danger level, percentage chance
10844
0,0									// Initial speed, looping speed
10845
 
10846
 
10847
3									// Number of sequences for this action
10848
10,0							// Max bearing, sequence index
10849
350,1							// Max bearing, sequence index
10850
360,0							// Max bearing, sequence index
10851
// ^ction #1 - exploding
10852
1000,0								// Danger level, percentage chance
10853
0,0									// Initial speed, looping speed
10854
 
10855
 
10856
1									// Number of sequences for this action
10857
360,2							// Max bearing, sequence index
10858
3										// Number of sequences
10859
// Sequence #0 - standing there
10860
collide								// Include this frame in collision calcs
10861
fixed								// Frame rate type
10862
1									// Number of initial frames
10863
ORDRUM1.PIX
10864
0,0,flipped
10865
 
10866
// Sequence #1 - standing there
10867
collide								// Include this frame in collision calcs
10868
fixed								// Frame rate type
10869
1									// Number of initial frames
10870
ORDRUM2.PIX
10871
0,0,flipped
10872
 
10873
// Sequence #2 - exploding
10874
don't collide						// Exclude this frame in collision calcs
10875
variable							// Frame rate type
10876
10,10
10877
7									// Number of initial frames
10878
EXP1.PIX
10879
-0.02,0.11,flipped
10880
EXP2.PIX
10881
-0.03357,0.1492,flipped
10882
EXP3.PIX
10883
-0.05222,0.16039,flipped
10884
EXP4.PIX
10885
-0.05968,0.18277,flipped
10886
EXP5.PIX
10887
-0.05222,0.20515,flipped
10888
EXP6.PIX
10889
-0.05222,0.22007,flipped
10890
EXP7.PIX
10891
-0.05595,0.2238,flipped
10892
 
10893
NEXT PEDESTRIAN
10894
121										// Reference number
10895
0.19									// Height
10896
 
10897
0.0001									// Hit points
10898
1,5400
10899
-1										// Falling noise
10900
 
10901
-1										// Image index
10902
IDENTITY.TAB
10903
BARREL.PIX
10904
STDPED.MAT
10905
1										// Index of fatal car-impact action
10906
-1										// Index of non-fatal car-impact action
10907
-1										// Index of after-non-fatal-impact action
10908
-1										// Index of fatal falling action
10909
-1										// Index of non-fatal falling action
10910
-1										// Index of giblets action
10911
2										// Number of actions
10912
// Action #0 - standing there
10913
0,100								// Danger level, percentage chance
10914
0,0									// Initial speed, looping speed
10915
 
10916
 
10917
3									// Number of sequences for this action
10918
10,0							// Max bearing, sequence index
10919
350,1							// Max bearing, sequence index
10920
360,0							// Max bearing, sequence index
10921
// ^ction #1 - exploding
10922
1000,0								// Danger level, percentage chance
10923
0,0									// Initial speed, looping speed
10924
 
10925
 
10926
1									// Number of sequences for this action
10927
360,2							// Max bearing, sequence index
10928
3										// Number of sequences
10929
// Sequence #0 - standing there
10930
collide								// Include this frame in collision calcs
10931
fixed								// Frame rate type
10932
1									// Number of initial frames
10933
ORDRUM1.PIX
10934
0,0,flipped
10935
 
10936
// Sequence #1 - standing there
10937
collide								// Include this frame in collision calcs
10938
fixed								// Frame rate type
10939
1									// Number of initial frames
10940
ORDRUM2.PIX
10941
0,0,flipped
10942
 
10943
// Sequence #2 - exploding
10944
don't collide						// Exclude this frame in collision calcs
10945
variable							// Frame rate type
10946
10,10
10947
7									// Number of initial frames
10948
EXP1.PIX
10949
-0.02,0.11,flipped
10950
EXP2.PIX
10951
-0.03357,0.1492,flipped
10952
EXP3.PIX
10953
-0.05222,0.16039,flipped
10954
EXP4.PIX
10955
-0.05968,0.18277,flipped
10956
EXP5.PIX
10957
-0.05222,0.20515,flipped
10958
EXP6.PIX
10959
-0.05222,0.22007,flipped
10960
EXP7.PIX
10961
-0.05595,0.2238,flipped
10962
 
10963
NEXT PEDESTRIAN
10964
122										// Reference number
10965
0.19									// Height
10966
 
10967
0.0001									// Hit points
10968
1,5400
10969
-1										// Falling noise
10970
 
10971
-1										// Image index
10972
IDENTITY.TAB
10973
BARREL.PIX
10974
STDPED.MAT
10975
1										// Index of fatal car-impact action
10976
-1										// Index of non-fatal car-impact action
10977
-1										// Index of after-non-fatal-impact action
10978
-1										// Index of fatal falling action
10979
-1										// Index of non-fatal falling action
10980
-1										// Index of giblets action
10981
2										// Number of actions
10982
// Action #0 - standing there
10983
0,100								// Danger level, percentage chance
10984
0,0									// Initial speed, looping speed
10985
 
10986
 
10987
3									// Number of sequences for this action
10988
10,0							// Max bearing, sequence index
10989
350,1							// Max bearing, sequence index
10990
360,0							// Max bearing, sequence index
10991
// ^ction #1 - exploding
10992
1000,0								// Danger level, percentage chance
10993
0,0									// Initial speed, looping speed
10994
 
10995
 
10996
1									// Number of sequences for this action
10997
360,2							// Max bearing, sequence index
10998
3										// Number of sequences
10999
// Sequence #0 - standing there
11000
collide								// Include this frame in collision calcs
11001
fixed								// Frame rate type
11002
1									// Number of initial frames
11003
ORDRUM1.PIX
11004
0,0,flipped
11005
 
11006
// Sequence #1 - standing there
11007
collide								// Include this frame in collision calcs
11008
fixed								// Frame rate type
11009
1									// Number of initial frames
11010
ORDRUM2.PIX
11011
0,0,flipped
11012
 
11013
// Sequence #2 - exploding
11014
don't collide						// Exclude this frame in collision calcs
11015
variable							// Frame rate type
11016
10,10
11017
7									// Number of initial frames
11018
EXP1.PIX
11019
-0.02,0.11,flipped
11020
EXP2.PIX
11021
-0.03357,0.1492,flipped
11022
EXP3.PIX
11023
-0.05222,0.16039,flipped
11024
EXP4.PIX
11025
-0.05968,0.18277,flipped
11026
EXP5.PIX
11027
-0.05222,0.20515,flipped
11028
EXP6.PIX
11029
-0.05222,0.22007,flipped
11030
EXP7.PIX
11031
-0.05595,0.2238,flipped
11032
 
11033
NEXT PEDESTRIAN
11034
123										// Reference number
11035
0.19									// Height
11036
 
11037
0.0001									// Hit points
11038
1,5400
11039
-1										// Falling noise
11040
 
11041
-1										// Image index
11042
IDENTITY.TAB
11043
BARREL.PIX
11044
STDPED.MAT
11045
1										// Index of fatal car-impact action
11046
-1										// Index of non-fatal car-impact action
11047
-1										// Index of after-non-fatal-impact action
11048
-1										// Index of fatal falling action
11049
-1										// Index of non-fatal falling action
11050
-1										// Index of giblets action
11051
2										// Number of actions
11052
// Action #0 - standing there
11053
0,100								// Danger level, percentage chance
11054
0,0									// Initial speed, looping speed
11055
 
11056
 
11057
3									// Number of sequences for this action
11058
10,0							// Max bearing, sequence index
11059
350,1							// Max bearing, sequence index
11060
360,0							// Max bearing, sequence index
11061
// ^ction #1 - exploding
11062
1000,0								// Danger level, percentage chance
11063
0,0									// Initial speed, looping speed
11064
 
11065
 
11066
1									// Number of sequences for this action
11067
360,2							// Max bearing, sequence index
11068
3										// Number of sequences
11069
// Sequence #0 - standing there
11070
collide								// Include this frame in collision calcs
11071
fixed								// Frame rate type
11072
1									// Number of initial frames
11073
QTYRES1.PIX
11074
0,0,flipped
11075
 
11076
// Sequence #1 - standing there
11077
collide								// Include this frame in collision calcs
11078
fixed								// Frame rate type
11079
1									// Number of initial frames
11080
QTYRES2.PIX
11081
0,0,flipped
11082
 
11083
// Sequence #2 - exploding
11084
don't collide						// Exclude this frame in collision calcs
11085
variable							// Frame rate type
11086
10,10
11087
7									// Number of initial frames
11088
EXP1.PIX
11089
-0.02,0.11,flipped
11090
EXP2.PIX
11091
-0.03357,0.1492,flipped
11092
EXP3.PIX
11093
-0.05222,0.16039,flipped
11094
EXP4.PIX
11095
-0.05968,0.18277,flipped
11096
EXP5.PIX
11097
-0.05222,0.20515,flipped
11098
EXP6.PIX
11099
-0.05222,0.22007,flipped
11100
EXP7.PIX
11101
-0.05595,0.2238,flipped
11102
 
11103
NEXT PEDESTRIAN
11104
124										// Reference number
11105
0.19									// Height
11106
 
11107
0.0001									// Hit points
11108
1,5400
11109
-1										// Falling noise
11110
 
11111
-1										// Image index
11112
IDENTITY.TAB
11113
BARREL.PIX
11114
STDPED.MAT
11115
1										// Index of fatal car-impact action
11116
-1										// Index of non-fatal car-impact action
11117
-1										// Index of after-non-fatal-impact action
11118
-1										// Index of fatal falling action
11119
-1										// Index of non-fatal falling action
11120
-1										// Index of giblets action
11121
2										// Number of actions
11122
// Action #0 - standing there
11123
0,100								// Danger level, percentage chance
11124
0,0									// Initial speed, looping speed
11125
 
11126
 
11127
3									// Number of sequences for this action
11128
10,0							// Max bearing, sequence index
11129
350,1							// Max bearing, sequence index
11130
360,0							// Max bearing, sequence index
11131
// ^ction #1 - exploding
11132
1000,0								// Danger level, percentage chance
11133
0,0									// Initial speed, looping speed
11134
 
11135
 
11136
1									// Number of sequences for this action
11137
360,2							// Max bearing, sequence index
11138
3										// Number of sequences
11139
// Sequence #0 - standing there
11140
collide								// Include this frame in collision calcs
11141
fixed								// Frame rate type
11142
1									// Number of initial frames
11143
QTYRES1.PIX
11144
0,0,flipped
11145
 
11146
// Sequence #1 - standing there
11147
collide								// Include this frame in collision calcs
11148
fixed								// Frame rate type
11149
1									// Number of initial frames
11150
QTYRES2.PIX
11151
0,0,flipped
11152
 
11153
// Sequence #2 - exploding
11154
don't collide						// Exclude this frame in collision calcs
11155
variable							// Frame rate type
11156
10,10
11157
7									// Number of initial frames
11158
EXP1.PIX
11159
-0.02,0.11,flipped
11160
EXP2.PIX
11161
-0.03357,0.1492,flipped
11162
EXP3.PIX
11163
-0.05222,0.16039,flipped
11164
EXP4.PIX
11165
-0.05968,0.18277,flipped
11166
EXP5.PIX
11167
-0.05222,0.20515,flipped
11168
EXP6.PIX
11169
-0.05222,0.22007,flipped
11170
EXP7.PIX
11171
-0.05595,0.2238,flipped
11172
 
11173
NEXT PEDESTRIAN
11174
125										// Reference number
11175
0.19									// Height
11176
 
11177
0.0001									// Hit points
11178
1,5400
11179
-1										// Falling noise
11180
 
11181
-1										// Image index
11182
IDENTITY.TAB
11183
BARREL.PIX
11184
STDPED.MAT
11185
1										// Index of fatal car-impact action
11186
-1										// Index of non-fatal car-impact action
11187
-1										// Index of after-non-fatal-impact action
11188
-1										// Index of fatal falling action
11189
-1										// Index of non-fatal falling action
11190
-1										// Index of giblets action
11191
2										// Number of actions
11192
// Action #0 - standing there
11193
0,100								// Danger level, percentage chance
11194
0,0									// Initial speed, looping speed
11195
 
11196
 
11197
3									// Number of sequences for this action
11198
10,0							// Max bearing, sequence index
11199
350,1							// Max bearing, sequence index
11200
360,0							// Max bearing, sequence index
11201
// ^ction #1 - exploding
11202
1000,0								// Danger level, percentage chance
11203
0,0									// Initial speed, looping speed
11204
 
11205
 
11206
1									// Number of sequences for this action
11207
360,2							// Max bearing, sequence index
11208
3										// Number of sequences
11209
// Sequence #0 - standing there
11210
collide								// Include this frame in collision calcs
11211
fixed								// Frame rate type
11212
1									// Number of initial frames
11213
OTYRES1.PIX
11214
0,0,flipped
11215
 
11216
// Sequence #1 - standing there
11217
collide								// Include this frame in collision calcs
11218
fixed								// Frame rate type
11219
1									// Number of initial frames
11220
OTYRES2.PIX
11221
0,0,flipped
11222
 
11223
// Sequence #2 - exploding
11224
don't collide						// Exclude this frame in collision calcs
11225
variable							// Frame rate type
11226
10,10
11227
7									// Number of initial frames
11228
EXP1.PIX
11229
-0.02,0.11,flipped
11230
EXP2.PIX
11231
-0.03357,0.1492,flipped
11232
EXP3.PIX
11233
-0.05222,0.16039,flipped
11234
EXP4.PIX
11235
-0.05968,0.18277,flipped
11236
EXP5.PIX
11237
-0.05222,0.20515,flipped
11238
EXP6.PIX
11239
-0.05222,0.22007,flipped
11240
EXP7.PIX
11241
-0.05595,0.2238,flipped
11242
 
11243
NEXT PEDESTRIAN
11244
126										// Reference number
11245
0.19									// Height
11246
 
11247
0.0001									// Hit points
11248
1,5400
11249
-1										// Falling noise
11250
 
11251
-1										// Image index
11252
IDENTITY.TAB
11253
BARREL.PIX
11254
STDPED.MAT
11255
1										// Index of fatal car-impact action
11256
-1										// Index of non-fatal car-impact action
11257
-1										// Index of after-non-fatal-impact action
11258
-1										// Index of fatal falling action
11259
-1										// Index of non-fatal falling action
11260
-1										// Index of giblets action
11261
2										// Number of actions
11262
// Action #0 - standing there
11263
0,100								// Danger level, percentage chance
11264
0,0									// Initial speed, looping speed
11265
 
11266
 
11267
3									// Number of sequences for this action
11268
10,0							// Max bearing, sequence index
11269
350,1							// Max bearing, sequence index
11270
360,0							// Max bearing, sequence index
11271
// ^ction #1 - exploding
11272
1000,0								// Danger level, percentage chance
11273
0,0									// Initial speed, looping speed
11274
 
11275
 
11276
1									// Number of sequences for this action
11277
360,2							// Max bearing, sequence index
11278
3										// Number of sequences
11279
// Sequence #0 - standing there
11280
collide								// Include this frame in collision calcs
11281
fixed								// Frame rate type
11282
1									// Number of initial frames
11283
OTYRES1.PIX
11284
0,0,flipped
11285
 
11286
// Sequence #1 - standing there
11287
collide								// Include this frame in collision calcs
11288
fixed								// Frame rate type
11289
1									// Number of initial frames
11290
OTYRES2.PIX
11291
0,0,flipped
11292
 
11293
// Sequence #2 - exploding
11294
don't collide						// Exclude this frame in collision calcs
11295
variable							// Frame rate type
11296
10,10
11297
7									// Number of initial frames
11298
EXP1.PIX
11299
-0.02,0.11,flipped
11300
EXP2.PIX
11301
-0.03357,0.1492,flipped
11302
EXP3.PIX
11303
-0.05222,0.16039,flipped
11304
EXP4.PIX
11305
-0.05968,0.18277,flipped
11306
EXP5.PIX
11307
-0.05222,0.20515,flipped
11308
EXP6.PIX
11309
-0.05222,0.22007,flipped
11310
EXP7.PIX
11311
-0.05595,0.2238,flipped
11312
 
11313
NEXT PEDESTRIAN
11314
127										// Reference number
11315
0.19									// Height
11316
 
11317
0.0001									// Hit points
11318
1,5400
11319
-1										// Falling noise
11320
 
11321
-1										// Image index
11322
IDENTITY.TAB
11323
BARREL.PIX
11324
STDPED.MAT
11325
1										// Index of fatal car-impact action
11326
-1										// Index of non-fatal car-impact action
11327
-1										// Index of after-non-fatal-impact action
11328
-1										// Index of fatal falling action
11329
-1										// Index of non-fatal falling action
11330
-1										// Index of giblets action
11331
2										// Number of actions
11332
// Action #0 - standing there
11333
0,100								// Danger level, percentage chance
11334
0,0									// Initial speed, looping speed
11335
 
11336
 
11337
3									// Number of sequences for this action
11338
10,0							// Max bearing, sequence index
11339
350,1							// Max bearing, sequence index
11340
360,0							// Max bearing, sequence index
11341
// ^ction #1 - exploding
11342
1000,0								// Danger level, percentage chance
11343
0,0									// Initial speed, looping speed
11344
 
11345
 
11346
1									// Number of sequences for this action
11347
360,2							// Max bearing, sequence index
11348
3										// Number of sequences
11349
// Sequence #0 - standing there
11350
collide								// Include this frame in collision calcs
11351
fixed								// Frame rate type
11352
1									// Number of initial frames
11353
ORDRUM1.PIX
11354
0,0,flipped
11355
 
11356
// Sequence #1 - standing there
11357
collide								// Include this frame in collision calcs
11358
fixed								// Frame rate type
11359
1									// Number of initial frames
11360
ORDRUM2.PIX
11361
0,0,flipped
11362
 
11363
// Sequence #2 - exploding
11364
don't collide						// Exclude this frame in collision calcs
11365
variable							// Frame rate type
11366
10,10
11367
7									// Number of initial frames
11368
EXP1.PIX
11369
-0.02,0.11,flipped
11370
EXP2.PIX
11371
-0.03357,0.1492,flipped
11372
EXP3.PIX
11373
-0.05222,0.16039,flipped
11374
EXP4.PIX
11375
-0.05968,0.18277,flipped
11376
EXP5.PIX
11377
-0.05222,0.20515,flipped
11378
EXP6.PIX
11379
-0.05222,0.22007,flipped
11380
EXP7.PIX
11381
-0.05595,0.2238,flipped
11382
 
11383
NEXT PEDESTRIAN
11384
128										// Reference number
11385
0.19									// Height
11386
 
11387
0.0001									// Hit points
11388
1,5400
11389
-1										// Falling noise
11390
 
11391
-1										// Image index
11392
IDENTITY.TAB
11393
BARREL.PIX
11394
STDPED.MAT
11395
1										// Index of fatal car-impact action
11396
-1										// Index of non-fatal car-impact action
11397
-1										// Index of after-non-fatal-impact action
11398
-1										// Index of fatal falling action
11399
-1										// Index of non-fatal falling action
11400
-1										// Index of giblets action
11401
2										// Number of actions
11402
// Action #0 - standing there
11403
0,100								// Danger level, percentage chance
11404
0,0									// Initial speed, looping speed
11405
 
11406
 
11407
3									// Number of sequences for this action
11408
10,0							// Max bearing, sequence index
11409
350,1							// Max bearing, sequence index
11410
360,0							// Max bearing, sequence index
11411
// ^ction #1 - exploding
11412
1000,0								// Danger level, percentage chance
11413
0,0									// Initial speed, looping speed
11414
 
11415
 
11416
1									// Number of sequences for this action
11417
360,2							// Max bearing, sequence index
11418
3										// Number of sequences
11419
// Sequence #0 - standing there
11420
collide								// Include this frame in collision calcs
11421
fixed								// Frame rate type
11422
1									// Number of initial frames
11423
QGDRUM1.PIX
11424
0,0,flipped
11425
 
11426
// Sequence #1 - standing there
11427
collide								// Include this frame in collision calcs
11428
fixed								// Frame rate type
11429
1									// Number of initial frames
11430
QGDRUM2.PIX
11431
0,0,flipped
11432
 
11433
// Sequence #2 - exploding
11434
don't collide						// Exclude this frame in collision calcs
11435
variable							// Frame rate type
11436
10,10
11437
7									// Number of initial frames
11438
EXP1.PIX
11439
-0.02,0.11,flipped
11440
EXP2.PIX
11441
-0.03357,0.1492,flipped
11442
EXP3.PIX
11443
-0.05222,0.16039,flipped
11444
EXP4.PIX
11445
-0.05968,0.18277,flipped
11446
EXP5.PIX
11447
-0.05222,0.20515,flipped
11448
EXP6.PIX
11449
-0.05222,0.22007,flipped
11450
EXP7.PIX
11451
-0.05595,0.2238,flipped
11452
 
11453
NEXT PEDESTRIAN
11454
129										// Reference number
11455
0.19									// Height
11456
 
11457
0.0001									// Hit points
11458
1,5400
11459
-1										// Falling noise
11460
 
11461
-1										// Image index
11462
IDENTITY.TAB
11463
BARREL.PIX
11464
STDPED.MAT
11465
1										// Index of fatal car-impact action
11466
-1										// Index of non-fatal car-impact action
11467
-1										// Index of after-non-fatal-impact action
11468
-1										// Index of fatal falling action
11469
-1										// Index of non-fatal falling action
11470
-1										// Index of giblets action
11471
2										// Number of actions
11472
// Action #0 - standing there
11473
0,100								// Danger level, percentage chance
11474
0,0									// Initial speed, looping speed
11475
 
11476
 
11477
3									// Number of sequences for this action
11478
10,0							// Max bearing, sequence index
11479
350,1							// Max bearing, sequence index
11480
360,0							// Max bearing, sequence index
11481
// ^ction #1 - exploding
11482
1000,0								// Danger level, percentage chance
11483
0,0									// Initial speed, looping speed
11484
 
11485
 
11486
1									// Number of sequences for this action
11487
360,2							// Max bearing, sequence index
11488
3										// Number of sequences
11489
// Sequence #0 - standing there
11490
collide								// Include this frame in collision calcs
11491
fixed								// Frame rate type
11492
1									// Number of initial frames
11493
QRDRUM1.PIX
11494
0,0,flipped
11495
 
11496
// Sequence #1 - standing there
11497
collide								// Include this frame in collision calcs
11498
fixed								// Frame rate type
11499
1									// Number of initial frames
11500
QRDRUM2.PIX
11501
0,0,flipped
11502
 
11503
// Sequence #2 - exploding
11504
don't collide						// Exclude this frame in collision calcs
11505
variable							// Frame rate type
11506
10,10
11507
7									// Number of initial frames
11508
EXP1.PIX
11509
-0.02,0.11,flipped
11510
EXP2.PIX
11511
-0.03357,0.1492,flipped
11512
EXP3.PIX
11513
-0.05222,0.16039,flipped
11514
EXP4.PIX
11515
-0.05968,0.18277,flipped
11516
EXP5.PIX
11517
-0.05222,0.20515,flipped
11518
EXP6.PIX
11519
-0.05222,0.22007,flipped
11520
EXP7.PIX
11521
-0.05595,0.2238,flipped
11522
 
11523
NEXT PEDESTRIAN
11524
130										// Reference number
11525
0.19									// Height
11526
 
11527
0.0001									// Hit points
11528
1,5400
11529
-1										// Falling noise
11530
 
11531
-1										// Image index
11532
IDENTITY.TAB
11533
BARREL.PIX
11534
STDPED.MAT
11535
1										// Index of fatal car-impact action
11536
-1										// Index of non-fatal car-impact action
11537
-1										// Index of after-non-fatal-impact action
11538
-1										// Index of fatal falling action
11539
-1										// Index of non-fatal falling action
11540
-1										// Index of giblets action
11541
2										// Number of actions
11542
// Action #0 - standing there
11543
0,100								// Danger level, percentage chance
11544
0,0									// Initial speed, looping speed
11545
 
11546
 
11547
3									// Number of sequences for this action
11548
10,0							// Max bearing, sequence index
11549
350,1							// Max bearing, sequence index
11550
360,0							// Max bearing, sequence index
11551
// ^ction #1 - exploding
11552
1000,0								// Danger level, percentage chance
11553
0,0									// Initial speed, looping speed
11554
 
11555
 
11556
1									// Number of sequences for this action
11557
360,2							// Max bearing, sequence index
11558
3										// Number of sequences
11559
// Sequence #0 - standing there
11560
collide								// Include this frame in collision calcs
11561
fixed								// Frame rate type
11562
1									// Number of initial frames
11563
QCYLNDR1.PIX
11564
0,0,flipped
11565
 
11566
// Sequence #1 - standing there
11567
collide								// Include this frame in collision calcs
11568
fixed								// Frame rate type
11569
1									// Number of initial frames
11570
QCYLNDR2.PIX
11571
0,0,flipped
11572
 
11573
// Sequence #2 - exploding
11574
don't collide						// Exclude this frame in collision calcs
11575
variable							// Frame rate type
11576
10,10
11577
7									// Number of initial frames
11578
EXP1.PIX
11579
-0.02,0.11,flipped
11580
EXP2.PIX
11581
-0.03357,0.1492,flipped
11582
EXP3.PIX
11583
-0.05222,0.16039,flipped
11584
EXP4.PIX
11585
-0.05968,0.18277,flipped
11586
EXP5.PIX
11587
-0.05222,0.20515,flipped
11588
EXP6.PIX
11589
-0.05222,0.22007,flipped
11590
EXP7.PIX
11591
-0.05595,0.2238,flipped
11592
 
11593
NEXT PEDESTRIAN
11594
131										// Reference number
11595
0.19									// Height
11596
 
11597
0.0001									// Hit points
11598
1,5400
11599
-1										// Falling noise
11600
 
11601
-1										// Image index
11602
IDENTITY.TAB
11603
BARREL.PIX
11604
STDPED.MAT
11605
1										// Index of fatal car-impact action
11606
-1										// Index of non-fatal car-impact action
11607
-1										// Index of after-non-fatal-impact action
11608
-1										// Index of fatal falling action
11609
-1										// Index of non-fatal falling action
11610
-1										// Index of giblets action
11611
2										// Number of actions
11612
// Action #0 - standing there
11613
0,100								// Danger level, percentage chance
11614
0,0									// Initial speed, looping speed
11615
 
11616
 
11617
3									// Number of sequences for this action
11618
10,0							// Max bearing, sequence index
11619
350,1							// Max bearing, sequence index
11620
360,0							// Max bearing, sequence index
11621
// ^ction #1 - exploding
11622
1000,0								// Danger level, percentage chance
11623
0,0									// Initial speed, looping speed
11624
 
11625
 
11626
1									// Number of sequences for this action
11627
360,2							// Max bearing, sequence index
11628
3										// Number of sequences
11629
// Sequence #0 - standing there
11630
collide								// Include this frame in collision calcs
11631
fixed								// Frame rate type
11632
1									// Number of initial frames
11633
QYDRUM1.PIX
11634
0,0,flipped
11635
 
11636
// Sequence #1 - standing there
11637
collide								// Include this frame in collision calcs
11638
fixed								// Frame rate type
11639
1									// Number of initial frames
11640
QYDRUM2.PIX
11641
0,0,flipped
11642
 
11643
// Sequence #2 - exploding
11644
don't collide						// Exclude this frame in collision calcs
11645
variable							// Frame rate type
11646
10,10
11647
7									// Number of initial frames
11648
EXP1.PIX
11649
-0.02,0.11,flipped
11650
EXP2.PIX
11651
-0.03357,0.1492,flipped
11652
EXP3.PIX
11653
-0.05222,0.16039,flipped
11654
EXP4.PIX
11655
-0.05968,0.18277,flipped
11656
EXP5.PIX
11657
-0.05222,0.20515,flipped
11658
EXP6.PIX
11659
-0.05222,0.22007,flipped
11660
EXP7.PIX
11661
-0.05595,0.2238,flipped
11662
 
11663
NEXT PEDESTRIAN
11664
132										// Reference number
11665
0.19									// Height
11666
 
11667
0.0001									// Hit points
11668
1,5400
11669
-1										// Falling noise
11670
 
11671
-1										// Image index
11672
IDENTITY.TAB
11673
BARREL.PIX
11674
STDPED.MAT
11675
1										// Index of fatal car-impact action
11676
-1										// Index of non-fatal car-impact action
11677
-1										// Index of after-non-fatal-impact action
11678
-1										// Index of fatal falling action
11679
-1										// Index of non-fatal falling action
11680
-1										// Index of giblets action
11681
2										// Number of actions
11682
// Action #0 - standing there
11683
0,100								// Danger level, percentage chance
11684
0,0									// Initial speed, looping speed
11685
 
11686
 
11687
3									// Number of sequences for this action
11688
10,0							// Max bearing, sequence index
11689
350,1							// Max bearing, sequence index
11690
360,0							// Max bearing, sequence index
11691
// ^ction #1 - exploding
11692
1000,0								// Danger level, percentage chance
11693
0,0									// Initial speed, looping speed
11694
 
11695
 
11696
1									// Number of sequences for this action
11697
360,2							// Max bearing, sequence index
11698
3										// Number of sequences
11699
// Sequence #0 - standing there
11700
collide								// Include this frame in collision calcs
11701
fixed								// Frame rate type
11702
1									// Number of initial frames
11703
ORDRUM1.PIX
11704
0,0,flipped
11705
 
11706
// Sequence #1 - standing there
11707
collide								// Include this frame in collision calcs
11708
fixed								// Frame rate type
11709
1									// Number of initial frames
11710
ORDRUM2.PIX
11711
0,0,flipped
11712
 
11713
// Sequence #2 - exploding
11714
don't collide						// Exclude this frame in collision calcs
11715
variable							// Frame rate type
11716
10,10
11717
7									// Number of initial frames
11718
EXP1.PIX
11719
-0.02,0.11,flipped
11720
EXP2.PIX
11721
-0.03357,0.1492,flipped
11722
EXP3.PIX
11723
-0.05222,0.16039,flipped
11724
EXP4.PIX
11725
-0.05968,0.18277,flipped
11726
EXP5.PIX
11727
-0.05222,0.20515,flipped
11728
EXP6.PIX
11729
-0.05222,0.22007,flipped
11730
EXP7.PIX
11731
-0.05595,0.2238,flipped
11732
 
11733
NEXT PEDESTRIAN
11734
133										// Reference number
11735
0.19									// Height
11736
 
11737
0.0001									// Hit points
11738
1,5400
11739
-1										// Falling noise
11740
 
11741
-1										// Image index
11742
IDENTITY.TAB
11743
BARREL.PIX
11744
STDPED.MAT
11745
1										// Index of fatal car-impact action
11746
-1										// Index of non-fatal car-impact action
11747
-1										// Index of after-non-fatal-impact action
11748
-1										// Index of fatal falling action
11749
-1										// Index of non-fatal falling action
11750
-1										// Index of giblets action
11751
2										// Number of actions
11752
// Action #0 - standing there
11753
0,100								// Danger level, percentage chance
11754
0,0									// Initial speed, looping speed
11755
 
11756
 
11757
3									// Number of sequences for this action
11758
10,0							// Max bearing, sequence index
11759
350,1							// Max bearing, sequence index
11760
360,0							// Max bearing, sequence index
11761
// ^ction #1 - exploding
11762
1000,0								// Danger level, percentage chance
11763
0,0									// Initial speed, looping speed
11764
 
11765
 
11766
1									// Number of sequences for this action
11767
360,2							// Max bearing, sequence index
11768
3										// Number of sequences
11769
// Sequence #0 - standing there
11770
collide								// Include this frame in collision calcs
11771
fixed								// Frame rate type
11772
1									// Number of initial frames
11773
QTYRES1.PIX
11774
0,0,flipped
11775
 
11776
// Sequence #1 - standing there
11777
collide								// Include this frame in collision calcs
11778
fixed								// Frame rate type
11779
1									// Number of initial frames
11780
QTYRES2.PIX
11781
0,0,flipped
11782
 
11783
// Sequence #2 - exploding
11784
don't collide						// Exclude this frame in collision calcs
11785
variable							// Frame rate type
11786
10,10
11787
7									// Number of initial frames
11788
EXP1.PIX
11789
-0.02,0.11,flipped
11790
EXP2.PIX
11791
-0.03357,0.1492,flipped
11792
EXP3.PIX
11793
-0.05222,0.16039,flipped
11794
EXP4.PIX
11795
-0.05968,0.18277,flipped
11796
EXP5.PIX
11797
-0.05222,0.20515,flipped
11798
EXP6.PIX
11799
-0.05222,0.22007,flipped
11800
EXP7.PIX
11801
-0.05595,0.2238,flipped
11802
 
11803
NEXT PEDESTRIAN
11804
134										// Reference number
11805
0.19									// Height
11806
 
11807
0.0001									// Hit points
11808
1,5400
11809
-1										// Falling noise
11810
 
11811
-1										// Image index
11812
IDENTITY.TAB
11813
BARREL.PIX
11814
STDPED.MAT
11815
1										// Index of fatal car-impact action
11816
-1										// Index of non-fatal car-impact action
11817
-1										// Index of after-non-fatal-impact action
11818
-1										// Index of fatal falling action
11819
-1										// Index of non-fatal falling action
11820
-1										// Index of giblets action
11821
2										// Number of actions
11822
// Action #0 - standing there
11823
0,100								// Danger level, percentage chance
11824
0,0									// Initial speed, looping speed
11825
 
11826
 
11827
3									// Number of sequences for this action
11828
10,0							// Max bearing, sequence index
11829
350,1							// Max bearing, sequence index
11830
360,0							// Max bearing, sequence index
11831
// ^ction #1 - exploding
11832
1000,0								// Danger level, percentage chance
11833
0,0									// Initial speed, looping speed
11834
 
11835
 
11836
1									// Number of sequences for this action
11837
360,2							// Max bearing, sequence index
11838
3										// Number of sequences
11839
// Sequence #0 - standing there
11840
collide								// Include this frame in collision calcs
11841
fixed								// Frame rate type
11842
1									// Number of initial frames
11843
QTYRES1.PIX
11844
0,0,flipped
11845
 
11846
// Sequence #1 - standing there
11847
collide								// Include this frame in collision calcs
11848
fixed								// Frame rate type
11849
1									// Number of initial frames
11850
QTYRES2.PIX
11851
0,0,flipped
11852
 
11853
// Sequence #2 - exploding
11854
don't collide						// Exclude this frame in collision calcs
11855
variable							// Frame rate type
11856
10,10
11857
7									// Number of initial frames
11858
EXP1.PIX
11859
-0.02,0.11,flipped
11860
EXP2.PIX
11861
-0.03357,0.1492,flipped
11862
EXP3.PIX
11863
-0.05222,0.16039,flipped
11864
EXP4.PIX
11865
-0.05968,0.18277,flipped
11866
EXP5.PIX
11867
-0.05222,0.20515,flipped
11868
EXP6.PIX
11869
-0.05222,0.22007,flipped
11870
EXP7.PIX
11871
-0.05595,0.2238,flipped
11872
 
11873
NEXT PEDESTRIAN
11874
135										// Reference number
11875
0.19									// Height
11876
 
11877
0.0001									// Hit points
11878
1,5400
11879
-1										// Falling noise
11880
 
11881
-1										// Image index
11882
IDENTITY.TAB
11883
BARREL.PIX
11884
STDPED.MAT
11885
1										// Index of fatal car-impact action
11886
-1										// Index of non-fatal car-impact action
11887
-1										// Index of after-non-fatal-impact action
11888
-1										// Index of fatal falling action
11889
-1										// Index of non-fatal falling action
11890
-1										// Index of giblets action
11891
2										// Number of actions
11892
// Action #0 - standing there
11893
0,100								// Danger level, percentage chance
11894
0,0									// Initial speed, looping speed
11895
 
11896
 
11897
3									// Number of sequences for this action
11898
10,0							// Max bearing, sequence index
11899
350,1							// Max bearing, sequence index
11900
360,0							// Max bearing, sequence index
11901
// ^ction #1 - exploding
11902
1000,0								// Danger level, percentage chance
11903
0,0									// Initial speed, looping speed
11904
 
11905
 
11906
1									// Number of sequences for this action
11907
360,2							// Max bearing, sequence index
11908
3										// Number of sequences
11909
// Sequence #0 - standing there
11910
collide								// Include this frame in collision calcs
11911
fixed								// Frame rate type
11912
1									// Number of initial frames
11913
OTYRES1.PIX
11914
0,0,flipped
11915
 
11916
// Sequence #1 - standing there
11917
collide								// Include this frame in collision calcs
11918
fixed								// Frame rate type
11919
1									// Number of initial frames
11920
OTYRES2.PIX
11921
0,0,flipped
11922
 
11923
// Sequence #2 - exploding
11924
don't collide						// Exclude this frame in collision calcs
11925
variable							// Frame rate type
11926
10,10
11927
7									// Number of initial frames
11928
EXP1.PIX
11929
-0.02,0.11,flipped
11930
EXP2.PIX
11931
-0.03357,0.1492,flipped
11932
EXP3.PIX
11933
-0.05222,0.16039,flipped
11934
EXP4.PIX
11935
-0.05968,0.18277,flipped
11936
EXP5.PIX
11937
-0.05222,0.20515,flipped
11938
EXP6.PIX
11939
-0.05222,0.22007,flipped
11940
EXP7.PIX
11941
-0.05595,0.2238,flipped
11942
 
11943
NEXT PEDESTRIAN
11944
136										// Reference number
11945
0.19									// Height
11946
 
11947
0.0001									// Hit points
11948
1,5400
11949
-1										// Falling noise
11950
 
11951
-1										// Image index
11952
IDENTITY.TAB
11953
BARREL.PIX
11954
STDPED.MAT
11955
1										// Index of fatal car-impact action
11956
-1										// Index of non-fatal car-impact action
11957
-1										// Index of after-non-fatal-impact action
11958
-1										// Index of fatal falling action
11959
-1										// Index of non-fatal falling action
11960
-1										// Index of giblets action
11961
2										// Number of actions
11962
// Action #0 - standing there
11963
0,100								// Danger level, percentage chance
11964
0,0									// Initial speed, looping speed
11965
 
11966
 
11967
3									// Number of sequences for this action
11968
10,0							// Max bearing, sequence index
11969
350,1							// Max bearing, sequence index
11970
360,0							// Max bearing, sequence index
11971
// ^ction #1 - exploding
11972
1000,0								// Danger level, percentage chance
11973
0,0									// Initial speed, looping speed
11974
 
11975
 
11976
1									// Number of sequences for this action
11977
360,2							// Max bearing, sequence index
11978
3										// Number of sequences
11979
// Sequence #0 - standing there
11980
collide								// Include this frame in collision calcs
11981
fixed								// Frame rate type
11982
1									// Number of initial frames
11983
OTYRES1.PIX
11984
0,0,flipped
11985
 
11986
// Sequence #1 - standing there
11987
collide								// Include this frame in collision calcs
11988
fixed								// Frame rate type
11989
1									// Number of initial frames
11990
OTYRES2.PIX
11991
0,0,flipped
11992
 
11993
// Sequence #2 - exploding
11994
don't collide						// Exclude this frame in collision calcs
11995
variable							// Frame rate type
11996
10,10
11997
7									// Number of initial frames
11998
EXP1.PIX
11999
-0.02,0.11,flipped
12000
EXP2.PIX
12001
-0.03357,0.1492,flipped
12002
EXP3.PIX
12003
-0.05222,0.16039,flipped
12004
EXP4.PIX
12005
-0.05968,0.18277,flipped
12006
EXP5.PIX
12007
-0.05222,0.20515,flipped
12008
EXP6.PIX
12009
-0.05222,0.22007,flipped
12010
EXP7.PIX
12011
-0.05595,0.2238,flipped
12012
 
12013
NEXT PEDESTRIAN
12014
137										// Reference number
12015
0.19									// Height
12016
 
12017
0.0001									// Hit points
12018
1,5400
12019
-1										// Falling noise
12020
 
12021
-1										// Image index
12022
IDENTITY.TAB
12023
BARREL.PIX
12024
STDPED.MAT
12025
1										// Index of fatal car-impact action
12026
-1										// Index of non-fatal car-impact action
12027
-1										// Index of after-non-fatal-impact action
12028
-1										// Index of fatal falling action
12029
-1										// Index of non-fatal falling action
12030
-1										// Index of giblets action
12031
2										// Number of actions
12032
// Action #0 - standing there
12033
0,100								// Danger level, percentage chance
12034
0,0									// Initial speed, looping speed
12035
 
12036
 
12037
3									// Number of sequences for this action
12038
10,0							// Max bearing, sequence index
12039
350,1							// Max bearing, sequence index
12040
360,0							// Max bearing, sequence index
12041
// ^ction #1 - exploding
12042
1000,0								// Danger level, percentage chance
12043
0,0									// Initial speed, looping speed
12044
 
12045
 
12046
1									// Number of sequences for this action
12047
360,2							// Max bearing, sequence index
12048
3										// Number of sequences
12049
// Sequence #0 - standing there
12050
collide								// Include this frame in collision calcs
12051
fixed								// Frame rate type
12052
1									// Number of initial frames
12053
ORDRUM1.PIX
12054
0,0,flipped
12055
 
12056
// Sequence #1 - standing there
12057
collide								// Include this frame in collision calcs
12058
fixed								// Frame rate type
12059
1									// Number of initial frames
12060
ORDRUM2.PIX
12061
0,0,flipped
12062
 
12063
// Sequence #2 - exploding
12064
don't collide						// Exclude this frame in collision calcs
12065
variable							// Frame rate type
12066
10,10
12067
7									// Number of initial frames
12068
EXP1.PIX
12069
-0.02,0.11,flipped
12070
EXP2.PIX
12071
-0.03357,0.1492,flipped
12072
EXP3.PIX
12073
-0.05222,0.16039,flipped
12074
EXP4.PIX
12075
-0.05968,0.18277,flipped
12076
EXP5.PIX
12077
-0.05222,0.20515,flipped
12078
EXP6.PIX
12079
-0.05222,0.22007,flipped
12080
EXP7.PIX
12081
-0.05595,0.2238,flipped
12082
 
12083
NEXT PEDESTRIAN
12084
138										// Reference number
12085
0.19									// Height
12086
 
12087
0.0001									// Hit points
12088
1,5400
12089
-1										// Falling noise
12090
 
12091
-1										// Image index
12092
IDENTITY.TAB
12093
BARREL.PIX
12094
STDPED.MAT
12095
1										// Index of fatal car-impact action
12096
-1										// Index of non-fatal car-impact action
12097
-1										// Index of after-non-fatal-impact action
12098
-1										// Index of fatal falling action
12099
-1										// Index of non-fatal falling action
12100
-1										// Index of giblets action
12101
2										// Number of actions
12102
// Action #0 - standing there
12103
0,100								// Danger level, percentage chance
12104
0,0									// Initial speed, looping speed
12105
 
12106
 
12107
3									// Number of sequences for this action
12108
10,0							// Max bearing, sequence index
12109
350,1							// Max bearing, sequence index
12110
360,0							// Max bearing, sequence index
12111
// ^ction #1 - exploding
12112
1000,0								// Danger level, percentage chance
12113
0,0									// Initial speed, looping speed
12114
 
12115
 
12116
1									// Number of sequences for this action
12117
360,2							// Max bearing, sequence index
12118
3										// Number of sequences
12119
// Sequence #0 - standing there
12120
collide								// Include this frame in collision calcs
12121
fixed								// Frame rate type
12122
1									// Number of initial frames
12123
QGDRUM1.PIX
12124
0,0,flipped
12125
 
12126
// Sequence #1 - standing there
12127
collide								// Include this frame in collision calcs
12128
fixed								// Frame rate type
12129
1									// Number of initial frames
12130
QGDRUM2.PIX
12131
0,0,flipped
12132
 
12133
// Sequence #2 - exploding
12134
don't collide						// Exclude this frame in collision calcs
12135
variable							// Frame rate type
12136
10,10
12137
7									// Number of initial frames
12138
EXP1.PIX
12139
-0.02,0.11,flipped
12140
EXP2.PIX
12141
-0.03357,0.1492,flipped
12142
EXP3.PIX
12143
-0.05222,0.16039,flipped
12144
EXP4.PIX
12145
-0.05968,0.18277,flipped
12146
EXP5.PIX
12147
-0.05222,0.20515,flipped
12148
EXP6.PIX
12149
-0.05222,0.22007,flipped
12150
EXP7.PIX
12151
-0.05595,0.2238,flipped
12152
 
12153
NEXT PEDESTRIAN
12154
139										// Reference number
12155
0.19									// Height
12156
 
12157
0.0001									// Hit points
12158
1,5400
12159
-1										// Falling noise
12160
 
12161
-1										// Image index
12162
IDENTITY.TAB
12163
BARREL.PIX
12164
STDPED.MAT
12165
1										// Index of fatal car-impact action
12166
-1										// Index of non-fatal car-impact action
12167
-1										// Index of after-non-fatal-impact action
12168
-1										// Index of fatal falling action
12169
-1										// Index of non-fatal falling action
12170
-1										// Index of giblets action
12171
2										// Number of actions
12172
// Action #0 - standing there
12173
0,100								// Danger level, percentage chance
12174
0,0									// Initial speed, looping speed
12175
 
12176
 
12177
3									// Number of sequences for this action
12178
10,0							// Max bearing, sequence index
12179
350,1							// Max bearing, sequence index
12180
360,0							// Max bearing, sequence index
12181
// ^ction #1 - exploding
12182
1000,0								// Danger level, percentage chance
12183
0,0									// Initial speed, looping speed
12184
 
12185
 
12186
1									// Number of sequences for this action
12187
360,2							// Max bearing, sequence index
12188
3										// Number of sequences
12189
// Sequence #0 - standing there
12190
collide								// Include this frame in collision calcs
12191
fixed								// Frame rate type
12192
1									// Number of initial frames
12193
QRDRUM1.PIX
12194
0,0,flipped
12195
 
12196
// Sequence #1 - standing there
12197
collide								// Include this frame in collision calcs
12198
fixed								// Frame rate type
12199
1									// Number of initial frames
12200
QRDRUM2.PIX
12201
0,0,flipped
12202
 
12203
// Sequence #2 - exploding
12204
don't collide						// Exclude this frame in collision calcs
12205
variable							// Frame rate type
12206
10,10
12207
7									// Number of initial frames
12208
EXP1.PIX
12209
-0.02,0.11,flipped
12210
EXP2.PIX
12211
-0.03357,0.1492,flipped
12212
EXP3.PIX
12213
-0.05222,0.16039,flipped
12214
EXP4.PIX
12215
-0.05968,0.18277,flipped
12216
EXP5.PIX
12217
-0.05222,0.20515,flipped
12218
EXP6.PIX
12219
-0.05222,0.22007,flipped
12220
EXP7.PIX
12221
-0.05595,0.2238,flipped
12222
 
12223
NEXT PEDESTRIAN
12224
140										// Reference number
12225
0.19									// Height
12226
 
12227
0.0001									// Hit points
12228
1,5400
12229
-1										// Falling noise
12230
 
12231
-1										// Image index
12232
IDENTITY.TAB
12233
BARREL.PIX
12234
STDPED.MAT
12235
1										// Index of fatal car-impact action
12236
-1										// Index of non-fatal car-impact action
12237
-1										// Index of after-non-fatal-impact action
12238
-1										// Index of fatal falling action
12239
-1										// Index of non-fatal falling action
12240
-1										// Index of giblets action
12241
2										// Number of actions
12242
// Action #0 - standing there
12243
0,100								// Danger level, percentage chance
12244
0,0									// Initial speed, looping speed
12245
 
12246
 
12247
3									// Number of sequences for this action
12248
10,0							// Max bearing, sequence index
12249
350,1							// Max bearing, sequence index
12250
360,0							// Max bearing, sequence index
12251
// ^ction #1 - exploding
12252
1000,0								// Danger level, percentage chance
12253
0,0									// Initial speed, looping speed
12254
 
12255
 
12256
1									// Number of sequences for this action
12257
360,2							// Max bearing, sequence index
12258
3										// Number of sequences
12259
// Sequence #0 - standing there
12260
collide								// Include this frame in collision calcs
12261
fixed								// Frame rate type
12262
1									// Number of initial frames
12263
QRDRUM1.PIX
12264
0,0,flipped
12265
 
12266
// Sequence #1 - standing there
12267
collide								// Include this frame in collision calcs
12268
fixed								// Frame rate type
12269
1									// Number of initial frames
12270
QRDRUM2.PIX
12271
0,0,flipped
12272
 
12273
// Sequence #2 - exploding
12274
don't collide						// Exclude this frame in collision calcs
12275
variable							// Frame rate type
12276
10,10
12277
7									// Number of initial frames
12278
EXP1.PIX
12279
-0.02,0.11,flipped
12280
EXP2.PIX
12281
-0.03357,0.1492,flipped
12282
EXP3.PIX
12283
-0.05222,0.16039,flipped
12284
EXP4.PIX
12285
-0.05968,0.18277,flipped
12286
EXP5.PIX
12287
-0.05222,0.20515,flipped
12288
EXP6.PIX
12289
-0.05222,0.22007,flipped
12290
EXP7.PIX
12291
-0.05595,0.2238,flipped
12292
 
12293
NEXT PEDESTRIAN
12294
141										// Reference number
12295
0.19									// Height
12296
 
12297
0.0001									// Hit points
12298
1,5400
12299
-1										// Falling noise
12300
 
12301
-1										// Image index
12302
IDENTITY.TAB
12303
BARREL.PIX
12304
STDPED.MAT
12305
1										// Index of fatal car-impact action
12306
-1										// Index of non-fatal car-impact action
12307
-1										// Index of after-non-fatal-impact action
12308
-1										// Index of fatal falling action
12309
-1										// Index of non-fatal falling action
12310
-1										// Index of giblets action
12311
2										// Number of actions
12312
// Action #0 - standing there
12313
0,100								// Danger level, percentage chance
12314
0,0									// Initial speed, looping speed
12315
 
12316
 
12317
3									// Number of sequences for this action
12318
10,0							// Max bearing, sequence index
12319
350,1							// Max bearing, sequence index
12320
360,0							// Max bearing, sequence index
12321
// ^ction #1 - exploding
12322
1000,0								// Danger level, percentage chance
12323
0,0									// Initial speed, looping speed
12324
 
12325
 
12326
1									// Number of sequences for this action
12327
360,2							// Max bearing, sequence index
12328
3										// Number of sequences
12329
// Sequence #0 - standing there
12330
collide								// Include this frame in collision calcs
12331
fixed								// Frame rate type
12332
1									// Number of initial frames
12333
QRDRUM1.PIX
12334
0,0,flipped
12335
 
12336
// Sequence #1 - standing there
12337
collide								// Include this frame in collision calcs
12338
fixed								// Frame rate type
12339
1									// Number of initial frames
12340
QRDRUM2.PIX
12341
0,0,flipped
12342
 
12343
// Sequence #2 - exploding
12344
don't collide						// Exclude this frame in collision calcs
12345
variable							// Frame rate type
12346
10,10
12347
7									// Number of initial frames
12348
EXP1.PIX
12349
-0.02,0.11,flipped
12350
EXP2.PIX
12351
-0.03357,0.1492,flipped
12352
EXP3.PIX
12353
-0.05222,0.16039,flipped
12354
EXP4.PIX
12355
-0.05968,0.18277,flipped
12356
EXP5.PIX
12357
-0.05222,0.20515,flipped
12358
EXP6.PIX
12359
-0.05222,0.22007,flipped
12360
EXP7.PIX
12361
-0.05595,0.2238,flipped
12362
 
12363
NEXT PEDESTRIAN
12364
142										// Reference number
12365
0.19									// Height
12366
 
12367
0.0001									// Hit points
12368
1,5400
12369
-1										// Falling noise
12370
 
12371
-1										// Image index
12372
IDENTITY.TAB
12373
BARREL.PIX
12374
STDPED.MAT
12375
1										// Index of fatal car-impact action
12376
-1										// Index of non-fatal car-impact action
12377
-1										// Index of after-non-fatal-impact action
12378
-1										// Index of fatal falling action
12379
-1										// Index of non-fatal falling action
12380
-1										// Index of giblets action
12381
2										// Number of actions
12382
// Action #0 - standing there
12383
0,100								// Danger level, percentage chance
12384
0,0									// Initial speed, looping speed
12385
 
12386
 
12387
3									// Number of sequences for this action
12388
10,0							// Max bearing, sequence index
12389
350,1							// Max bearing, sequence index
12390
360,0							// Max bearing, sequence index
12391
// ^ction #1 - exploding
12392
1000,0								// Danger level, percentage chance
12393
0,0									// Initial speed, looping speed
12394
 
12395
 
12396
1									// Number of sequences for this action
12397
360,2							// Max bearing, sequence index
12398
3										// Number of sequences
12399
// Sequence #0 - standing there
12400
collide								// Include this frame in collision calcs
12401
fixed								// Frame rate type
12402
1									// Number of initial frames
12403
QRDRUM1.PIX
12404
0,0,flipped
12405
 
12406
// Sequence #1 - standing there
12407
collide								// Include this frame in collision calcs
12408
fixed								// Frame rate type
12409
1									// Number of initial frames
12410
QRDRUM2.PIX
12411
0,0,flipped
12412
 
12413
// Sequence #2 - exploding
12414
don't collide						// Exclude this frame in collision calcs
12415
variable							// Frame rate type
12416
10,10
12417
7									// Number of initial frames
12418
EXP1.PIX
12419
-0.02,0.11,flipped
12420
EXP2.PIX
12421
-0.03357,0.1492,flipped
12422
EXP3.PIX
12423
-0.05222,0.16039,flipped
12424
EXP4.PIX
12425
-0.05968,0.18277,flipped
12426
EXP5.PIX
12427
-0.05222,0.20515,flipped
12428
EXP6.PIX
12429
-0.05222,0.22007,flipped
12430
EXP7.PIX
12431
-0.05595,0.2238,flipped
12432
 
12433
NEXT PEDESTRIAN
12434
143										// Reference number
12435
0.19									// Height
12436
 
12437
0.0001									// Hit points
12438
1,5400
12439
-1										// Falling noise
12440
 
12441
-1										// Image index
12442
IDENTITY.TAB
12443
BARREL.PIX
12444
STDPED.MAT
12445
1										// Index of fatal car-impact action
12446
-1										// Index of non-fatal car-impact action
12447
-1										// Index of after-non-fatal-impact action
12448
-1										// Index of fatal falling action
12449
-1										// Index of non-fatal falling action
12450
-1										// Index of giblets action
12451
2										// Number of actions
12452
// Action #0 - standing there
12453
0,100								// Danger level, percentage chance
12454
0,0									// Initial speed, looping speed
12455
 
12456
 
12457
3									// Number of sequences for this action
12458
10,0							// Max bearing, sequence index
12459
350,1							// Max bearing, sequence index
12460
360,0							// Max bearing, sequence index
12461
// ^ction #1 - exploding
12462
1000,0								// Danger level, percentage chance
12463
0,0									// Initial speed, looping speed
12464
 
12465
 
12466
1									// Number of sequences for this action
12467
360,2							// Max bearing, sequence index
12468
3										// Number of sequences
12469
// Sequence #0 - standing there
12470
collide								// Include this frame in collision calcs
12471
fixed								// Frame rate type
12472
1									// Number of initial frames
12473
QRDRUM1.PIX
12474
0,0,flipped
12475
 
12476
// Sequence #1 - standing there
12477
collide								// Include this frame in collision calcs
12478
fixed								// Frame rate type
12479
1									// Number of initial frames
12480
QRDRUM2.PIX
12481
0,0,flipped
12482
 
12483
// Sequence #2 - exploding
12484
don't collide						// Exclude this frame in collision calcs
12485
variable							// Frame rate type
12486
10,10
12487
7									// Number of initial frames
12488
EXP1.PIX
12489
-0.02,0.11,flipped
12490
EXP2.PIX
12491
-0.03357,0.1492,flipped
12492
EXP3.PIX
12493
-0.05222,0.16039,flipped
12494
EXP4.PIX
12495
-0.05968,0.18277,flipped
12496
EXP5.PIX
12497
-0.05222,0.20515,flipped
12498
EXP6.PIX
12499
-0.05222,0.22007,flipped
12500
EXP7.PIX
12501
-0.05595,0.2238,flipped
12502
 
12503
NEXT PEDESTRIAN
12504
144										// Reference number
12505
0.19									// Height
12506
 
12507
0.0001									// Hit points
12508
1,5400
12509
-1										// Falling noise
12510
 
12511
-1										// Image index
12512
IDENTITY.TAB
12513
BARREL.PIX
12514
STDPED.MAT
12515
1										// Index of fatal car-impact action
12516
-1										// Index of non-fatal car-impact action
12517
-1										// Index of after-non-fatal-impact action
12518
-1										// Index of fatal falling action
12519
-1										// Index of non-fatal falling action
12520
-1										// Index of giblets action
12521
2										// Number of actions
12522
// Action #0 - standing there
12523
0,100								// Danger level, percentage chance
12524
0,0									// Initial speed, looping speed
12525
 
12526
 
12527
3									// Number of sequences for this action
12528
10,0							// Max bearing, sequence index
12529
350,1							// Max bearing, sequence index
12530
360,0							// Max bearing, sequence index
12531
// ^ction #1 - exploding
12532
1000,0								// Danger level, percentage chance
12533
0,0									// Initial speed, looping speed
12534
 
12535
 
12536
1									// Number of sequences for this action
12537
360,2							// Max bearing, sequence index
12538
3										// Number of sequences
12539
// Sequence #0 - standing there
12540
collide								// Include this frame in collision calcs
12541
fixed								// Frame rate type
12542
1									// Number of initial frames
12543
QRDRUM1.PIX
12544
0,0,flipped
12545
 
12546
// Sequence #1 - standing there
12547
collide								// Include this frame in collision calcs
12548
fixed								// Frame rate type
12549
1									// Number of initial frames
12550
QRDRUM2.PIX
12551
0,0,flipped
12552
 
12553
// Sequence #2 - exploding
12554
don't collide						// Exclude this frame in collision calcs
12555
variable							// Frame rate type
12556
10,10
12557
7									// Number of initial frames
12558
EXP1.PIX
12559
-0.02,0.11,flipped
12560
EXP2.PIX
12561
-0.03357,0.1492,flipped
12562
EXP3.PIX
12563
-0.05222,0.16039,flipped
12564
EXP4.PIX
12565
-0.05968,0.18277,flipped
12566
EXP5.PIX
12567
-0.05222,0.20515,flipped
12568
EXP6.PIX
12569
-0.05222,0.22007,flipped
12570
EXP7.PIX
12571
-0.05595,0.2238,flipped
12572
 
12573
NEXT PEDESTRIAN
12574
145										// Reference number
12575
0.19									// Height
12576
 
12577
0.0001									// Hit points
12578
1,5400
12579
-1										// Falling noise
12580
 
12581
-1										// Image index
12582
IDENTITY.TAB
12583
BARREL.PIX
12584
STDPED.MAT
12585
1										// Index of fatal car-impact action
12586
-1										// Index of non-fatal car-impact action
12587
-1										// Index of after-non-fatal-impact action
12588
-1										// Index of fatal falling action
12589
-1										// Index of non-fatal falling action
12590
-1										// Index of giblets action
12591
2										// Number of actions
12592
// Action #0 - standing there
12593
0,100								// Danger level, percentage chance
12594
0,0									// Initial speed, looping speed
12595
 
12596
 
12597
3									// Number of sequences for this action
12598
10,0							// Max bearing, sequence index
12599
350,1							// Max bearing, sequence index
12600
360,0							// Max bearing, sequence index
12601
// ^ction #1 - exploding
12602
1000,0								// Danger level, percentage chance
12603
0,0									// Initial speed, looping speed
12604
 
12605
 
12606
1									// Number of sequences for this action
12607
360,2							// Max bearing, sequence index
12608
3										// Number of sequences
12609
// Sequence #0 - standing there
12610
collide								// Include this frame in collision calcs
12611
fixed								// Frame rate type
12612
1									// Number of initial frames
12613
QRDRUM1.PIX
12614
0,0,flipped
12615
 
12616
// Sequence #1 - standing there
12617
collide								// Include this frame in collision calcs
12618
fixed								// Frame rate type
12619
1									// Number of initial frames
12620
QRDRUM2.PIX
12621
0,0,flipped
12622
 
12623
// Sequence #2 - exploding
12624
don't collide						// Exclude this frame in collision calcs
12625
variable							// Frame rate type
12626
10,10
12627
7									// Number of initial frames
12628
EXP1.PIX
12629
-0.02,0.11,flipped
12630
EXP2.PIX
12631
-0.03357,0.1492,flipped
12632
EXP3.PIX
12633
-0.05222,0.16039,flipped
12634
EXP4.PIX
12635
-0.05968,0.18277,flipped
12636
EXP5.PIX
12637
-0.05222,0.20515,flipped
12638
EXP6.PIX
12639
-0.05222,0.22007,flipped
12640
EXP7.PIX
12641
-0.05595,0.2238,flipped
12642
 
12643
NEXT PEDESTRIAN
12644
// **************** D.CRUMP 2 ****************
12645
33										// Reference number
12646
0.27									// Height
12647
150										// Points value
12648
20										// Hit points
12649
2,4031,4030								// Exploding noises
12650
4040									// Falling noise
12651
0.00002									// Acceleration
12652
1										// Image index
12653
IDENTITY.TAB
12654
CRM.PIX
12655
STDPED.MAT
12656
2										// Index of fatal car-impact action
12657
4										// Index of non-fatal car-impact action
12658
1										// Index of after-non-fatal-impact action
12659
5										// Index of fatal falling action
12660
6										// Index of non-fatal falling action
12661
3										// Index of giblets action
12662
7										// Number of actions
12663
// Action #0 - stand there, looking nervous
12664
0,100								// Danger level, percentage chance
12665
0,0									// Initial speed, looping speed
12666
20.0									// Reaction time for this action
12667
 
12668
3									// Number of sequences for this action
12669
90,8							// Max bearing, sequence index
12670
270,4							// Max bearing, sequence index
12671
360,8							// Max bearing, sequence index
12672
// Action #1 - turn frightened and run sike fuck
12673
1,100								// Danger level, percentage chance
12674
0,0.0005							// Initial speed, looping speed
12675
0.05								// Reaction time for this action
12676
1,4001							// Sounds
12677
4									// Number of sequences for this action
12678
90,3							// Max bearing, sequence index
12679
180,1							// Max bearing, sequence index
12680
270,2							// Max bearing, sequence index
12681
360,0							// Max bearing, sequence index
12682
// Action #2 - fatal car collision
12683
1000,0								// Danger level, percentage chance
12684
0,0									// Initial speed, looping speed
12685
 
12686
1,4010							// Sounds
12687
1									// Number of sequences for this action
12688
360,5							// Max bearing, sequence index
12689
// Action #3 - turning into giblets
12690
1000,0								// Danger level, percentage chance
12691
0,0									// Initial speed, looping speed
12692
 
12693
 
12694
1									// Number of sequences for this action
12695
360,6							// Max bearing, sequence index
12696
// Action #4 - non-fatal car collision
12697
1000,0								// Danger level, percentage chance
12698
0,0									// Initial speed, looping speed
12699
 
12700
1,4001							// Sounds
12701
1									// Number of sequences for this action
12702
360,7							// Max bearing, sequence index
12703
// Action #5 - fatal ground collision
12704
1000,0								// Danger level, percentage chance
12705
0,0									// Initial speed, looping speed
12706
 
12707
1,4010							// Sounds
12708
1									// Number of sequences for this action
12709
360,5							// Max bearing, sequence index
12710
// Action #6 - non-fatal ground collision
12711
1000,0								// Danger level, percentage chance
12712
0,0									// Initial speed, looping speed
12713
 
12714
1,4001							// Sounds
12715
1									// Number of sequences for this action
12716
360,7							// Max bearing, sequence index
12717
9										// Number of sequences
12718
// Sequence #0 - turn frightened and run away to their right
12719
collide								// Include this frame in collision calcs
12720
speed								// Frame rate type
12721
0.09,8								// Min frame rate, max frame rate,
12722
4									// Number of initial frames
12723
CRMSHK.PIX
12724
0,0,flipped
12725
CRMSTL.PIX
12726
0,0,flipped
12727
CRMSHK.PIX
12728
0,0,not flipped
12729
CRMTRN.PIX
12730
0,0,not flipped
12731
4									// Number of looping frames
12732
CRMRUNA1.PIX
12733
0,0,flipped
12734
CRMRUNA2.PIX
12735
0,0,flipped
12736
CRMRUNA3.PIX
12737
0,0,flipped
12738
CRMRUNA2.PIX
12739
0,0,flipped
12740
// Sequence #1 - turn frightened and run towards to their left
12741
collide								// Include this frame in collision calcs
12742
speed								// Frame rate type
12743
0.07,8								// Min frame rate, max frame rate,
12744
4									// Number of initial frames
12745
CRMSHK.PIX
12746
0,0,flipped
12747
CRMSTL.PIX
12748
0,0,flipped
12749
CRMSHK.PIX
12750
0,0,not flipped
12751
CRMTRN.PIX
12752
0,0,not flipped
12753
4									// Number of looping frames
12754
CRMRUNT1.PIX
12755
0,0,not flipped
12756
CRMRUNT2.PIX
12757
0,0,not flipped
12758
CRMRUNT3.PIX
12759
0,0,not flipped
12760
CRMRUNT2.PIX
12761
0,0,not flipped
12762
// Sequence #2 - turn frightened and run towards to their right
12763
collide								// Include this frame in collision calcs
12764
speed								// Frame rate type
12765
0.07,8								// Min frame rate, max frame rate,
12766
4									// Number of initial frames
12767
CRMSHK.PIX
12768
0,0,flipped
12769
CRMSTL.PIX
12770
0,0,flipped
12771
CRMSHK.PIX
12772
0,0,not flipped
12773
CRMTRN.PIX
12774
0,0,not flipped
12775
4									// Number of looping frames
12776
CRMRUNT1.PIX
12777
0,0,flipped
12778
CRMRUNT2.PIX
12779
0,0,flipped
12780
CRMRUNT3.PIX
12781
0,0,flipped
12782
CRMRUNT2.PIX
12783
0,0,flipped
12784
// Sequence #3 - turn frightened and run away to their left
12785
collide								// Include this frame in collision calcs
12786
speed								// Frame rate type
12787
0.09,8								// Min frame rate, max frame rate,
12788
4									// Number of initial frames
12789
CRMSHK.PIX
12790
0,0,flipped
12791
CRMSTL.PIX
12792
0,0,flipped
12793
CRMSHK.PIX
12794
0,0,not flipped
12795
CRMTRN.PIX
12796
0,0,not flipped
12797
4									// Number of looping frames
12798
CRMRUNA1.PIX
12799
0,0,not flipped
12800
CRMRUNA2.PIX
12801
0,0,not flipped
12802
CRMRUNA3.PIX
12803
0,0,not flipped
12804
CRMRUNA2.PIX
12805
0,0,not flipped
12806
// Sequence #4 - stationary, sooking from side to side
12807
collide								// Include this frame in collision calcs
12808
variable							// Frame rate type
12809
1,6									// Min frame rate, max frame rate,
12810
 
12811
2									// Number of looping frames
12812
CRMSTL.PIX
12813
0,0,not flipped
12814
CRMSTL.PIX
12815
0,0,flipped
12816
// Sequence #5 - fatal collision with car
12817
don't collide						// Exclude this frame in collision calcs
12818
variable								// Frame rate type
12819
12,12									// Min frame rate, max frame rate,
12820
5									// Number of initial frames
12821
CRMHIT1.PIX
12822
0,0,not flipped
12823
CRMHIT2.PIX
12824
0,0,not flipped
12825
CRMHIT3.PIX
12826
0,0,not flipped
12827
CRMHIT4.PIX
12828
0,0,not flipped
12829
CRMDED.PIX
12830
0,0,not flipped
12831
 
12832
// Sequence #6 - turning into giblets
12833
don't collide						// Exclude this frame in collision calcs
12834
fixed								// Frame rate type
12835
1									// Number of initial frames
12836
CHUNKS.PIX
12837
0,0,not flipped
12838
 
12839
// Sequence #7 - non-fatal collision with car
12840
collide								// Include this frame in collision calcs
12841
variable								// Frame rate type
12842
12,12									// Min frame rate, max frame rate,
12843
2									// Number of initial frames
12844
CRMHIT1.PIX
12845
0,0,not flipped
12846
CRMHIT2.PIX
12847
0,0,not flipped
12848
 
12849
// Sequence #8 - stationary, looking the other way from side to side
12850
collide								// Include this frame in collision calcs
12851
variable							// Frame rate type
12852
1,6									// Min frame rate, max frame rate,
12853
 
12854
2									// Number of looping frames
12855
CRMBAK.PIX
12856
0,0,not flipped
12857
CRMBAK.PIX
12858
0,0,flipped
12859
NEXT PEDESTRIAN
12860
146										// Reference number
12861
0.35									// Height
12862
 
12863
0.0001									// Hit points
12864
1,5400
12865
-1										// Falling noise
12866
 
12867
-1										// Image index
12868
IDENTITY.TAB
12869
LNDMINE8.PIX
12870
STDPED.MAT
12871
1										// Index of fatal car-impact action
12872
-1										// Index of non-fatal car-impact action
12873
-1										// Index of after-non-fatal-impact action
12874
-1										// Index of fatal falling action
12875
-1										// Index of non-fatal falling action
12876
-1										// Index of giblets action
12877
2										// Number of actions
12878
// Action #0 - standing there
12879
0,100								// Danger level, percentage chance
12880
0,0									// Initial speed, looping speed
12881
 
12882
 
12883
3									// Number of sequences for this action
12884
10,0							// Max bearing, sequence index
12885
350,1							// Max bearing, sequence index
12886
360,0							// Max bearing, sequence index
12887
// ^ction #1 - exploding
12888
1000,0								// Danger level, percentage chance
12889
0,0									// Initial speed, looping speed
12890
 
12891
 
12892
1									// Number of sequences for this action
12893
360,2							// Max bearing, sequence index
12894
3										// Number of sequences
12895
// Sequence #0 - standing there
12896
collide								// Include this frame in collision calcs
12897
fixed								// Frame rate type
12898
1									// Number of initial frames
12899
LNDMINE8.PIX
12900
0,0,not flipped		
12901
 
12902
// Sequence #1 - standing there
12903
collide								// Include this frame in collision calcs
12904
fixed								// Frame rate type
12905
1									// Number of initial frames
12906
LNDMINE8.PIX
12907
0,0,not flipped
12908
 
12909
// Sequence #2 - exploding
12910
don't collide						// Exclude this frame in collision calcs
12911
variable							// Frame rate type
12912
10,10
12913
7									// Number of initial frames
12914
EXP1.PIX
12915
-0.02,0.11,flipped
12916
EXP2.PIX
12917
-0.03357,0.1492,flipped
12918
EXP3.PIX
12919
-0.05222,0.16039,flipped
12920
EXP4.PIX
12921
-0.05968,0.18277,flipped
12922
EXP5.PIX
12923
-0.05222,0.20515,flipped
12924
EXP6.PIX
12925
-0.05222,0.22007,flipped
12926
EXP7.PIX
12927
-0.05595,0.2238,flipped
12928
 
12929
END OF PEDESTRIANS