Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
5 | pmbaty | 1 | // **************** NIK 2 **************** |
2 | 1 // Reference number |
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3 | 0.24 // Height |
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4 | 100 // Points value |
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5 | 10 // Hit points |
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6 | 2,4031,4030 // Exploding noises |
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7 | 4003 // Falling noise |
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8 | 0.00002 // Acceleration |
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9 | 1 // Image index |
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10 | IDENTITY.TAB |
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11 | NIK.PIX |
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12 | STDPED.MAT |
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13 | 2 // Index of fatal car-impact action |
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14 | 4 // Index of non-fatal car-impact action |
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15 | 1 // Index of after-non-fatal-impact action |
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16 | 5 // Index of fatal falling action |
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17 | 6 // Index of non-fatal falling action |
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18 | 3 // Index of giblets action |
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19 | 7 // Number of actions |
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20 | // Action #0 - stand there, looking nervous |
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21 | 0,100 // Danger level, percentage chance |
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22 | 0,0 // Initial speed, looping speed |
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23 | 20.0 // Reaction time for this action |
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24 | |||
25 | 3 // Number of sequences for this action |
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26 | 90,8 // Max bearing, sequence index |
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27 | 270,4 // Max bearing, sequence index |
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28 | 360,8 // Max bearing, sequence index |
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29 | // Action #1 - turn frightened and run sike fuck |
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30 | 1,100 // Danger level, percentage chance |
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31 | 0,0.0008 // Initial speed, looping speed |
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32 | 0.05 // Reaction time for this action |
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33 | 1,4002 // Sounds |
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34 | 4 // Number of sequences for this action |
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35 | 90,3 // Max bearing, sequence index |
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36 | 180,1 // Max bearing, sequence index |
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37 | 270,2 // Max bearing, sequence index |
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38 | 360,0 // Max bearing, sequence index |
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39 | // Action #2 - fatal car collision |
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40 | 1000,0 // Danger level, percentage chance |
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41 | 0,0 // Initial speed, looping speed |
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42 | |||
43 | 1,4012 // Sounds |
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44 | 1 // Number of sequences for this action |
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45 | 360,5 // Max bearing, sequence index |
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46 | // Action #3 - turning into giblets |
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47 | 1000,0 // Danger level, percentage chance |
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48 | 0,0 // Initial speed, looping speed |
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49 | |||
50 | |||
51 | 1 // Number of sequences for this action |
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52 | 360,6 // Max bearing, sequence index |
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53 | // Action #4 - non-fatal car collision |
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54 | 1000,0 // Danger level, percentage chance |
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55 | 0,0 // Initial speed, looping speed |
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56 | |||
57 | 1,4002 // Sounds |
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58 | 1 // Number of sequences for this action |
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59 | 360,7 // Max bearing, sequence index |
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60 | // Action #5 - fatal ground collision |
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61 | 1000,0 // Danger level, percentage chance |
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62 | 0,0 // Initial speed, looping speed |
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63 | |||
64 | 1,4012 // Sounds |
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65 | 1 // Number of sequences for this action |
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66 | 360,5 // Max bearing, sequence index |
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67 | // Action #6 - non-fatal ground collision |
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68 | 1000,0 // Danger level, percentage chance |
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69 | 0,0 // Initial speed, looping speed |
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70 | |||
71 | 1,4002 // Sounds |
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72 | 1 // Number of sequences for this action |
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73 | 360,7 // Max bearing, sequence index |
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74 | 9 // Number of sequences |
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75 | // Sequence #0 - turn frightened and run away to their right |
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76 | collide // Include this frame in collision calcs |
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77 | speed // Frame rate type |
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78 | 0.08,8 // Min frame rate, max frame rate, |
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79 | 4 // Number of initial frames |
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80 | NIKSHK.PIX |
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81 | 0,0,flipped |
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82 | NIKSTL.PIX |
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83 | 0,0,flipped |
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84 | NIKSHK.PIX |
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85 | 0,0,not flipped |
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86 | NIKTRN.PIX |
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87 | 0,0,not flipped |
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88 | 4 // Number of looping frames |
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89 | NIKRUNA1.PIX |
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90 | 0,0,flipped |
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91 | NIKRUNA2.PIX |
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92 | 0,0,flipped |
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93 | NIKRUNA3.PIX |
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94 | 0,0,flipped |
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95 | NIKRUNA2.PIX |
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96 | 0,0,flipped |
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97 | // Sequence #1 - turn frightened and run towards to their left |
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98 | collide // Include this frame in collision calcs |
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99 | speed // Frame rate type |
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100 | 0.08,8 // Min frame rate, max frame rate, |
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101 | 4 // Number of initial frames |
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102 | NIKSHK.PIX |
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103 | 0,0,flipped |
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104 | NIKSTL.PIX |
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105 | 0,0,flipped |
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106 | NIKSHK.PIX |
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107 | 0,0,not flipped |
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108 | NIKTRN.PIX |
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109 | 0,0,not flipped |
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110 | 4 // Number of looping frames |
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111 | NIKRUNT1.PIX |
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112 | 0,0,not flipped |
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113 | NIKRUNT2.PIX |
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114 | 0,0,not flipped |
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115 | NIKRUNT3.PIX |
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116 | 0,0,not flipped |
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117 | NIKRUNT2.PIX |
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118 | 0,0,not flipped |
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119 | // Sequence #2 - turn frightened and run towards to their right |
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120 | collide // Include this frame in collision calcs |
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121 | speed // Frame rate type |
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122 | 0.08,8 // Min frame rate, max frame rate, |
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123 | 4 // Number of initial frames |
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124 | NIKSHK.PIX |
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125 | 0,0,flipped |
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126 | NIKSTL.PIX |
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127 | 0,0,flipped |
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128 | NIKSHK.PIX |
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129 | 0,0,not flipped |
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130 | NIKTRN.PIX |
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131 | 0,0,not flipped |
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132 | 4 // Number of looping frames |
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133 | NIKRUNT1.PIX |
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134 | 0,0,flipped |
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135 | NIKRUNT2.PIX |
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136 | 0,0,flipped |
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137 | NIKRUNT3.PIX |
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138 | 0,0,flipped |
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139 | NIKRUNT2.PIX |
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140 | 0,0,flipped |
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141 | // Sequence #3 - turn frightened and run away to their left |
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142 | collide // Include this frame in collision calcs |
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143 | speed // Frame rate type |
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144 | 0.08,8 // Min frame rate, max frame rate, |
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145 | 4 // Number of initial frames |
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146 | NIKSHK.PIX |
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147 | 0,0,flipped |
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148 | NIKSTL.PIX |
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149 | 0,0,flipped |
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150 | NIKSHK.PIX |
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151 | 0,0,not flipped |
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152 | NIKTRN.PIX |
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153 | 0,0,not flipped |
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154 | 4 // Number of looping frames |
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155 | NIKRUNA1.PIX |
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156 | 0,0,not flipped |
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157 | NIKRUNA2.PIX |
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158 | 0,0,not flipped |
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159 | NIKRUNA3.PIX |
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160 | 0,0,not flipped |
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161 | NIKRUNA2.PIX |
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162 | 0,0,not flipped |
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163 | // Sequence #4 - stationary, sooking from side to side |
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164 | collide // Include this frame in collision calcs |
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165 | variable // Frame rate type |
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166 | 1,6 // Min frame rate, max frame rate, |
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167 | |||
168 | 2 // Number of looping frames |
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169 | NIKSTL.PIX |
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170 | 0,0,not flipped |
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171 | NIKSTL.PIX |
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172 | 0,0,flipped |
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173 | // Sequence #5 - fatal collision with car |
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174 | don't collide // Exclude this frame in collision calcs |
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175 | variable // Frame rate type |
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176 | 12,12 // Min frame rate, max frame rate, |
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177 | 5 // Number of initial frames |
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178 | NIKHIT1.PIX |
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179 | 0,0,not flipped |
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180 | NIKHIT2.PIX |
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181 | 0,0,not flipped |
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182 | NIKHIT3.PIX |
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183 | 0,0,not flipped |
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184 | NIKHIT4.PIX |
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185 | 0,0,not flipped |
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186 | NIKDED.PIX |
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187 | 0,0,not flipped |
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188 | |||
189 | // Sequence #6 - turning into giblets |
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190 | don't collide // Exclude this frame in collision calcs |
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191 | fixed // Frame rate type |
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192 | 1 // Number of initial frames |
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193 | CHUNKS.PIX |
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194 | 0,0,not flipped |
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195 | |||
196 | // Sequence #7 - non-fatal collision with car |
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197 | collide // Include this frame in collision calcs |
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198 | variable // Frame rate type |
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199 | 12,12 // Min frame rate, max frame rate, |
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200 | 2 // Number of initial frames |
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201 | NIKHIT1.PIX |
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202 | 0,0,not flipped |
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203 | NIKHIT2.PIX |
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204 | 0,0,not flipped |
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205 | |||
206 | // Sequence #8 - stationary, looking the other way from side to side |
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207 | collide // Include this frame in collision calcs |
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208 | variable // Frame rate type |
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209 | 1,6 // Min frame rate, max frame rate, |
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210 | |||
211 | 2 // Number of looping frames |
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212 | NIKBAK.PIX |
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213 | 0,0,not flipped |
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214 | NIKBAK.PIX |
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215 | 0,0,flipped |
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216 | NEXT PEDESTRIAN |
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217 | // **************** RO1 2 **************** |
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218 | 32 // Reference number |
||
219 | 0.35 // Height |
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220 | 125 // Points value |
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221 | 15 // Hit points |
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222 | 2,4031,4030 // Exploding noises |
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223 | 4040 // Falling noise |
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224 | 0.00002 // Acceleration |
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225 | 1 // Image index |
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226 | IDENTITY.TAB |
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227 | RO1.PIX |
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228 | STDPED.MAT |
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229 | 2 // Index of fatal car-impact action |
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230 | 4 // Index of non-fatal car-impact action |
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231 | 1 // Index of after-non-fatal-impact action |
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232 | 5 // Index of fatal falling action |
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233 | 6 // Index of non-fatal falling action |
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234 | 3 // Index of giblets action |
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235 | 7 // Number of actions |
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236 | // Action #0 - stand there, looking nervous |
||
237 | 0,100 // Danger level, percentage chance |
||
238 | 0,0 // Initial speed, looping speed |
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239 | 20.0 // Reaction time for this action |
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240 | |||
241 | 3 // Number of sequences for this action |
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242 | 90,8 // Max bearing, sequence index |
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243 | 270,4 // Max bearing, sequence index |
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244 | 360,8 // Max bearing, sequence index |
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245 | // Action #1 - turn frightened and run sike fuck |
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246 | 1,100 // Danger level, percentage chance |
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247 | 0,0.0008 // Initial speed, looping speed |
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248 | 0.05 // Reaction time for this action |
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249 | 1,4003 // Sounds |
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250 | 4 // Number of sequences for this action |
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251 | 90,0 // Max bearing, sequence index |
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252 | 180,1 // Max bearing, sequence index |
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253 | 270,2 // Max bearing, sequence index |
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254 | 360,3 // Max bearing, sequence index |
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255 | // Action #2 - fatal car collision |
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256 | 1000,0 // Danger level, percentage chance |
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257 | 0,0 // Initial speed, looping speed |
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258 | |||
259 | 1,4013 // Sounds |
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260 | 1 // Number of sequences for this action |
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261 | 360,5 // Max bearing, sequence index |
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262 | // Action #3 - turning into giblets |
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263 | 1000,0 // Danger level, percentage chance |
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264 | 0,0 // Initial speed, looping speed |
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265 | |||
266 | |||
267 | 1 // Number of sequences for this action |
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268 | 360,6 // Max bearing, sequence index |
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269 | // Action #4 - non-fatal car collision |
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270 | 1000,0 // Danger level, percentage chance |
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271 | 0,0 // Initial speed, looping speed |
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272 | |||
273 | 1,4003 // Sounds |
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274 | 1 // Number of sequences for this action |
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275 | 360,7 // Max bearing, sequence index |
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276 | // Action #5 - fatal ground collision |
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277 | 1000,0 // Danger level, percentage chance |
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278 | 0,0 // Initial speed, looping speed |
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279 | |||
280 | 1,4013 // Sounds |
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281 | 1 // Number of sequences for this action |
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282 | 360,5 // Max bearing, sequence index |
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283 | // Action #6 - non-fatal ground collision |
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284 | 1000,0 // Danger level, percentage chance |
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285 | 0,0 // Initial speed, looping speed |
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286 | |||
287 | 1,4003 // Sounds |
||
288 | 1 // Number of sequences for this action |
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289 | 360,7 // Max bearing, sequence index |
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290 | 9 // Number of sequences |
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291 | // Sequence #0 - turn frightened and run away to their right |
||
292 | collide // Include this frame in collision calcs |
||
293 | speed // Frame rate type |
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294 | 0.06,8 // Min frame rate, max frame rate, |
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295 | 4 // Number of initial frames |
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296 | RO1SHK.PIX |
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297 | 0,0,flipped |
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298 | RO1STL1.PIX |
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299 | 0,0,flipped |
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300 | RO1SHK.PIX |
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301 | 0,0,not flipped |
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302 | RO1TRN.PIX |
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303 | 0,0,not flipped |
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304 | 4 // Number of looping frames |
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305 | RO1RUNA1.PIX |
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306 | 0,0,flipped |
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307 | RO1RUNA2.PIX |
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308 | 0,0,flipped |
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309 | RO1RUNA3.PIX |
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310 | 0,0,flipped |
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311 | RO1RUNA2.PIX |
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312 | 0,0,flipped |
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313 | // Sequence #1 - turn frightened and run towards to their left |
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314 | collide // Include this frame in collision calcs |
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315 | speed // Frame rate type |
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316 | 0.06,8 // Min frame rate, max frame rate, |
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317 | 4 // Number of initial frames |
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318 | RO1SHK.PIX |
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319 | 0,0,flipped |
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320 | RO1STL1.PIX |
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321 | 0,0,flipped |
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322 | RO1SHK.PIX |
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323 | 0,0,not flipped |
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324 | RO1TRN.PIX |
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325 | 0,0,not flipped |
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326 | 4 // Number of looping frames |
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327 | RO1RUNT1.PIX |
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328 | 0,0,not flipped |
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329 | RO1RUNT2.PIX |
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330 | 0,0,not flipped |
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331 | RO1RUNT3.PIX |
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332 | 0,0,not flipped |
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333 | RO1RUNT2.PIX |
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334 | 0,0,not flipped |
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335 | // Sequence #2 - turn frightened and run towards to their right |
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336 | collide // Include this frame in collision calcs |
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337 | speed // Frame rate type |
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338 | 0.06,8 // Min frame rate, max frame rate, |
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339 | 4 // Number of initial frames |
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340 | RO1SHK.PIX |
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341 | 0,0,flipped |
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342 | RO1STL1.PIX |
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343 | 0,0,flipped |
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344 | RO1SHK.PIX |
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345 | 0,0,not flipped |
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346 | RO1TRN.PIX |
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347 | 0,0,not flipped |
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348 | 4 // Number of looping frames |
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349 | RO1RUNT1.PIX |
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350 | 0,0,flipped |
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351 | RO1RUNT2.PIX |
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352 | 0,0,flipped |
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353 | RO1RUNT3.PIX |
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354 | 0,0,flipped |
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355 | RO1RUNT2.PIX |
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356 | 0,0,flipped |
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357 | // Sequence #3 - turn frightened and run away to their left |
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358 | collide // Include this frame in collision calcs |
||
359 | speed // Frame rate type |
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360 | 0.06,8 // Min frame rate, max frame rate, |
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361 | 4 // Number of initial frames |
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362 | RO1SHK.PIX |
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363 | 0,0,flipped |
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364 | RO1STL1.PIX |
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365 | 0,0,flipped |
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366 | RO1SHK.PIX |
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367 | 0,0,not flipped |
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368 | RO1TRN.PIX |
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369 | 0,0,not flipped |
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370 | 4 // Number of looping frames |
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371 | RO1RUNA1.PIX |
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372 | 0,0,not flipped |
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373 | RO1RUNA2.PIX |
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374 | 0,0,not flipped |
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375 | RO1RUNA3.PIX |
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376 | 0,0,not flipped |
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377 | RO1RUNA2.PIX |
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378 | 0,0,not flipped |
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379 | // Sequence #4 - stationary, sooking from side to side |
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380 | collide // Include this frame in collision calcs |
||
381 | variable // Frame rate type |
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382 | 1,6 // Min frame rate, max frame rate, |
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383 | |||
384 | 2 // Number of looping frames |
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385 | RO1STL1.PIX |
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386 | 0,0,flipped |
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387 | RO1STL2.PIX |
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388 | 0,0,flipped |
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389 | // Sequence #5 - fatal collision with car |
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390 | don't collide // Exclude this frame in collision calcs |
||
391 | variable // Frame rate type |
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392 | 12,12 // Min frame rate, max frame rate, |
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393 | 4 // Number of initial frames |
||
394 | RO1HIT1.PIX |
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395 | 0,0,not flipped |
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396 | RO1HIT2.PIX |
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397 | 0,0,not flipped |
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398 | RO1HIT3.PIX |
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399 | 0,0,not flipped |
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400 | RO1HIT4.PIX |
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401 | 0,0,not flipped |
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402 | 2 // Number of looping frames |
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403 | RO1DED1.PIX |
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404 | 0,0,not flipped |
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405 | RO1DED2.PIX |
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406 | 0,0,not flipped |
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407 | // Sequence #6 - turning into giblets |
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408 | don't collide // Exclude this frame in collision calcs |
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409 | fixed // Frame rate type |
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410 | 1 // Number of initial frames |
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411 | CHUNKS.PIX |
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412 | 0,0,not flipped |
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413 | |||
414 | // Sequence #7 - non-fatal collision with car |
||
415 | collide // Include this frame in collision calcs |
||
416 | variable // Frame rate type |
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417 | 12,12 // Min frame rate, max frame rate, |
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418 | 2 // Number of initial frames |
||
419 | RO1HIT1.PIX |
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420 | 0,0,not flipped |
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421 | RO1HIT2.PIX |
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422 | 0,0,not flipped |
||
423 | |||
424 | // Sequence #8 - stationary, looking the other way from side to side |
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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 |
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434 | NEXT PEDESTRIAN |
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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 |