Rev 5 | Show entire file | Ignore whitespace | Details | Blame | Last modification | View Log | RSS feed
Rev 5 | Rev 10 | ||
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Line 1... | Line 1... | ||
1 | //( |
1 | // **************** RO1 (FORMERLY NIK) ********************************************************************************** |
2 | 1 // Reference number |
2 | 1 // Reference number |
3 | 0.35 // Height |
3 | 0.35 // Height |
4 | 250 // Points value |
4 | 250 // Points value |
5 | 15 // Hit points |
5 | 15 // Hit points |
6 | 2,4031,4030 // Exploding noises |
6 | 2,4031,4030 // Exploding noises |
Line 24... | Line 24... | ||
24 | 0 // Sounds |
24 | 0 // Sounds |
25 | 3 // Number of sequences for this action |
25 | 3 // Number of sequences for this action |
26 | 90,8 // Max bearing, sequence index |
26 | 90,8 // Max bearing, sequence index |
27 | 270,4 // Max bearing, sequence index |
27 | 270,4 // Max bearing, sequence index |
28 | 360,8 // Max bearing, sequence index |
28 | 360,8 // Max bearing, sequence index |
29 | // |
29 | // Action #1 - turn frightened and run like fuck |
30 | 1,100 // Danger level, percentage chance |
30 | 1,100 // Danger level, percentage chance |
31 | 0,0.0008 // Initial speed, looping speed |
31 | 0,0.0008 // Initial speed, looping speed |
32 | 0.05 // Reaction time for this action |
32 | 0.05 // Reaction time for this action |
33 | 1,4003 // Sounds |
33 | 1,4003 // Sounds |
34 | 4 // Number of sequences for this action |
34 | 4 // Number of sequences for this action |
35 | 90,0 // Max bearing, sequence index |
35 | 90,0 // Max bearing, sequence index |
36 | 180,1 // Max bearing, sequence index |
36 | 180,1 // Max bearing, sequence index |
37 | 270,2 // Max bearing, sequence index |
37 | 270,2 // Max bearing, sequence index |
38 | 360,3 // Max bearing, sequence index |
38 | 360,3 // Max bearing, sequence index |
39 | // |
39 | // Action #2 - fatal car collision |
40 | 1000,0 // Danger level, percentage chance |
40 | 1000,0 // Danger level, percentage chance |
41 | 0,0 // Initial speed, looping speed |
41 | 0,0 // Initial speed, looping speed |
42 | 0 // Reaction time for this action |
42 | 0 // Reaction time for this action |
43 | 1,4013 // Sounds |
43 | 1,4013 // Sounds |
44 | 1 // Number of sequences for this action |
44 | 1 // Number of sequences for this action |
45 | 360,5 // Max bearing, sequence index |
45 | 360,5 // Max bearing, sequence index |
46 | // |
46 | // Action #3 - turning into giblets |
47 | 1000,0 // Danger level, percentage chance |
47 | 1000,0 // Danger level, percentage chance |
48 | 0,0 // Initial speed, looping speed |
48 | 0,0 // Initial speed, looping speed |
49 | 0 // Reaction time for this action |
49 | 0 // Reaction time for this action |
50 | 0 // Sounds |
50 | 0 // Sounds |
51 | 1 // Number of sequences for this action |
51 | 1 // Number of sequences for this action |
Line 62... | Line 62... | ||
62 | 0,0 // Initial speed, looping speed |
62 | 0,0 // Initial speed, looping speed |
63 | 0 // Reaction time for this action |
63 | 0 // Reaction time for this action |
64 | 1,4013 // Sounds |
64 | 1,4013 // Sounds |
65 | 1 // Number of sequences for this action |
65 | 1 // Number of sequences for this action |
66 | 360,5 // Max bearing, sequence index |
66 | 360,5 // Max bearing, sequence index |
67 | // |
67 | // Action #6 - non-fatal ground collision |
68 | 1000,0 // Danger level, percentage chance |
68 | 1000,0 // Danger level, percentage chance |
69 | 0,0 // Initial speed, looping speed |
69 | 0,0 // Initial speed, looping speed |
70 | 0 // Reaction time for this action |
70 | 0 // Reaction time for this action |
71 | 1,4003 // Sounds |
71 | 1,4003 // Sounds |
72 | 1 // Number of sequences for this action |
72 | 1 // Number of sequences for this action |
73 | 360,7 // Max bearing, sequence index |
73 | 360,7 // Max bearing, sequence index |
74 | 9 // Number of sequences |
74 | 9 // Number of sequences |
75 | // |
75 | // Sequence #0 - turn frightened and run away to their right |
76 | collide // Include this frame in collision calcs |
76 | collide // Include this frame in collision calcs |
77 | speed // Frame rate type |
77 | speed // Frame rate type |
78 | 0.06,8 // Min frame rate, max frame rate, |
78 | 0.06,8 // Min frame rate, max frame rate, |
79 | 4 // Number of initial frames |
79 | 4 // Number of initial frames |
80 | RO1SHK.PIX |
80 | RO1SHK.PIX |
Line 92... | Line 92... | ||
92 | 0,0,flipped |
92 | 0,0,flipped |
93 | RO1RUNA3.PIX |
93 | RO1RUNA3.PIX |
94 | 0,0,flipped |
94 | 0,0,flipped |
95 | RO1RUNA2.PIX |
95 | RO1RUNA2.PIX |
96 | 0,0,flipped |
96 | 0,0,flipped |
97 | // |
97 | // Sequence #1 - turn frightened and run towards to their left |
98 | collide // Include this frame in collision calcs |
98 | collide // Include this frame in collision calcs |
99 | speed // Frame rate type |
99 | speed // Frame rate type |
100 | 0.06,8 // Min frame rate, max frame rate, |
100 | 0.06,8 // Min frame rate, max frame rate, |
101 | 4 // Number of initial frames |
101 | 4 // Number of initial frames |
102 | RO1SHK.PIX |
102 | RO1SHK.PIX |
Line 114... | Line 114... | ||
114 | 0,0,not flipped |
114 | 0,0,not flipped |
115 | RO1RUNT3.PIX |
115 | RO1RUNT3.PIX |
116 | 0,0,not flipped |
116 | 0,0,not flipped |
117 | RO1RUNT2.PIX |
117 | RO1RUNT2.PIX |
118 | 0,0,not flipped |
118 | 0,0,not flipped |
119 | // |
119 | // Sequence #2 - turn frightened and run towards to their right |
120 | collide // Include this frame in collision calcs |
120 | collide // Include this frame in collision calcs |
121 | speed // Frame rate type |
121 | speed // Frame rate type |
122 | 0.06,8 // Min frame rate, max frame rate, |
122 | 0.06,8 // Min frame rate, max frame rate, |
123 | 4 // Number of initial frames |
123 | 4 // Number of initial frames |
124 | RO1SHK.PIX |
124 | RO1SHK.PIX |
Line 168... | Line 168... | ||
168 | 2 // Number of looping frames |
168 | 2 // Number of looping frames |
169 | RO1STL1.PIX |
169 | RO1STL1.PIX |
170 | 0,0,flipped |
170 | 0,0,flipped |
171 | RO1STL2.PIX |
171 | RO1STL2.PIX |
172 | 0,0,flipped |
172 | 0,0,flipped |
173 | // |
173 | // Sequence #5 - fatal collision with car |
174 | don't collide // Exclude this frame in collision calcs |
174 | don't collide // Exclude this frame in collision calcs |
175 | variable // Frame rate type |
175 | variable // Frame rate type |
176 | 12,12 // Min frame rate, max frame rate, |
176 | 12,12 // Min frame rate, max frame rate, |
177 | 4 // Number of initial frames |
177 | 4 // Number of initial frames |
178 | RO1HIT1.PIX |
178 | RO1HIT1.PIX |
Line 193... | Line 193... | ||
193 | fixed // Frame rate type |
193 | fixed // Frame rate type |
194 | 1 // Number of initial frames |
194 | 1 // Number of initial frames |
195 | GCHUNKS1.PIX |
195 | GCHUNKS1.PIX |
196 | 0,0,not flipped |
196 | 0,0,not flipped |
197 | 0 // Number of looping frames |
197 | 0 // Number of looping frames |
198 | // |
198 | // Sequence #7 - non-fatal collision with car |
199 | collide // Include this frame in collision calcs |
199 | collide // Include this frame in collision calcs |
200 | variable // Frame rate type |
200 | variable // Frame rate type |
201 | 12,12 // Min frame rate, max frame rate, |
201 | 12,12 // Min frame rate, max frame rate, |
202 | 2 // Number of initial frames |
202 | 2 // Number of initial frames |
203 | RO1HIT1.PIX |
203 | RO1HIT1.PIX |
204 | 0,0,not flipped |
204 | 0,0,not flipped |
205 | RO1HIT2.PIX |
205 | RO1HIT2.PIX |
206 | 0,0,not flipped |
206 | 0,0,not flipped |
207 | 0 // Number of looping frames |
207 | 0 // Number of looping frames |
208 | // |
208 | // Sequence #8 - stationary, looking the other way from side to side |
209 | collide // Include this frame in collision calcs |
209 | collide // Include this frame in collision calcs |
210 | variable // Frame rate type |
210 | variable // Frame rate type |
211 | 1,6 // Min frame rate, max frame rate, |
211 | 1,6 // Min frame rate, max frame rate, |
212 | 0 // Number of initial frames |
212 | 0 // Number of initial frames |
213 | 2 // Number of looping frames |
213 | 2 // Number of looping frames |
214 | RO1BAK1.PIX |
214 | RO1BAK1.PIX |
215 | 0,0,not flipped |
215 | 0,0,not flipped |
216 | RO1BAK2.PIX |
216 | RO1BAK2.PIX |
217 | 0,0,flipped |
217 | 0,0,flipped |
218 | NEXT PEDESTRIAN |
218 | NEXT PEDESTRIAN |
219 | // **************** RO2 (FORMERLY ???) ********************************************************************************** |
219 | // **************** RO2 (FORMERLY ???) ********************************************************************************** |
220 | 32 // Reference number |
220 | 32 // Reference number |
221 | 0.35 // Height |
221 | 0.35 // Height |
222 | 250 // Points value |
222 | 250 // Points value |
223 | 15 // Hit points |
223 | 15 // Hit points |
224 | 2,4031,4030 // Exploding noises |
224 | 2,4031,4030 // Exploding noises |
Line 242... | Line 242... | ||
242 | 0 // Sounds |
242 | 0 // Sounds |
243 | 3 // Number of sequences for this action |
243 | 3 // Number of sequences for this action |
244 | 90,8 // Max bearing, sequence index |
244 | 90,8 // Max bearing, sequence index |
245 | 270,4 // Max bearing, sequence index |
245 | 270,4 // Max bearing, sequence index |
246 | 360,8 // Max bearing, sequence index |
246 | 360,8 // Max bearing, sequence index |
247 | // |
247 | // Action #1 - turn frightened and run like fuck |
248 | 1,100 // Danger level, percentage chance |
248 | 1,100 // Danger level, percentage chance |
249 | 0,0.0008 // Initial speed, looping speed |
249 | 0,0.0008 // Initial speed, looping speed |
250 | 0.05 // Reaction time for this action |
250 | 0.05 // Reaction time for this action |
251 | 1,4003 // Sounds |
251 | 1,4003 // Sounds |
252 | 4 // Number of sequences for this action |
252 | 4 // Number of sequences for this action |
253 | 90,0 // Max bearing, sequence index |
253 | 90,0 // Max bearing, sequence index |
254 | 180,1 // Max bearing, sequence index |
254 | 180,1 // Max bearing, sequence index |
255 | 270,2 // Max bearing, sequence index |
255 | 270,2 // Max bearing, sequence index |
256 | 360,3 // Max bearing, sequence index |
256 | 360,3 // Max bearing, sequence index |
257 | // |
257 | // Action #2 - fatal car collision |
258 | 1000,0 // Danger level, percentage chance |
258 | 1000,0 // Danger level, percentage chance |
259 | 0,0 // Initial speed, looping speed |
259 | 0,0 // Initial speed, looping speed |
260 | 0 // Reaction time for this action |
260 | 0 // Reaction time for this action |
261 | 1,4013 // Sounds |
261 | 1,4013 // Sounds |
262 | 1 // Number of sequences for this action |
262 | 1 // Number of sequences for this action |
263 | 360,5 // Max bearing, sequence index |
263 | 360,5 // Max bearing, sequence index |
264 | // |
264 | // Action #3 - turning into giblets |
265 | 1000,0 // Danger level, percentage chance |
265 | 1000,0 // Danger level, percentage chance |
266 | 0,0 // Initial speed, looping speed |
266 | 0,0 // Initial speed, looping speed |
267 | 0 // Reaction time for this action |
267 | 0 // Reaction time for this action |
268 | 0 // Sounds |
268 | 0 // Sounds |
269 | 1 // Number of sequences for this action |
269 | 1 // Number of sequences for this action |
Line 280... | Line 280... | ||
280 | 0,0 // Initial speed, looping speed |
280 | 0,0 // Initial speed, looping speed |
281 | 0 // Reaction time for this action |
281 | 0 // Reaction time for this action |
282 | 1,4013 // Sounds |
282 | 1,4013 // Sounds |
283 | 1 // Number of sequences for this action |
283 | 1 // Number of sequences for this action |
284 | 360,5 // Max bearing, sequence index |
284 | 360,5 // Max bearing, sequence index |
285 | // |
285 | // Action #6 - non-fatal ground collision |
286 | 1000,0 // Danger level, percentage chance |
286 | 1000,0 // Danger level, percentage chance |
287 | 0,0 // Initial speed, looping speed |
287 | 0,0 // Initial speed, looping speed |
288 | 0 // Reaction time for this action |
288 | 0 // Reaction time for this action |
289 | 1,4003 // Sounds |
289 | 1,4003 // Sounds |
290 | 1 // Number of sequences for this action |
290 | 1 // Number of sequences for this action |
291 | 360,7 // Max bearing, sequence index |
291 | 360,7 // Max bearing, sequence index |
292 | 9 // Number of sequences |
292 | 9 // Number of sequences |
293 | // |
293 | // Sequence #0 - turn frightened and run away to their right |
294 | collide // Include this frame in collision calcs |
294 | collide // Include this frame in collision calcs |
295 | speed // Frame rate type |
295 | speed // Frame rate type |
296 | 0.06,8 // Min frame rate, max frame rate, |
296 | 0.06,8 // Min frame rate, max frame rate, |
297 | 4 // Number of initial frames |
297 | 4 // Number of initial frames |
298 | RO2SHK.PIX |
298 | RO2SHK.PIX |
Line 310... | Line 310... | ||
310 | 0,0,flipped |
310 | 0,0,flipped |
311 | RO2RUNA3.PIX |
311 | RO2RUNA3.PIX |
312 | 0,0,flipped |
312 | 0,0,flipped |
313 | RO2RUNA2.PIX |
313 | RO2RUNA2.PIX |
314 | 0,0,flipped |
314 | 0,0,flipped |
315 | // |
315 | // Sequence #1 - turn frightened and run towards to their left |
316 | collide // Include this frame in collision calcs |
316 | collide // Include this frame in collision calcs |
317 | speed // Frame rate type |
317 | speed // Frame rate type |
318 | 0.06,8 // Min frame rate, max frame rate, |
318 | 0.06,8 // Min frame rate, max frame rate, |
319 | 4 // Number of initial frames |
319 | 4 // Number of initial frames |
320 | RO2SHK.PIX |
320 | RO2SHK.PIX |
Line 332... | Line 332... | ||
332 | 0,0,not flipped |
332 | 0,0,not flipped |
333 | RO2RUNT3.PIX |
333 | RO2RUNT3.PIX |
334 | 0,0,not flipped |
334 | 0,0,not flipped |
335 | RO2RUNT2.PIX |
335 | RO2RUNT2.PIX |
336 | 0,0,not flipped |
336 | 0,0,not flipped |
337 | // |
337 | // Sequence #2 - turn frightened and run towards to their right |
338 | collide // Include this frame in collision calcs |
338 | collide // Include this frame in collision calcs |
339 | speed // Frame rate type |
339 | speed // Frame rate type |
340 | 0.06,8 // Min frame rate, max frame rate, |
340 | 0.06,8 // Min frame rate, max frame rate, |
341 | 4 // Number of initial frames |
341 | 4 // Number of initial frames |
342 | RO2SHK.PIX |
342 | RO2SHK.PIX |
Line 386... | Line 386... | ||
386 | 2 // Number of looping frames |
386 | 2 // Number of looping frames |
387 | RO2STL1.PIX |
387 | RO2STL1.PIX |
388 | 0,0,flipped |
388 | 0,0,flipped |
389 | RO2STL2.PIX |
389 | RO2STL2.PIX |
390 | 0,0,flipped |
390 | 0,0,flipped |
391 | // |
391 | // Sequence #5 - fatal collision with car |
392 | don't collide // Exclude this frame in collision calcs |
392 | don't collide // Exclude this frame in collision calcs |
393 | variable // Frame rate type |
393 | variable // Frame rate type |
394 | 12,12 // Min frame rate, max frame rate, |
394 | 12,12 // Min frame rate, max frame rate, |
395 | 4 // Number of initial frames |
395 | 4 // Number of initial frames |
396 | RO2HIT1.PIX |
396 | RO2HIT1.PIX |
Line 411... | Line 411... | ||
411 | fixed // Frame rate type |
411 | fixed // Frame rate type |
412 | 1 // Number of initial frames |
412 | 1 // Number of initial frames |
413 | GCHUNKS1.PIX |
413 | GCHUNKS1.PIX |
414 | 0,0,not flipped |
414 | 0,0,not flipped |
415 | 0 // Number of looping frames |
415 | 0 // Number of looping frames |
416 | // |
416 | // Sequence #7 - non-fatal collision with car |
417 | collide // Include this frame in collision calcs |
417 | collide // Include this frame in collision calcs |
418 | variable // Frame rate type |
418 | variable // Frame rate type |
419 | 12,12 // Min frame rate, max frame rate, |
419 | 12,12 // Min frame rate, max frame rate, |
420 | 2 // Number of initial frames |
420 | 2 // Number of initial frames |
421 | RO2HIT1.PIX |
421 | RO2HIT1.PIX |
422 | 0,0,not flipped |
422 | 0,0,not flipped |
423 | RO2HIT2.PIX |
423 | RO2HIT2.PIX |
424 | 0,0,not flipped |
424 | 0,0,not flipped |
425 | 0 // Number of looping frames |
425 | 0 // Number of looping frames |
426 | // |
426 | // Sequence #8 - stationary, looking the other way from side to side |
427 | collide // Include this frame in collision calcs |
427 | collide // Include this frame in collision calcs |
428 | variable // Frame rate type |
428 | variable // Frame rate type |
429 | 1,6 // Min frame rate, max frame rate, |
429 | 1,6 // Min frame rate, max frame rate, |
430 | 0 // Number of initial frames |
430 | 0 // Number of initial frames |
431 | 2 // Number of looping frames |
431 | 2 // Number of looping frames |
432 | RO2BAK1.PIX |
432 | RO2BAK1.PIX |
433 | 0,0,not flipped |
433 | 0,0,not flipped |
434 | RO2BAK2.PIX |
434 | RO2BAK2.PIX |
435 | 0,0,flipped |
435 | 0,0,flipped |
436 | NEXT PEDESTRIAN |
436 | NEXT PEDESTRIAN |
437 | // |
437 | // **************** RO3(FORMERLY ???) ********************************************************************************** |
438 | 2 // Reference number |
438 | 2 // Reference number |
439 | 0.35 // Height |
439 | 0.35 // Height |
440 | 250 // Points value |
440 | 250 // Points value |
441 | 15 // Hit points |
441 | 15 // Hit points |
442 | 2,4031,4030 // Exploding noises |
442 | 2,4031,4030 // Exploding noises |
Line 460... | Line 460... | ||
460 | 0 // Sounds |
460 | 0 // Sounds |
461 | 3 // Number of sequences for this action |
461 | 3 // Number of sequences for this action |
462 | 90,8 // Max bearing, sequence index |
462 | 90,8 // Max bearing, sequence index |
463 | 270,4 // Max bearing, sequence index |
463 | 270,4 // Max bearing, sequence index |
464 | 360,8 // Max bearing, sequence index |
464 | 360,8 // Max bearing, sequence index |
465 | // |
465 | // Action #1 - turn frightened and run like fuck |
466 | 1,100 // Danger level, percentage chance |
466 | 1,100 // Danger level, percentage chance |
467 | 0,0.0008 // Initial speed, looping speed |
467 | 0,0.0008 // Initial speed, looping speed |
468 | 0.05 // Reaction time for this action |
468 | 0.05 // Reaction time for this action |
469 | 1,4003 // Sounds |
469 | 1,4003 // Sounds |
470 | 4 // Number of sequences for this action |
470 | 4 // Number of sequences for this action |
471 | 90,0 // Max bearing, sequence index |
471 | 90,0 // Max bearing, sequence index |
472 | 180,1 // Max bearing, sequence index |
472 | 180,1 // Max bearing, sequence index |
473 | 270,2 // Max bearing, sequence index |
473 | 270,2 // Max bearing, sequence index |
474 | 360,3 // Max bearing, sequence index |
474 | 360,3 // Max bearing, sequence index |
475 | // |
475 | // Action #2 - fatal car collision |
476 | 1000,0 // Danger level, percentage chance |
476 | 1000,0 // Danger level, percentage chance |
477 | 0,0 // Initial speed, looping speed |
477 | 0,0 // Initial speed, looping speed |
478 | 0 // Reaction time for this action |
478 | 0 // Reaction time for this action |
479 | 1,4013 // Sounds |
479 | 1,4013 // Sounds |
480 | 1 // Number of sequences for this action |
480 | 1 // Number of sequences for this action |
481 | 360,5 // Max bearing, sequence index |
481 | 360,5 // Max bearing, sequence index |
482 | // |
482 | // Action #3 - turning into giblets |
483 | 1000,0 // Danger level, percentage chance |
483 | 1000,0 // Danger level, percentage chance |
484 | 0,0 // Initial speed, looping speed |
484 | 0,0 // Initial speed, looping speed |
485 | 0 // Reaction time for this action |
485 | 0 // Reaction time for this action |
486 | 0 // Sounds |
486 | 0 // Sounds |
487 | 1 // Number of sequences for this action |
487 | 1 // Number of sequences for this action |
Line 498... | Line 498... | ||
498 | 0,0 // Initial speed, looping speed |
498 | 0,0 // Initial speed, looping speed |
499 | 0 // Reaction time for this action |
499 | 0 // Reaction time for this action |
500 | 1,4013 // Sounds |
500 | 1,4013 // Sounds |
501 | 1 // Number of sequences for this action |
501 | 1 // Number of sequences for this action |
502 | 360,5 // Max bearing, sequence index |
502 | 360,5 // Max bearing, sequence index |
503 | // |
503 | // Action #6 - non-fatal ground collision |
504 | 1000,0 // Danger level, percentage chance |
504 | 1000,0 // Danger level, percentage chance |
505 | 0,0 // Initial speed, looping speed |
505 | 0,0 // Initial speed, looping speed |
506 | 0 // Reaction time for this action |
506 | 0 // Reaction time for this action |
507 | 1,4003 // Sounds |
507 | 1,4003 // Sounds |
508 | 1 // Number of sequences for this action |
508 | 1 // Number of sequences for this action |
509 | 360,7 // Max bearing, sequence index |
509 | 360,7 // Max bearing, sequence index |
510 | 9 // Number of sequences |
510 | 9 // Number of sequences |
511 | // |
511 | // Sequence #0 - turn frightened and run away to their right |
512 | collide // Include this frame in collision calcs |
512 | collide // Include this frame in collision calcs |
513 | speed // Frame rate type |
513 | speed // Frame rate type |
514 | 0.06,8 // Min frame rate, max frame rate, |
514 | 0.06,8 // Min frame rate, max frame rate, |
515 | 4 // Number of initial frames |
515 | 4 // Number of initial frames |
516 | RO3SHK.PIX |
516 | RO3SHK.PIX |
Line 528... | Line 528... | ||
528 | 0,0,flipped |
528 | 0,0,flipped |
529 | RO3RUNA3.PIX |
529 | RO3RUNA3.PIX |
530 | 0,0,flipped |
530 | 0,0,flipped |
531 | RO3RUNA2.PIX |
531 | RO3RUNA2.PIX |
532 | 0,0,flipped |
532 | 0,0,flipped |
533 | // |
533 | // Sequence #1 - turn frightened and run towards to their left |
534 | collide // Include this frame in collision calcs |
534 | collide // Include this frame in collision calcs |
535 | speed // Frame rate type |
535 | speed // Frame rate type |
536 | 0.06,8 // Min frame rate, max frame rate, |
536 | 0.06,8 // Min frame rate, max frame rate, |
537 | 4 // Number of initial frames |
537 | 4 // Number of initial frames |
538 | RO3SHK.PIX |
538 | RO3SHK.PIX |
Line 550... | Line 550... | ||
550 | 0,0,not flipped |
550 | 0,0,not flipped |
551 | RO3RUNT3.PIX |
551 | RO3RUNT3.PIX |
552 | 0,0,not flipped |
552 | 0,0,not flipped |
553 | RO3RUNT2.PIX |
553 | RO3RUNT2.PIX |
554 | 0,0,not flipped |
554 | 0,0,not flipped |
555 | // |
555 | // Sequence #2 - turn frightened and run towards to their right |
556 | collide // Include this frame in collision calcs |
556 | collide // Include this frame in collision calcs |
557 | speed // Frame rate type |
557 | speed // Frame rate type |
558 | 0.06,8 // Min frame rate, max frame rate, |
558 | 0.06,8 // Min frame rate, max frame rate, |
559 | 4 // Number of initial frames |
559 | 4 // Number of initial frames |
560 | RO3SHK.PIX |
560 | RO3SHK.PIX |
Line 604... | Line 604... | ||
604 | 2 // Number of looping frames |
604 | 2 // Number of looping frames |
605 | RO3STL1.PIX |
605 | RO3STL1.PIX |
606 | 0,0,flipped |
606 | 0,0,flipped |
607 | RO3STL2.PIX |
607 | RO3STL2.PIX |
608 | 0,0,flipped |
608 | 0,0,flipped |
609 | // |
609 | // Sequence #5 - fatal collision with car |
610 | don't collide // Exclude this frame in collision calcs |
610 | don't collide // Exclude this frame in collision calcs |
611 | variable // Frame rate type |
611 | variable // Frame rate type |
612 | 12,12 // Min frame rate, max frame rate, |
612 | 12,12 // Min frame rate, max frame rate, |
613 | 4 // Number of initial frames |
613 | 4 // Number of initial frames |
614 | RO3HIT1.PIX |
614 | RO3HIT1.PIX |
Line 629... | Line 629... | ||
629 | fixed // Frame rate type |
629 | fixed // Frame rate type |
630 | 1 // Number of initial frames |
630 | 1 // Number of initial frames |
631 | GCHUNKS1.PIX |
631 | GCHUNKS1.PIX |
632 | 0,0,not flipped |
632 | 0,0,not flipped |
633 | 0 // Number of looping frames |
633 | 0 // Number of looping frames |
634 | // |
634 | // Sequence #7 - non-fatal collision with car |
635 | collide // Include this frame in collision calcs |
635 | collide // Include this frame in collision calcs |
636 | variable // Frame rate type |
636 | variable // Frame rate type |
637 | 12,12 // Min frame rate, max frame rate, |
637 | 12,12 // Min frame rate, max frame rate, |
638 | 2 // Number of initial frames |
638 | 2 // Number of initial frames |
639 | RO3HIT1.PIX |
639 | RO3HIT1.PIX |
640 | 0,0,not flipped |
640 | 0,0,not flipped |
641 | RO3HIT2.PIX |
641 | RO3HIT2.PIX |
642 | 0,0,not flipped |
642 | 0,0,not flipped |
643 | 0 // Number of looping frames |
643 | 0 // Number of looping frames |
644 | // |
644 | // Sequence #8 - stationary, looking the other way from side to side |
645 | collide // Include this frame in collision calcs |
645 | collide // Include this frame in collision calcs |
646 | variable // Frame rate type |
646 | variable // Frame rate type |
647 | 1,6 // Min frame rate, max frame rate, |
647 | 1,6 // Min frame rate, max frame rate, |
648 | 0 // Number of initial frames |
648 | 0 // Number of initial frames |
649 | 2 // Number of looping frames |
649 | 2 // Number of looping frames |
650 | RO3BAK1.PIX |
650 | RO3BAK1.PIX |
651 | 0,0,not flipped |
651 | 0,0,not flipped |
652 | RO3BAK2.PIX |
652 | RO3BAK2.PIX |
653 | 0,0,flipped |
653 | 0,0,flipped |
654 | NEXT PEDESTRIAN |
654 | NEXT PEDESTRIAN |
655 | // |
655 | // **************** RO4(FORMERLY ???) ********************************************************************************** |
656 | 3 // Reference number |
656 | 3 // Reference number |
657 | 0.35 // Height |
657 | 0.35 // Height |
658 | 250 // Points value |
658 | 250 // Points value |
659 | 15 // Hit points |
659 | 15 // Hit points |
660 | 2,4031,4030 // Exploding noises |
660 | 2,4031,4030 // Exploding noises |
Line 678... | Line 678... | ||
678 | 0 // Sounds |
678 | 0 // Sounds |
679 | 3 // Number of sequences for this action |
679 | 3 // Number of sequences for this action |
680 | 90,8 // Max bearing, sequence index |
680 | 90,8 // Max bearing, sequence index |
681 | 270,4 // Max bearing, sequence index |
681 | 270,4 // Max bearing, sequence index |
682 | 360,8 // Max bearing, sequence index |
682 | 360,8 // Max bearing, sequence index |
683 | // |
683 | // Action #1 - turn frightened and run like fuck |
684 | 1,100 // Danger level, percentage chance |
684 | 1,100 // Danger level, percentage chance |
685 | 0,0.0008 // Initial speed, looping speed |
685 | 0,0.0008 // Initial speed, looping speed |
686 | 0.05 // Reaction time for this action |
686 | 0.05 // Reaction time for this action |
687 | 1,4003 // Sounds |
687 | 1,4003 // Sounds |
688 | 4 // Number of sequences for this action |
688 | 4 // Number of sequences for this action |
689 | 90,0 // Max bearing, sequence index |
689 | 90,0 // Max bearing, sequence index |
690 | 180,1 // Max bearing, sequence index |
690 | 180,1 // Max bearing, sequence index |
691 | 270,2 // Max bearing, sequence index |
691 | 270,2 // Max bearing, sequence index |
692 | 360,3 // Max bearing, sequence index |
692 | 360,3 // Max bearing, sequence index |
693 | // |
693 | // Action #2 - fatal car collision |
694 | 1000,0 // Danger level, percentage chance |
694 | 1000,0 // Danger level, percentage chance |
695 | 0,0 // Initial speed, looping speed |
695 | 0,0 // Initial speed, looping speed |
696 | 0 // Reaction time for this action |
696 | 0 // Reaction time for this action |
697 | 1,4013 // Sounds |
697 | 1,4013 // Sounds |
698 | 1 // Number of sequences for this action |
698 | 1 // Number of sequences for this action |
699 | 360,5 // Max bearing, sequence index |
699 | 360,5 // Max bearing, sequence index |
700 | // |
700 | // Action #3 - turning into giblets |
701 | 1000,0 // Danger level, percentage chance |
701 | 1000,0 // Danger level, percentage chance |
702 | 0,0 // Initial speed, looping speed |
702 | 0,0 // Initial speed, looping speed |
703 | 0 // Reaction time for this action |
703 | 0 // Reaction time for this action |
704 | 0 // Sounds |
704 | 0 // Sounds |
705 | 1 // Number of sequences for this action |
705 | 1 // Number of sequences for this action |
Line 716... | Line 716... | ||
716 | 0,0 // Initial speed, looping speed |
716 | 0,0 // Initial speed, looping speed |
717 | 0 // Reaction time for this action |
717 | 0 // Reaction time for this action |
718 | 1,4013 // Sounds |
718 | 1,4013 // Sounds |
719 | 1 // Number of sequences for this action |
719 | 1 // Number of sequences for this action |
720 | 360,5 // Max bearing, sequence index |
720 | 360,5 // Max bearing, sequence index |
721 | // |
721 | // Action #6 - non-fatal ground collision |
722 | 1000,0 // Danger level, percentage chance |
722 | 1000,0 // Danger level, percentage chance |
723 | 0,0 // Initial speed, looping speed |
723 | 0,0 // Initial speed, looping speed |
724 | 0 // Reaction time for this action |
724 | 0 // Reaction time for this action |
725 | 1,4003 // Sounds |
725 | 1,4003 // Sounds |
726 | 1 // Number of sequences for this action |
726 | 1 // Number of sequences for this action |
727 | 360,7 // Max bearing, sequence index |
727 | 360,7 // Max bearing, sequence index |
728 | 9 // Number of sequences |
728 | 9 // Number of sequences |
729 | // |
729 | // Sequence #0 - turn frightened and run away to their right |
730 | collide // Include this frame in collision calcs |
730 | collide // Include this frame in collision calcs |
731 | speed // Frame rate type |
731 | speed // Frame rate type |
732 | 0.06,8 // Min frame rate, max frame rate, |
732 | 0.06,8 // Min frame rate, max frame rate, |
733 | 4 // Number of initial frames |
733 | 4 // Number of initial frames |
734 | RO4SHK.PIX |
734 | RO4SHK.PIX |
Line 746... | Line 746... | ||
746 | 0,0,flipped |
746 | 0,0,flipped |
747 | RO4RUNA3.PIX |
747 | RO4RUNA3.PIX |
748 | 0,0,flipped |
748 | 0,0,flipped |
749 | RO4RUNA2.PIX |
749 | RO4RUNA2.PIX |
750 | 0,0,flipped |
750 | 0,0,flipped |
751 | // |
751 | // Sequence #1 - turn frightened and run towards to their left |
752 | collide // Include this frame in collision calcs |
752 | collide // Include this frame in collision calcs |
753 | speed // Frame rate type |
753 | speed // Frame rate type |
754 | 0.06,8 // Min frame rate, max frame rate, |
754 | 0.06,8 // Min frame rate, max frame rate, |
755 | 4 // Number of initial frames |
755 | 4 // Number of initial frames |
756 | RO4SHK.PIX |
756 | RO4SHK.PIX |
Line 768... | Line 768... | ||
768 | 0,0,not flipped |
768 | 0,0,not flipped |
769 | RO4RUNT3.PIX |
769 | RO4RUNT3.PIX |
770 | 0,0,not flipped |
770 | 0,0,not flipped |
771 | RO4RUNT2.PIX |
771 | RO4RUNT2.PIX |
772 | 0,0,not flipped |
772 | 0,0,not flipped |
773 | // |
773 | // Sequence #2 - turn frightened and run towards to their right |
774 | collide // Include this frame in collision calcs |
774 | collide // Include this frame in collision calcs |
775 | speed // Frame rate type |
775 | speed // Frame rate type |
776 | 0.06,8 // Min frame rate, max frame rate, |
776 | 0.06,8 // Min frame rate, max frame rate, |
777 | 4 // Number of initial frames |
777 | 4 // Number of initial frames |
778 | RO4SHK.PIX |
778 | RO4SHK.PIX |
Line 822... | Line 822... | ||
822 | 2 // Number of looping frames |
822 | 2 // Number of looping frames |
823 | RO4STL1.PIX |
823 | RO4STL1.PIX |
824 | 0,0,flipped |
824 | 0,0,flipped |
825 | RO4STL2.PIX |
825 | RO4STL2.PIX |
826 | 0,0,flipped |
826 | 0,0,flipped |
827 | // |
827 | // Sequence #5 - fatal collision with car |
828 | don't collide // Exclude this frame in collision calcs |
828 | don't collide // Exclude this frame in collision calcs |
829 | variable // Frame rate type |
829 | variable // Frame rate type |
830 | 12,12 // Min frame rate, max frame rate, |
830 | 12,12 // Min frame rate, max frame rate, |
831 | 4 // Number of initial frames |
831 | 4 // Number of initial frames |
832 | RO4HIT1.PIX |
832 | RO4HIT1.PIX |
Line 847... | Line 847... | ||
847 | fixed // Frame rate type |
847 | fixed // Frame rate type |
848 | 1 // Number of initial frames |
848 | 1 // Number of initial frames |
849 | GCHUNKS1.PIX |
849 | GCHUNKS1.PIX |
850 | 0,0,not flipped |
850 | 0,0,not flipped |
851 | 0 // Number of looping frames |
851 | 0 // Number of looping frames |
852 | // |
852 | // Sequence #7 - non-fatal collision with car |
853 | collide // Include this frame in collision calcs |
853 | collide // Include this frame in collision calcs |
854 | variable // Frame rate type |
854 | variable // Frame rate type |
855 | 12,12 // Min frame rate, max frame rate, |
855 | 12,12 // Min frame rate, max frame rate, |
856 | 2 // Number of initial frames |
856 | 2 // Number of initial frames |
857 | RO4HIT1.PIX |
857 | RO4HIT1.PIX |
858 | 0,0,not flipped |
858 | 0,0,not flipped |
859 | RO4HIT2.PIX |
859 | RO4HIT2.PIX |
860 | 0,0,not flipped |
860 | 0,0,not flipped |
861 | 0 // Number of looping frames |
861 | 0 // Number of looping frames |
862 | // |
862 | // Sequence #8 - stationary, looking the other way from side to side |
863 | collide // Include this frame in collision calcs |
863 | collide // Include this frame in collision calcs |
864 | variable // Frame rate type |
864 | variable // Frame rate type |
865 | 1,6 // Min frame rate, max frame rate, |
865 | 1,6 // Min frame rate, max frame rate, |
866 | 0 // Number of initial frames |
866 | 0 // Number of initial frames |
867 | 2 // Number of looping frames |
867 | 2 // Number of looping frames |
868 | RO4BAK1.PIX |
868 | RO4BAK1.PIX |
869 | 0,0,not flipped |
869 | 0,0,not flipped |
870 | RO4BAK2.PIX |
870 | RO4BAK2.PIX |
871 | 0,0,flipped |
871 | 0,0,flipped |
872 | NEXT PEDESTRIAN |
872 | NEXT PEDESTRIAN |
873 | //( |
873 | // **************** RO5 (FORMERLY ANN OR AN) **************************************************************************** |
874 | 4 // Reference number |
874 | 4 // Reference number |
875 | 0.35 // Height |
875 | 0.35 // Height |
876 | 250 // Points value |
876 | 250 // Points value |
877 | 15 // Hit points |
877 | 15 // Hit points |
878 | 2,4031,4030 // Exploding noises |
878 | 2,4031,4030 // Exploding noises |
Line 896... | Line 896... | ||
896 | 0 // Sounds |
896 | 0 // Sounds |
897 | 3 // Number of sequences for this action |
897 | 3 // Number of sequences for this action |
898 | 90,8 // Max bearing, sequence index |
898 | 90,8 // Max bearing, sequence index |
899 | 270,4 // Max bearing, sequence index |
899 | 270,4 // Max bearing, sequence index |
900 | 360,8 // Max bearing, sequence index |
900 | 360,8 // Max bearing, sequence index |
901 | // |
901 | // Action #1 - turn frightened and run like fuck |
902 | 1,100 // Danger level, percentage chance |
902 | 1,100 // Danger level, percentage chance |
903 | 0,0.0008 // Initial speed, looping speed |
903 | 0,0.0008 // Initial speed, looping speed |
904 | 0.05 // Reaction time for this action |
904 | 0.05 // Reaction time for this action |
905 | 1,4003 // Sounds |
905 | 1,4003 // Sounds |
906 | 4 // Number of sequences for this action |
906 | 4 // Number of sequences for this action |
907 | 90,0 // Max bearing, sequence index |
907 | 90,0 // Max bearing, sequence index |
908 | 180,1 // Max bearing, sequence index |
908 | 180,1 // Max bearing, sequence index |
909 | 270,2 // Max bearing, sequence index |
909 | 270,2 // Max bearing, sequence index |
910 | 360,3 // Max bearing, sequence index |
910 | 360,3 // Max bearing, sequence index |
911 | // |
911 | // Action #2 - fatal car collision |
912 | 1000,0 // Danger level, percentage chance |
912 | 1000,0 // Danger level, percentage chance |
913 | 0,0 // Initial speed, looping speed |
913 | 0,0 // Initial speed, looping speed |
914 | 0 // Reaction time for this action |
914 | 0 // Reaction time for this action |
915 | 1,4013 // Sounds |
915 | 1,4013 // Sounds |
916 | 1 // Number of sequences for this action |
916 | 1 // Number of sequences for this action |
917 | 360,5 // Max bearing, sequence index |
917 | 360,5 // Max bearing, sequence index |
918 | // |
918 | // Action #3 - turning into giblets |
919 | 1000,0 // Danger level, percentage chance |
919 | 1000,0 // Danger level, percentage chance |
920 | 0,0 // Initial speed, looping speed |
920 | 0,0 // Initial speed, looping speed |
921 | 0 // Reaction time for this action |
921 | 0 // Reaction time for this action |
922 | 0 // Sounds |
922 | 0 // Sounds |
923 | 1 // Number of sequences for this action |
923 | 1 // Number of sequences for this action |
Line 934... | Line 934... | ||
934 | 0,0 // Initial speed, looping speed |
934 | 0,0 // Initial speed, looping speed |
935 | 0 // Reaction time for this action |
935 | 0 // Reaction time for this action |
936 | 1,4013 // Sounds |
936 | 1,4013 // Sounds |
937 | 1 // Number of sequences for this action |
937 | 1 // Number of sequences for this action |
938 | 360,5 // Max bearing, sequence index |
938 | 360,5 // Max bearing, sequence index |
939 | // |
939 | // Action #6 - non-fatal ground collision |
940 | 1000,0 // Danger level, percentage chance |
940 | 1000,0 // Danger level, percentage chance |
941 | 0,0 // Initial speed, looping speed |
941 | 0,0 // Initial speed, looping speed |
942 | 0 // Reaction time for this action |
942 | 0 // Reaction time for this action |
943 | 1,4003 // Sounds |
943 | 1,4003 // Sounds |
944 | 1 // Number of sequences for this action |
944 | 1 // Number of sequences for this action |
945 | 360,7 // Max bearing, sequence index |
945 | 360,7 // Max bearing, sequence index |
946 | 9 // Number of sequences |
946 | 9 // Number of sequences |
947 | // |
947 | // Sequence #0 - turn frightened and run away to their right |
948 | collide // Include this frame in collision calcs |
948 | collide // Include this frame in collision calcs |
949 | speed // Frame rate type |
949 | speed // Frame rate type |
950 | 0.06,8 // Min frame rate, max frame rate, |
950 | 0.06,8 // Min frame rate, max frame rate, |
951 | 4 // Number of initial frames |
951 | 4 // Number of initial frames |
952 | RO5SHK.PIX |
952 | RO5SHK.PIX |
Line 964... | Line 964... | ||
964 | 0,0,flipped |
964 | 0,0,flipped |
965 | RO5RUNA3.PIX |
965 | RO5RUNA3.PIX |
966 | 0,0,flipped |
966 | 0,0,flipped |
967 | RO5RUNA2.PIX |
967 | RO5RUNA2.PIX |
968 | 0,0,flipped |
968 | 0,0,flipped |
969 | // |
969 | // Sequence #1 - turn frightened and run towards to their left |
970 | collide // Include this frame in collision calcs |
970 | collide // Include this frame in collision calcs |
971 | speed // Frame rate type |
971 | speed // Frame rate type |
972 | 0.06,8 // Min frame rate, max frame rate, |
972 | 0.06,8 // Min frame rate, max frame rate, |
973 | 4 // Number of initial frames |
973 | 4 // Number of initial frames |
974 | RO5SHK.PIX |
974 | RO5SHK.PIX |
Line 986... | Line 986... | ||
986 | 0,0,not flipped |
986 | 0,0,not flipped |
987 | RO5RUNT3.PIX |
987 | RO5RUNT3.PIX |
988 | 0,0,not flipped |
988 | 0,0,not flipped |
989 | RO5RUNT2.PIX |
989 | RO5RUNT2.PIX |
990 | 0,0,not flipped |
990 | 0,0,not flipped |
991 | // |
991 | // Sequence #2 - turn frightened and run towards to their right |
992 | collide // Include this frame in collision calcs |
992 | collide // Include this frame in collision calcs |
993 | speed // Frame rate type |
993 | speed // Frame rate type |
994 | 0.06,8 // Min frame rate, max frame rate, |
994 | 0.06,8 // Min frame rate, max frame rate, |
995 | 4 // Number of initial frames |
995 | 4 // Number of initial frames |
996 | RO5SHK.PIX |
996 | RO5SHK.PIX |
Line 1040... | Line 1040... | ||
1040 | 2 // Number of looping frames |
1040 | 2 // Number of looping frames |
1041 | RO5STL1.PIX |
1041 | RO5STL1.PIX |
1042 | 0,0,flipped |
1042 | 0,0,flipped |
1043 | RO5STL2.PIX |
1043 | RO5STL2.PIX |
1044 | 0,0,flipped |
1044 | 0,0,flipped |
1045 | // |
1045 | // Sequence #5 - fatal collision with car |
1046 | don't collide // Exclude this frame in collision calcs |
1046 | don't collide // Exclude this frame in collision calcs |
1047 | variable // Frame rate type |
1047 | variable // Frame rate type |
1048 | 12,12 // Min frame rate, max frame rate, |
1048 | 12,12 // Min frame rate, max frame rate, |
1049 | 4 // Number of initial frames |
1049 | 4 // Number of initial frames |
1050 | RO5HIT1.PIX |
1050 | RO5HIT1.PIX |
Line 1065... | Line 1065... | ||
1065 | fixed // Frame rate type |
1065 | fixed // Frame rate type |
1066 | 1 // Number of initial frames |
1066 | 1 // Number of initial frames |
1067 | GCHUNKS1.PIX |
1067 | GCHUNKS1.PIX |
1068 | 0,0,not flipped |
1068 | 0,0,not flipped |
1069 | 0 // Number of looping frames |
1069 | 0 // Number of looping frames |
1070 | // |
1070 | // Sequence #7 - non-fatal collision with car |
1071 | collide // Include this frame in collision calcs |
1071 | collide // Include this frame in collision calcs |
1072 | variable // Frame rate type |
1072 | variable // Frame rate type |
1073 | 12,12 // Min frame rate, max frame rate, |
1073 | 12,12 // Min frame rate, max frame rate, |
1074 | 2 // Number of initial frames |
1074 | 2 // Number of initial frames |
1075 | RO5HIT1.PIX |
1075 | RO5HIT1.PIX |
1076 | 0,0,not flipped |
1076 | 0,0,not flipped |
1077 | RO5HIT2.PIX |
1077 | RO5HIT2.PIX |
1078 | 0,0,not flipped |
1078 | 0,0,not flipped |
1079 | 0 // Number of looping frames |
1079 | 0 // Number of looping frames |
1080 | // |
1080 | // Sequence #8 - stationary, looking the other way from side to side |
1081 | collide // Include this frame in collision calcs |
1081 | collide // Include this frame in collision calcs |
1082 | variable // Frame rate type |
1082 | variable // Frame rate type |
1083 | 1,6 // Min frame rate, max frame rate, |
1083 | 1,6 // Min frame rate, max frame rate, |
1084 | 0 // Number of initial frames |
1084 | 0 // Number of initial frames |
1085 | 2 // Number of looping frames |
1085 | 2 // Number of looping frames |
1086 | RO5BAK1.PIX |
1086 | RO5BAK1.PIX |
1087 | 0,0,not flipped |
1087 | 0,0,not flipped |
1088 | RO5BAK2.PIX |
1088 | RO5BAK2.PIX |
1089 | 0,0,flipped |
1089 | 0,0,flipped |
1090 | NEXT PEDESTRIAN |
1090 | NEXT PEDESTRIAN |
1091 | // **************** RO6(FORMERLY PER) ************************************************************************************ |
1091 | // **************** RO6(FORMERLY PER) ************************************************************************************ |
1092 | 5 // Reference number |
1092 | 5 // Reference number |
1093 | 0.35 // Height |
1093 | 0.35 // Height |
1094 | 250 // Points value |
1094 | 250 // Points value |
1095 | 15 // Hit points |
1095 | 15 // Hit points |
1096 | 2,4031,4030 // Exploding noises |
1096 | 2,4031,4030 // Exploding noises |
Line 1114... | Line 1114... | ||
1114 | 0 // Sounds |
1114 | 0 // Sounds |
1115 | 3 // Number of sequences for this action |
1115 | 3 // Number of sequences for this action |
1116 | 90,8 // Max bearing, sequence index |
1116 | 90,8 // Max bearing, sequence index |
1117 | 270,4 // Max bearing, sequence index |
1117 | 270,4 // Max bearing, sequence index |
1118 | 360,8 // Max bearing, sequence index |
1118 | 360,8 // Max bearing, sequence index |
1119 | // |
1119 | // Action #1 - turn frightened and run like fuck |
1120 | 1,100 // Danger level, percentage chance |
1120 | 1,100 // Danger level, percentage chance |
1121 | 0,0.0008 // Initial speed, looping speed |
1121 | 0,0.0008 // Initial speed, looping speed |
1122 | 0.05 // Reaction time for this action |
1122 | 0.05 // Reaction time for this action |
1123 | 1,4003 // Sounds |
1123 | 1,4003 // Sounds |
1124 | 4 // Number of sequences for this action |
1124 | 4 // Number of sequences for this action |
1125 | 90,0 // Max bearing, sequence index |
1125 | 90,0 // Max bearing, sequence index |
1126 | 180,1 // Max bearing, sequence index |
1126 | 180,1 // Max bearing, sequence index |
1127 | 270,2 // Max bearing, sequence index |
1127 | 270,2 // Max bearing, sequence index |
1128 | 360,3 // Max bearing, sequence index |
1128 | 360,3 // Max bearing, sequence index |
1129 | // |
1129 | // Action #2 - fatal car collision |
1130 | 1000,0 // Danger level, percentage chance |
1130 | 1000,0 // Danger level, percentage chance |
1131 | 0,0 // Initial speed, looping speed |
1131 | 0,0 // Initial speed, looping speed |
1132 | 0 // Reaction time for this action |
1132 | 0 // Reaction time for this action |
1133 | 1,4013 // Sounds |
1133 | 1,4013 // Sounds |
1134 | 1 // Number of sequences for this action |
1134 | 1 // Number of sequences for this action |
1135 | 360,5 // Max bearing, sequence index |
1135 | 360,5 // Max bearing, sequence index |
1136 | // |
1136 | // Action #3 - turning into giblets |
1137 | 1000,0 // Danger level, percentage chance |
1137 | 1000,0 // Danger level, percentage chance |
1138 | 0,0 // Initial speed, looping speed |
1138 | 0,0 // Initial speed, looping speed |
1139 | 0 // Reaction time for this action |
1139 | 0 // Reaction time for this action |
1140 | 0 // Sounds |
1140 | 0 // Sounds |
1141 | 1 // Number of sequences for this action |
1141 | 1 // Number of sequences for this action |
Line 1152... | Line 1152... | ||
1152 | 0,0 // Initial speed, looping speed |
1152 | 0,0 // Initial speed, looping speed |
1153 | 0 // Reaction time for this action |
1153 | 0 // Reaction time for this action |
1154 | 1,4013 // Sounds |
1154 | 1,4013 // Sounds |
1155 | 1 // Number of sequences for this action |
1155 | 1 // Number of sequences for this action |
1156 | 360,5 // Max bearing, sequence index |
1156 | 360,5 // Max bearing, sequence index |
1157 | // |
1157 | // Action #6 - non-fatal ground collision |
1158 | 1000,0 // Danger level, percentage chance |
1158 | 1000,0 // Danger level, percentage chance |
1159 | 0,0 // Initial speed, looping speed |
1159 | 0,0 // Initial speed, looping speed |
1160 | 0 // Reaction time for this action |
1160 | 0 // Reaction time for this action |
1161 | 1,4003 // Sounds |
1161 | 1,4003 // Sounds |
1162 | 1 // Number of sequences for this action |
1162 | 1 // Number of sequences for this action |
1163 | 360,7 // Max bearing, sequence index |
1163 | 360,7 // Max bearing, sequence index |
1164 | 9 // Number of sequences |
1164 | 9 // Number of sequences |
1165 | // |
1165 | // Sequence #0 - turn frightened and run away to their right |
1166 | collide // Include this frame in collision calcs |
1166 | collide // Include this frame in collision calcs |
1167 | speed // Frame rate type |
1167 | speed // Frame rate type |
1168 | 0.06,8 // Min frame rate, max frame rate, |
1168 | 0.06,8 // Min frame rate, max frame rate, |
1169 | 4 // Number of initial frames |
1169 | 4 // Number of initial frames |
1170 | RO6SHK.PIX |
1170 | RO6SHK.PIX |
Line 1182... | Line 1182... | ||
1182 | 0,0,flipped |
1182 | 0,0,flipped |
1183 | RO6RUNA3.PIX |
1183 | RO6RUNA3.PIX |
1184 | 0,0,flipped |
1184 | 0,0,flipped |
1185 | RO6RUNA2.PIX |
1185 | RO6RUNA2.PIX |
1186 | 0,0,flipped |
1186 | 0,0,flipped |
1187 | // |
1187 | // Sequence #1 - turn frightened and run towards to their left |
1188 | collide // Include this frame in collision calcs |
1188 | collide // Include this frame in collision calcs |
1189 | speed // Frame rate type |
1189 | speed // Frame rate type |
1190 | 0.06,8 // Min frame rate, max frame rate, |
1190 | 0.06,8 // Min frame rate, max frame rate, |
1191 | 4 // Number of initial frames |
1191 | 4 // Number of initial frames |
1192 | RO6SHK.PIX |
1192 | RO6SHK.PIX |
Line 1204... | Line 1204... | ||
1204 | 0,0,not flipped |
1204 | 0,0,not flipped |
1205 | RO6RUNT3.PIX |
1205 | RO6RUNT3.PIX |
1206 | 0,0,not flipped |
1206 | 0,0,not flipped |
1207 | RO6RUNT2.PIX |
1207 | RO6RUNT2.PIX |
1208 | 0,0,not flipped |
1208 | 0,0,not flipped |
1209 | // |
1209 | // Sequence #2 - turn frightened and run towards to their right |
1210 | collide // Include this frame in collision calcs |
1210 | collide // Include this frame in collision calcs |
1211 | speed // Frame rate type |
1211 | speed // Frame rate type |
1212 | 0.06,8 // Min frame rate, max frame rate, |
1212 | 0.06,8 // Min frame rate, max frame rate, |
1213 | 4 // Number of initial frames |
1213 | 4 // Number of initial frames |
1214 | RO6SHK.PIX |
1214 | RO6SHK.PIX |
Line 1258... | Line 1258... | ||
1258 | 2 // Number of looping frames |
1258 | 2 // Number of looping frames |
1259 | RO6STL1.PIX |
1259 | RO6STL1.PIX |
1260 | 0,0,flipped |
1260 | 0,0,flipped |
1261 | RO6STL2.PIX |
1261 | RO6STL2.PIX |
1262 | 0,0,flipped |
1262 | 0,0,flipped |
1263 | // |
1263 | // Sequence #5 - fatal collision with car |
1264 | don't collide // Exclude this frame in collision calcs |
1264 | don't collide // Exclude this frame in collision calcs |
1265 | variable // Frame rate type |
1265 | variable // Frame rate type |
1266 | 12,12 // Min frame rate, max frame rate, |
1266 | 12,12 // Min frame rate, max frame rate, |
1267 | 4 // Number of initial frames |
1267 | 4 // Number of initial frames |
1268 | RO6HIT1.PIX |
1268 | RO6HIT1.PIX |
Line 1283... | Line 1283... | ||
1283 | fixed // Frame rate type |
1283 | fixed // Frame rate type |
1284 | 1 // Number of initial frames |
1284 | 1 // Number of initial frames |
1285 | GCHUNKS1.PIX |
1285 | GCHUNKS1.PIX |
1286 | 0,0,not flipped |
1286 | 0,0,not flipped |
1287 | 0 // Number of looping frames |
1287 | 0 // Number of looping frames |
1288 | // |
1288 | // Sequence #7 - non-fatal collision with car |
1289 | collide // Include this frame in collision calcs |
1289 | collide // Include this frame in collision calcs |
1290 | variable // Frame rate type |
1290 | variable // Frame rate type |
1291 | 12,12 // Min frame rate, max frame rate, |
1291 | 12,12 // Min frame rate, max frame rate, |
1292 | 2 // Number of initial frames |
1292 | 2 // Number of initial frames |
1293 | RO6HIT1.PIX |
1293 | RO6HIT1.PIX |
1294 | 0,0,not flipped |
1294 | 0,0,not flipped |
1295 | RO6HIT2.PIX |
1295 | RO6HIT2.PIX |
1296 | 0,0,not flipped |
1296 | 0,0,not flipped |
1297 | 0 // Number of looping frames |
1297 | 0 // Number of looping frames |
1298 | // |
1298 | // Sequence #8 - stationary, looking the other way from side to side |
1299 | collide // Include this frame in collision calcs |
1299 | collide // Include this frame in collision calcs |
1300 | variable // Frame rate type |
1300 | variable // Frame rate type |
1301 | 1,6 // Min frame rate, max frame rate, |
1301 | 1,6 // Min frame rate, max frame rate, |
1302 | 0 // Number of initial frames |
1302 | 0 // Number of initial frames |
1303 | 2 // Number of looping frames |
1303 | 2 // Number of looping frames |
1304 | RO6BAK1.PIX |
1304 | RO6BAK1.PIX |
1305 | 0,0,not flipped |
1305 | 0,0,not flipped |
1306 | RO6BAK2.PIX |
1306 | RO6BAK2.PIX |
1307 | 0,0,flipped |
1307 | 0,0,flipped |
1308 | NEXT PEDESTRIAN |
1308 | NEXT PEDESTRIAN |
1309 | //( |
1309 | // **************** RO7(FORMERLY PRS) ********************************************************************************** |
1310 | 6 // Reference number |
1310 | 6 // Reference number |
1311 | 0.35 // Height |
1311 | 0.35 // Height |
1312 | 250 // Points value |
1312 | 250 // Points value |
1313 | 15 // Hit points |
1313 | 15 // Hit points |
1314 | 2,4031,4030 // Exploding noises |
1314 | 2,4031,4030 // Exploding noises |
Line 1332... | Line 1332... | ||
1332 | 0 // Sounds |
1332 | 0 // Sounds |
1333 | 3 // Number of sequences for this action |
1333 | 3 // Number of sequences for this action |
1334 | 90,8 // Max bearing, sequence index |
1334 | 90,8 // Max bearing, sequence index |
1335 | 270,4 // Max bearing, sequence index |
1335 | 270,4 // Max bearing, sequence index |
1336 | 360,8 // Max bearing, sequence index |
1336 | 360,8 // Max bearing, sequence index |
1337 | // |
1337 | // Action #1 - turn frightened and run like fuck |
1338 | 1,100 // Danger level, percentage chance |
1338 | 1,100 // Danger level, percentage chance |
1339 | 0,0.0008 // Initial speed, looping speed |
1339 | 0,0.0008 // Initial speed, looping speed |
1340 | 0.05 // Reaction time for this action |
1340 | 0.05 // Reaction time for this action |
1341 | 1,4003 // Sounds |
1341 | 1,4003 // Sounds |
1342 | 4 // Number of sequences for this action |
1342 | 4 // Number of sequences for this action |
1343 | 90,0 // Max bearing, sequence index |
1343 | 90,0 // Max bearing, sequence index |
1344 | 180,1 // Max bearing, sequence index |
1344 | 180,1 // Max bearing, sequence index |
1345 | 270,2 // Max bearing, sequence index |
1345 | 270,2 // Max bearing, sequence index |
1346 | 360,3 // Max bearing, sequence index |
1346 | 360,3 // Max bearing, sequence index |
1347 | // |
1347 | // Action #2 - fatal car collision |
1348 | 1000,0 // Danger level, percentage chance |
1348 | 1000,0 // Danger level, percentage chance |
1349 | 0,0 // Initial speed, looping speed |
1349 | 0,0 // Initial speed, looping speed |
1350 | 0 // Reaction time for this action |
1350 | 0 // Reaction time for this action |
1351 | 1,4013 // Sounds |
1351 | 1,4013 // Sounds |
1352 | 1 // Number of sequences for this action |
1352 | 1 // Number of sequences for this action |
1353 | 360,5 // Max bearing, sequence index |
1353 | 360,5 // Max bearing, sequence index |
1354 | // |
1354 | // Action #3 - turning into giblets |
1355 | 1000,0 // Danger level, percentage chance |
1355 | 1000,0 // Danger level, percentage chance |
1356 | 0,0 // Initial speed, looping speed |
1356 | 0,0 // Initial speed, looping speed |
1357 | 0 // Reaction time for this action |
1357 | 0 // Reaction time for this action |
1358 | 0 // Sounds |
1358 | 0 // Sounds |
1359 | 1 // Number of sequences for this action |
1359 | 1 // Number of sequences for this action |
Line 1370... | Line 1370... | ||
1370 | 0,0 // Initial speed, looping speed |
1370 | 0,0 // Initial speed, looping speed |
1371 | 0 // Reaction time for this action |
1371 | 0 // Reaction time for this action |
1372 | 1,4013 // Sounds |
1372 | 1,4013 // Sounds |
1373 | 1 // Number of sequences for this action |
1373 | 1 // Number of sequences for this action |
1374 | 360,5 // Max bearing, sequence index |
1374 | 360,5 // Max bearing, sequence index |
1375 | // |
1375 | // Action #6 - non-fatal ground collision |
1376 | 1000,0 // Danger level, percentage chance |
1376 | 1000,0 // Danger level, percentage chance |
1377 | 0,0 // Initial speed, looping speed |
1377 | 0,0 // Initial speed, looping speed |
1378 | 0 // Reaction time for this action |
1378 | 0 // Reaction time for this action |
1379 | 1,4003 // Sounds |
1379 | 1,4003 // Sounds |
1380 | 1 // Number of sequences for this action |
1380 | 1 // Number of sequences for this action |
1381 | 360,7 // Max bearing, sequence index |
1381 | 360,7 // Max bearing, sequence index |
1382 | 9 // Number of sequences |
1382 | 9 // Number of sequences |
1383 | // |
1383 | // Sequence #0 - turn frightened and run away to their right |
1384 | collide // Include this frame in collision calcs |
1384 | collide // Include this frame in collision calcs |
1385 | speed // Frame rate type |
1385 | speed // Frame rate type |
1386 | 0.06,8 // Min frame rate, max frame rate, |
1386 | 0.06,8 // Min frame rate, max frame rate, |
1387 | 4 // Number of initial frames |
1387 | 4 // Number of initial frames |
1388 | RO7SHK.PIX |
1388 | RO7SHK.PIX |
Line 1400... | Line 1400... | ||
1400 | 0,0,flipped |
1400 | 0,0,flipped |
1401 | RO7RUNA3.PIX |
1401 | RO7RUNA3.PIX |
1402 | 0,0,flipped |
1402 | 0,0,flipped |
1403 | RO7RUNA2.PIX |
1403 | RO7RUNA2.PIX |
1404 | 0,0,flipped |
1404 | 0,0,flipped |
1405 | // |
1405 | // Sequence #1 - turn frightened and run towards to their left |
1406 | collide // Include this frame in collision calcs |
1406 | collide // Include this frame in collision calcs |
1407 | speed // Frame rate type |
1407 | speed // Frame rate type |
1408 | 0.06,8 // Min frame rate, max frame rate, |
1408 | 0.06,8 // Min frame rate, max frame rate, |
1409 | 4 // Number of initial frames |
1409 | 4 // Number of initial frames |
1410 | RO7SHK.PIX |
1410 | RO7SHK.PIX |
Line 1422... | Line 1422... | ||
1422 | 0,0,not flipped |
1422 | 0,0,not flipped |
1423 | RO7RUNT3.PIX |
1423 | RO7RUNT3.PIX |
1424 | 0,0,not flipped |
1424 | 0,0,not flipped |
1425 | RO7RUNT2.PIX |
1425 | RO7RUNT2.PIX |
1426 | 0,0,not flipped |
1426 | 0,0,not flipped |
1427 | // |
1427 | // Sequence #2 - turn frightened and run towards to their right |
1428 | collide // Include this frame in collision calcs |
1428 | collide // Include this frame in collision calcs |
1429 | speed // Frame rate type |
1429 | speed // Frame rate type |
1430 | 0.06,8 // Min frame rate, max frame rate, |
1430 | 0.06,8 // Min frame rate, max frame rate, |
1431 | 4 // Number of initial frames |
1431 | 4 // Number of initial frames |
1432 | RO7SHK.PIX |
1432 | RO7SHK.PIX |
Line 1476... | Line 1476... | ||
1476 | 2 // Number of looping frames |
1476 | 2 // Number of looping frames |
1477 | RO7STL1.PIX |
1477 | RO7STL1.PIX |
1478 | 0,0,flipped |
1478 | 0,0,flipped |
1479 | RO7STL2.PIX |
1479 | RO7STL2.PIX |
1480 | 0,0,flipped |
1480 | 0,0,flipped |
1481 | // |
1481 | // Sequence #5 - fatal collision with car |
1482 | don't collide // Exclude this frame in collision calcs |
1482 | don't collide // Exclude this frame in collision calcs |
1483 | variable // Frame rate type |
1483 | variable // Frame rate type |
1484 | 12,12 // Min frame rate, max frame rate, |
1484 | 12,12 // Min frame rate, max frame rate, |
1485 | 4 // Number of initial frames |
1485 | 4 // Number of initial frames |
1486 | RO7HIT1.PIX |
1486 | RO7HIT1.PIX |
Line 1501... | Line 1501... | ||
1501 | fixed // Frame rate type |
1501 | fixed // Frame rate type |
1502 | 1 // Number of initial frames |
1502 | 1 // Number of initial frames |
1503 | GCHUNKS1.PIX |
1503 | GCHUNKS1.PIX |
1504 | 0,0,not flipped |
1504 | 0,0,not flipped |
1505 | 0 // Number of looping frames |
1505 | 0 // Number of looping frames |
1506 | // |
1506 | // Sequence #7 - non-fatal collision with car |
1507 | collide // Include this frame in collision calcs |
1507 | collide // Include this frame in collision calcs |
1508 | variable // Frame rate type |
1508 | variable // Frame rate type |
1509 | 12,12 // Min frame rate, max frame rate, |
1509 | 12,12 // Min frame rate, max frame rate, |
1510 | 2 // Number of initial frames |
1510 | 2 // Number of initial frames |
1511 | RO7HIT1.PIX |
1511 | RO7HIT1.PIX |
1512 | 0,0,not flipped |
1512 | 0,0,not flipped |
1513 | RO7HIT2.PIX |
1513 | RO7HIT2.PIX |
1514 | 0,0,not flipped |
1514 | 0,0,not flipped |
1515 | 0 // Number of looping frames |
1515 | 0 // Number of looping frames |
1516 | // |
1516 | // Sequence #8 - stationary, looking the other way from side to side |
1517 | collide // Include this frame in collision calcs |
1517 | collide // Include this frame in collision calcs |
1518 | variable // Frame rate type |
1518 | variable // Frame rate type |
1519 | 1,6 // Min frame rate, max frame rate, |
1519 | 1,6 // Min frame rate, max frame rate, |
1520 | 0 // Number of initial frames |
1520 | 0 // Number of initial frames |
1521 | 2 // Number of looping frames |
1521 | 2 // Number of looping frames |
1522 | RO7BAK1.PIX |
1522 | RO7BAK1.PIX |
1523 | 0,0,not flipped |
1523 | 0,0,not flipped |
1524 | RO7BAK2.PIX |
1524 | RO7BAK2.PIX |
1525 | 0,0,flipped |
1525 | 0,0,flipped |
1526 | NEXT PEDESTRIAN |
1526 | NEXT PEDESTRIAN |
1527 | // |
1527 | // **************** RO8(FORMERLY ???) ********************************************************************************** |
1528 | 7 // Reference number |
1528 | 7 // Reference number |
1529 | 0.35 // Height |
1529 | 0.35 // Height |
1530 | 250 // Points value |
1530 | 250 // Points value |
1531 | 15 // Hit points |
1531 | 15 // Hit points |
1532 | 2,4031,4030 // Exploding noises |
1532 | 2,4031,4030 // Exploding noises |
Line 1550... | Line 1550... | ||
1550 | 0 // Sounds |
1550 | 0 // Sounds |
1551 | 3 // Number of sequences for this action |
1551 | 3 // Number of sequences for this action |
1552 | 90,8 // Max bearing, sequence index |
1552 | 90,8 // Max bearing, sequence index |
1553 | 270,4 // Max bearing, sequence index |
1553 | 270,4 // Max bearing, sequence index |
1554 | 360,8 // Max bearing, sequence index |
1554 | 360,8 // Max bearing, sequence index |
1555 | // |
1555 | // Action #1 - turn frightened and run like fuck |
1556 | 1,100 // Danger level, percentage chance |
1556 | 1,100 // Danger level, percentage chance |
1557 | 0,0.0008 // Initial speed, looping speed |
1557 | 0,0.0008 // Initial speed, looping speed |
1558 | 0.05 // Reaction time for this action |
1558 | 0.05 // Reaction time for this action |
1559 | 1,4003 // Sounds |
1559 | 1,4003 // Sounds |
1560 | 4 // Number of sequences for this action |
1560 | 4 // Number of sequences for this action |
1561 | 90,0 // Max bearing, sequence index |
1561 | 90,0 // Max bearing, sequence index |
1562 | 180,1 // Max bearing, sequence index |
1562 | 180,1 // Max bearing, sequence index |
1563 | 270,2 // Max bearing, sequence index |
1563 | 270,2 // Max bearing, sequence index |
1564 | 360,3 // Max bearing, sequence index |
1564 | 360,3 // Max bearing, sequence index |
1565 | // |
1565 | // Action #2 - fatal car collision |
1566 | 1000,0 // Danger level, percentage chance |
1566 | 1000,0 // Danger level, percentage chance |
1567 | 0,0 // Initial speed, looping speed |
1567 | 0,0 // Initial speed, looping speed |
1568 | 0 // Reaction time for this action |
1568 | 0 // Reaction time for this action |
1569 | 1,4013 // Sounds |
1569 | 1,4013 // Sounds |
1570 | 1 // Number of sequences for this action |
1570 | 1 // Number of sequences for this action |
1571 | 360,5 // Max bearing, sequence index |
1571 | 360,5 // Max bearing, sequence index |
1572 | // |
1572 | // Action #3 - turning into giblets |
1573 | 1000,0 // Danger level, percentage chance |
1573 | 1000,0 // Danger level, percentage chance |
1574 | 0,0 // Initial speed, looping speed |
1574 | 0,0 // Initial speed, looping speed |
1575 | 0 // Reaction time for this action |
1575 | 0 // Reaction time for this action |
1576 | 0 // Sounds |
1576 | 0 // Sounds |
1577 | 1 // Number of sequences for this action |
1577 | 1 // Number of sequences for this action |
Line 1588... | Line 1588... | ||
1588 | 0,0 // Initial speed, looping speed |
1588 | 0,0 // Initial speed, looping speed |
1589 | 0 // Reaction time for this action |
1589 | 0 // Reaction time for this action |
1590 | 1,4013 // Sounds |
1590 | 1,4013 // Sounds |
1591 | 1 // Number of sequences for this action |
1591 | 1 // Number of sequences for this action |
1592 | 360,5 // Max bearing, sequence index |
1592 | 360,5 // Max bearing, sequence index |
1593 | // |
1593 | // Action #6 - non-fatal ground collision |
1594 | 1000,0 // Danger level, percentage chance |
1594 | 1000,0 // Danger level, percentage chance |
1595 | 0,0 // Initial speed, looping speed |
1595 | 0,0 // Initial speed, looping speed |
1596 | 0 // Reaction time for this action |
1596 | 0 // Reaction time for this action |
1597 | 1,4003 // Sounds |
1597 | 1,4003 // Sounds |
1598 | 1 // Number of sequences for this action |
1598 | 1 // Number of sequences for this action |
1599 | 360,7 // Max bearing, sequence index |
1599 | 360,7 // Max bearing, sequence index |
1600 | 9 // Number of sequences |
1600 | 9 // Number of sequences |
1601 | // |
1601 | // Sequence #0 - turn frightened and run away to their right |
1602 | collide // Include this frame in collision calcs |
1602 | collide // Include this frame in collision calcs |
1603 | speed // Frame rate type |
1603 | speed // Frame rate type |
1604 | 0.06,8 // Min frame rate, max frame rate, |
1604 | 0.06,8 // Min frame rate, max frame rate, |
1605 | 4 // Number of initial frames |
1605 | 4 // Number of initial frames |
1606 | RO8SHK.PIX |
1606 | RO8SHK.PIX |
Line 1618... | Line 1618... | ||
1618 | 0,0,flipped |
1618 | 0,0,flipped |
1619 | RO8RUNA3.PIX |
1619 | RO8RUNA3.PIX |
1620 | 0,0,flipped |
1620 | 0,0,flipped |
1621 | RO8RUNA2.PIX |
1621 | RO8RUNA2.PIX |
1622 | 0,0,flipped |
1622 | 0,0,flipped |
1623 | // |
1623 | // Sequence #1 - turn frightened and run towards to their left |
1624 | collide // Include this frame in collision calcs |
1624 | collide // Include this frame in collision calcs |
1625 | speed // Frame rate type |
1625 | speed // Frame rate type |
1626 | 0.06,8 // Min frame rate, max frame rate, |
1626 | 0.06,8 // Min frame rate, max frame rate, |
1627 | 4 // Number of initial frames |
1627 | 4 // Number of initial frames |
1628 | RO8SHK.PIX |
1628 | RO8SHK.PIX |
Line 1640... | Line 1640... | ||
1640 | 0,0,not flipped |
1640 | 0,0,not flipped |
1641 | RO8RUNT3.PIX |
1641 | RO8RUNT3.PIX |
1642 | 0,0,not flipped |
1642 | 0,0,not flipped |
1643 | RO8RUNT2.PIX |
1643 | RO8RUNT2.PIX |
1644 | 0,0,not flipped |
1644 | 0,0,not flipped |
1645 | // |
1645 | // Sequence #2 - turn frightened and run towards to their right |
1646 | collide // Include this frame in collision calcs |
1646 | collide // Include this frame in collision calcs |
1647 | speed // Frame rate type |
1647 | speed // Frame rate type |
1648 | 0.06,8 // Min frame rate, max frame rate, |
1648 | 0.06,8 // Min frame rate, max frame rate, |
1649 | 4 // Number of initial frames |
1649 | 4 // Number of initial frames |
1650 | RO8SHK.PIX |
1650 | RO8SHK.PIX |
Line 1694... | Line 1694... | ||
1694 | 2 // Number of looping frames |
1694 | 2 // Number of looping frames |
1695 | RO8STL1.PIX |
1695 | RO8STL1.PIX |
1696 | 0,0,flipped |
1696 | 0,0,flipped |
1697 | RO8STL2.PIX |
1697 | RO8STL2.PIX |
1698 | 0,0,flipped |
1698 | 0,0,flipped |
1699 | // |
1699 | // Sequence #5 - fatal collision with car |
1700 | don't collide // Exclude this frame in collision calcs |
1700 | don't collide // Exclude this frame in collision calcs |
1701 | variable // Frame rate type |
1701 | variable // Frame rate type |
1702 | 12,12 // Min frame rate, max frame rate, |
1702 | 12,12 // Min frame rate, max frame rate, |
1703 | 4 // Number of initial frames |
1703 | 4 // Number of initial frames |
1704 | RO8HIT1.PIX |
1704 | RO8HIT1.PIX |
Line 1719... | Line 1719... | ||
1719 | fixed // Frame rate type |
1719 | fixed // Frame rate type |
1720 | 1 // Number of initial frames |
1720 | 1 // Number of initial frames |
1721 | GCHUNKS1.PIX |
1721 | GCHUNKS1.PIX |
1722 | 0,0,not flipped |
1722 | 0,0,not flipped |
1723 | 0 // Number of looping frames |
1723 | 0 // Number of looping frames |
1724 | // |
1724 | // Sequence #7 - non-fatal collision with car |
1725 | collide // Include this frame in collision calcs |
1725 | collide // Include this frame in collision calcs |
1726 | variable // Frame rate type |
1726 | variable // Frame rate type |
1727 | 12,12 // Min frame rate, max frame rate, |
1727 | 12,12 // Min frame rate, max frame rate, |
1728 | 2 // Number of initial frames |
1728 | 2 // Number of initial frames |
1729 | RO8HIT1.PIX |
1729 | RO8HIT1.PIX |
1730 | 0,0,not flipped |
1730 | 0,0,not flipped |
1731 | RO8HIT2.PIX |
1731 | RO8HIT2.PIX |
1732 | 0,0,not flipped |
1732 | 0,0,not flipped |
1733 | 0 // Number of looping frames |
1733 | 0 // Number of looping frames |
1734 | // |
1734 | // Sequence #8 - stationary, looking the other way from side to side |
1735 | collide // Include this frame in collision calcs |
1735 | collide // Include this frame in collision calcs |
1736 | variable // Frame rate type |
1736 | variable // Frame rate type |
1737 | 1,6 // Min frame rate, max frame rate, |
1737 | 1,6 // Min frame rate, max frame rate, |
1738 | 0 // Number of initial frames |
1738 | 0 // Number of initial frames |
1739 | 2 // Number of looping frames |
1739 | 2 // Number of looping frames |
1740 | RO8BAK1.PIX |
1740 | RO8BAK1.PIX |
1741 | 0,0,not flipped |
1741 | 0,0,not flipped |
1742 | RO8BAK2.PIX |
1742 | RO8BAK2.PIX |
1743 | 0,0,flipped |
1743 | 0,0,flipped |
1744 | NEXT PEDESTRIAN |
1744 | NEXT PEDESTRIAN |
1745 | // |
1745 | // **************** RO1(FORMERLY CAM) ********************************************************************************** |
1746 | 8 // Reference number |
1746 | 8 // Reference number |
1747 | 0.35 // Height |
1747 | 0.35 // Height |
1748 | 250 // Points value |
1748 | 250 // Points value |
1749 | 15 // Hit points |
1749 | 15 // Hit points |
1750 | 2,4031,4030 // Exploding noises |
1750 | 2,4031,4030 // Exploding noises |
Line 1768... | Line 1768... | ||
1768 | 0 // Sounds |
1768 | 0 // Sounds |
1769 | 3 // Number of sequences for this action |
1769 | 3 // Number of sequences for this action |
1770 | 90,8 // Max bearing, sequence index |
1770 | 90,8 // Max bearing, sequence index |
1771 | 270,4 // Max bearing, sequence index |
1771 | 270,4 // Max bearing, sequence index |
1772 | 360,8 // Max bearing, sequence index |
1772 | 360,8 // Max bearing, sequence index |
1773 | // |
1773 | // Action #1 - turn frightened and run like fuck |
1774 | 1,100 // Danger level, percentage chance |
1774 | 1,100 // Danger level, percentage chance |
1775 | 0,0.0008 // Initial speed, looping speed |
1775 | 0,0.0008 // Initial speed, looping speed |
1776 | 0.05 // Reaction time for this action |
1776 | 0.05 // Reaction time for this action |
1777 | 1,4003 // Sounds |
1777 | 1,4003 // Sounds |
1778 | 4 // Number of sequences for this action |
1778 | 4 // Number of sequences for this action |
1779 | 90,0 // Max bearing, sequence index |
1779 | 90,0 // Max bearing, sequence index |
1780 | 180,1 // Max bearing, sequence index |
1780 | 180,1 // Max bearing, sequence index |
1781 | 270,2 // Max bearing, sequence index |
1781 | 270,2 // Max bearing, sequence index |
1782 | 360,3 // Max bearing, sequence index |
1782 | 360,3 // Max bearing, sequence index |
1783 | // |
1783 | // Action #2 - fatal car collision |
1784 | 1000,0 // Danger level, percentage chance |
1784 | 1000,0 // Danger level, percentage chance |
1785 | 0,0 // Initial speed, looping speed |
1785 | 0,0 // Initial speed, looping speed |
1786 | 0 // Reaction time for this action |
1786 | 0 // Reaction time for this action |
1787 | 1,4013 // Sounds |
1787 | 1,4013 // Sounds |
1788 | 1 // Number of sequences for this action |
1788 | 1 // Number of sequences for this action |
1789 | 360,5 // Max bearing, sequence index |
1789 | 360,5 // Max bearing, sequence index |
1790 | // |
1790 | // Action #3 - turning into giblets |
1791 | 1000,0 // Danger level, percentage chance |
1791 | 1000,0 // Danger level, percentage chance |
1792 | 0,0 // Initial speed, looping speed |
1792 | 0,0 // Initial speed, looping speed |
1793 | 0 // Reaction time for this action |
1793 | 0 // Reaction time for this action |
1794 | 0 // Sounds |
1794 | 0 // Sounds |
1795 | 1 // Number of sequences for this action |
1795 | 1 // Number of sequences for this action |
Line 1806... | Line 1806... | ||
1806 | 0,0 // Initial speed, looping speed |
1806 | 0,0 // Initial speed, looping speed |
1807 | 0 // Reaction time for this action |
1807 | 0 // Reaction time for this action |
1808 | 1,4013 // Sounds |
1808 | 1,4013 // Sounds |
1809 | 1 // Number of sequences for this action |
1809 | 1 // Number of sequences for this action |
1810 | 360,5 // Max bearing, sequence index |
1810 | 360,5 // Max bearing, sequence index |
1811 | // |
1811 | // Action #6 - non-fatal ground collision |
1812 | 1000,0 // Danger level, percentage chance |
1812 | 1000,0 // Danger level, percentage chance |
1813 | 0,0 // Initial speed, looping speed |
1813 | 0,0 // Initial speed, looping speed |
1814 | 0 // Reaction time for this action |
1814 | 0 // Reaction time for this action |
1815 | 1,4003 // Sounds |
1815 | 1,4003 // Sounds |
1816 | 1 // Number of sequences for this action |
1816 | 1 // Number of sequences for this action |
1817 | 360,7 // Max bearing, sequence index |
1817 | 360,7 // Max bearing, sequence index |
1818 | 9 // Number of sequences |
1818 | 9 // Number of sequences |
1819 | // |
1819 | // Sequence #0 - turn frightened and run away to their right |
1820 | collide // Include this frame in collision calcs |
1820 | collide // Include this frame in collision calcs |
1821 | speed // Frame rate type |
1821 | speed // Frame rate type |
1822 | 0.06,8 // Min frame rate, max frame rate, |
1822 | 0.06,8 // Min frame rate, max frame rate, |
1823 | 4 // Number of initial frames |
1823 | 4 // Number of initial frames |
1824 | RO1SHK.PIX |
1824 | RO1SHK.PIX |
Line 1836... | Line 1836... | ||
1836 | 0,0,flipped |
1836 | 0,0,flipped |
1837 | RO1RUNA3.PIX |
1837 | RO1RUNA3.PIX |
1838 | 0,0,flipped |
1838 | 0,0,flipped |
1839 | RO1RUNA2.PIX |
1839 | RO1RUNA2.PIX |
1840 | 0,0,flipped |
1840 | 0,0,flipped |
1841 | // |
1841 | // Sequence #1 - turn frightened and run towards to their left |
1842 | collide // Include this frame in collision calcs |
1842 | collide // Include this frame in collision calcs |
1843 | speed // Frame rate type |
1843 | speed // Frame rate type |
1844 | 0.06,8 // Min frame rate, max frame rate, |
1844 | 0.06,8 // Min frame rate, max frame rate, |
1845 | 4 // Number of initial frames |
1845 | 4 // Number of initial frames |
1846 | RO1SHK.PIX |
1846 | RO1SHK.PIX |
Line 1858... | Line 1858... | ||
1858 | 0,0,not flipped |
1858 | 0,0,not flipped |
1859 | RO1RUNT3.PIX |
1859 | RO1RUNT3.PIX |
1860 | 0,0,not flipped |
1860 | 0,0,not flipped |
1861 | RO1RUNT2.PIX |
1861 | RO1RUNT2.PIX |
1862 | 0,0,not flipped |
1862 | 0,0,not flipped |
1863 | // |
1863 | // Sequence #2 - turn frightened and run towards to their right |
1864 | collide // Include this frame in collision calcs |
1864 | collide // Include this frame in collision calcs |
1865 | speed // Frame rate type |
1865 | speed // Frame rate type |
1866 | 0.06,8 // Min frame rate, max frame rate, |
1866 | 0.06,8 // Min frame rate, max frame rate, |
1867 | 4 // Number of initial frames |
1867 | 4 // Number of initial frames |
1868 | RO1SHK.PIX |
1868 | RO1SHK.PIX |
Line 1912... | Line 1912... | ||
1912 | 2 // Number of looping frames |
1912 | 2 // Number of looping frames |
1913 | RO1STL1.PIX |
1913 | RO1STL1.PIX |
1914 | 0,0,flipped |
1914 | 0,0,flipped |
1915 | RO1STL2.PIX |
1915 | RO1STL2.PIX |
1916 | 0,0,flipped |
1916 | 0,0,flipped |
1917 | // |
1917 | // Sequence #5 - fatal collision with car |
1918 | don't collide // Exclude this frame in collision calcs |
1918 | don't collide // Exclude this frame in collision calcs |
1919 | variable // Frame rate type |
1919 | variable // Frame rate type |
1920 | 12,12 // Min frame rate, max frame rate, |
1920 | 12,12 // Min frame rate, max frame rate, |
1921 | 4 // Number of initial frames |
1921 | 4 // Number of initial frames |
1922 | RO1HIT1.PIX |
1922 | RO1HIT1.PIX |
Line 1937... | Line 1937... | ||
1937 | fixed // Frame rate type |
1937 | fixed // Frame rate type |
1938 | 1 // Number of initial frames |
1938 | 1 // Number of initial frames |
1939 | GCHUNKS1.PIX |
1939 | GCHUNKS1.PIX |
1940 | 0,0,not flipped |
1940 | 0,0,not flipped |
1941 | 0 // Number of looping frames |
1941 | 0 // Number of looping frames |
1942 | // |
1942 | // Sequence #7 - non-fatal collision with car |
1943 | collide // Include this frame in collision calcs |
1943 | collide // Include this frame in collision calcs |
1944 | variable // Frame rate type |
1944 | variable // Frame rate type |
1945 | 12,12 // Min frame rate, max frame rate, |
1945 | 12,12 // Min frame rate, max frame rate, |
1946 | 2 // Number of initial frames |
1946 | 2 // Number of initial frames |
1947 | RO1HIT1.PIX |
1947 | RO1HIT1.PIX |
1948 | 0,0,not flipped |
1948 | 0,0,not flipped |
1949 | RO1HIT2.PIX |
1949 | RO1HIT2.PIX |
1950 | 0,0,not flipped |
1950 | 0,0,not flipped |
1951 | 0 // Number of looping frames |
1951 | 0 // Number of looping frames |
1952 | // |
1952 | // Sequence #8 - stationary, looking the other way from side to side |
1953 | collide // Include this frame in collision calcs |
1953 | collide // Include this frame in collision calcs |
1954 | variable // Frame rate type |
1954 | variable // Frame rate type |
1955 | 1,6 // Min frame rate, max frame rate, |
1955 | 1,6 // Min frame rate, max frame rate, |
1956 | 0 // Number of initial frames |
1956 | 0 // Number of initial frames |
1957 | 2 // Number of looping frames |
1957 | 2 // Number of looping frames |
1958 | RO1BAK1.PIX |
1958 | RO1BAK1.PIX |
1959 | 0,0,not flipped |
1959 | 0,0,not flipped |
1960 | RO1BAK2.PIX |
1960 | RO1BAK2.PIX |
1961 | 0,0,flipped |
1961 | 0,0,flipped |
1962 | NEXT PEDESTRIAN |
1962 | NEXT PEDESTRIAN |
1963 | // |
1963 | // **************** RO2 (FORMERLY CW0) ********************************************************************************** |
1964 | 9 // Reference number |
1964 | 9 // Reference number |
1965 | 0.35 // Height |
1965 | 0.35 // Height |
1966 | 250 // Points value |
1966 | 250 // Points value |
1967 | 15 // Hit points |
1967 | 15 // Hit points |
1968 | 2,4031,4030 // Exploding noises |
1968 | 2,4031,4030 // Exploding noises |
Line 1986... | Line 1986... | ||
1986 | 0 // Sounds |
1986 | 0 // Sounds |
1987 | 3 // Number of sequences for this action |
1987 | 3 // Number of sequences for this action |
1988 | 90,8 // Max bearing, sequence index |
1988 | 90,8 // Max bearing, sequence index |
1989 | 270,4 // Max bearing, sequence index |
1989 | 270,4 // Max bearing, sequence index |
1990 | 360,8 // Max bearing, sequence index |
1990 | 360,8 // Max bearing, sequence index |
1991 | // |
1991 | // Action #1 - turn frightened and run like fuck |
1992 | 1,100 // Danger level, percentage chance |
1992 | 1,100 // Danger level, percentage chance |
1993 | 0,0.0008 // Initial speed, looping speed |
1993 | 0,0.0008 // Initial speed, looping speed |
1994 | 0.05 // Reaction time for this action |
1994 | 0.05 // Reaction time for this action |
1995 | 1,4003 // Sounds |
1995 | 1,4003 // Sounds |
1996 | 4 // Number of sequences for this action |
1996 | 4 // Number of sequences for this action |
1997 | 90,0 // Max bearing, sequence index |
1997 | 90,0 // Max bearing, sequence index |
1998 | 180,1 // Max bearing, sequence index |
1998 | 180,1 // Max bearing, sequence index |
1999 | 270,2 // Max bearing, sequence index |
1999 | 270,2 // Max bearing, sequence index |
2000 | 360,3 // Max bearing, sequence index |
2000 | 360,3 // Max bearing, sequence index |
2001 | // |
2001 | // Action #2 - fatal car collision |
2002 | 1000,0 // Danger level, percentage chance |
2002 | 1000,0 // Danger level, percentage chance |
2003 | 0,0 // Initial speed, looping speed |
2003 | 0,0 // Initial speed, looping speed |
2004 | 0 // Reaction time for this action |
2004 | 0 // Reaction time for this action |
2005 | 1,4013 // Sounds |
2005 | 1,4013 // Sounds |
2006 | 1 // Number of sequences for this action |
2006 | 1 // Number of sequences for this action |
2007 | 360,5 // Max bearing, sequence index |
2007 | 360,5 // Max bearing, sequence index |
2008 | // |
2008 | // Action #3 - turning into giblets |
2009 | 1000,0 // Danger level, percentage chance |
2009 | 1000,0 // Danger level, percentage chance |
2010 | 0,0 // Initial speed, looping speed |
2010 | 0,0 // Initial speed, looping speed |
2011 | 0 // Reaction time for this action |
2011 | 0 // Reaction time for this action |
2012 | 0 // Sounds |
2012 | 0 // Sounds |
2013 | 1 // Number of sequences for this action |
2013 | 1 // Number of sequences for this action |
Line 2024... | Line 2024... | ||
2024 | 0,0 // Initial speed, looping speed |
2024 | 0,0 // Initial speed, looping speed |
2025 | 0 // Reaction time for this action |
2025 | 0 // Reaction time for this action |
2026 | 1,4013 // Sounds |
2026 | 1,4013 // Sounds |
2027 | 1 // Number of sequences for this action |
2027 | 1 // Number of sequences for this action |
2028 | 360,5 // Max bearing, sequence index |
2028 | 360,5 // Max bearing, sequence index |
2029 | // |
2029 | // Action #6 - non-fatal ground collision |
2030 | 1000,0 // Danger level, percentage chance |
2030 | 1000,0 // Danger level, percentage chance |
2031 | 0,0 // Initial speed, looping speed |
2031 | 0,0 // Initial speed, looping speed |
2032 | 0 // Reaction time for this action |
2032 | 0 // Reaction time for this action |
2033 | 1,4003 // Sounds |
2033 | 1,4003 // Sounds |
2034 | 1 // Number of sequences for this action |
2034 | 1 // Number of sequences for this action |
2035 | 360,7 // Max bearing, sequence index |
2035 | 360,7 // Max bearing, sequence index |
2036 | 9 // Number of sequences |
2036 | 9 // Number of sequences |
2037 | // |
2037 | // Sequence #0 - turn frightened and run away to their right |
2038 | collide // Include this frame in collision calcs |
2038 | collide // Include this frame in collision calcs |
2039 | speed // Frame rate type |
2039 | speed // Frame rate type |
2040 | 0.06,8 // Min frame rate, max frame rate, |
2040 | 0.06,8 // Min frame rate, max frame rate, |
2041 | 4 // Number of initial frames |
2041 | 4 // Number of initial frames |
2042 | RO2SHK.PIX |
2042 | RO2SHK.PIX |
Line 2054... | Line 2054... | ||
2054 | 0,0,flipped |
2054 | 0,0,flipped |
2055 | RO2RUNA3.PIX |
2055 | RO2RUNA3.PIX |
2056 | 0,0,flipped |
2056 | 0,0,flipped |
2057 | RO2RUNA2.PIX |
2057 | RO2RUNA2.PIX |
2058 | 0,0,flipped |
2058 | 0,0,flipped |
2059 | // |
2059 | // Sequence #1 - turn frightened and run towards to their left |
2060 | collide // Include this frame in collision calcs |
2060 | collide // Include this frame in collision calcs |
2061 | speed // Frame rate type |
2061 | speed // Frame rate type |
2062 | 0.06,8 // Min frame rate, max frame rate, |
2062 | 0.06,8 // Min frame rate, max frame rate, |
2063 | 4 // Number of initial frames |
2063 | 4 // Number of initial frames |
2064 | RO2SHK.PIX |
2064 | RO2SHK.PIX |
Line 2076... | Line 2076... | ||
2076 | 0,0,not flipped |
2076 | 0,0,not flipped |
2077 | RO2RUNT3.PIX |
2077 | RO2RUNT3.PIX |
2078 | 0,0,not flipped |
2078 | 0,0,not flipped |
2079 | RO2RUNT2.PIX |
2079 | RO2RUNT2.PIX |
2080 | 0,0,not flipped |
2080 | 0,0,not flipped |
2081 | // |
2081 | // Sequence #2 - turn frightened and run towards to their right |
2082 | collide // Include this frame in collision calcs |
2082 | collide // Include this frame in collision calcs |
2083 | speed // Frame rate type |
2083 | speed // Frame rate type |
2084 | 0.06,8 // Min frame rate, max frame rate, |
2084 | 0.06,8 // Min frame rate, max frame rate, |
2085 | 4 // Number of initial frames |
2085 | 4 // Number of initial frames |
2086 | RO2SHK.PIX |
2086 | RO2SHK.PIX |
Line 2130... | Line 2130... | ||
2130 | 2 // Number of looping frames |
2130 | 2 // Number of looping frames |
2131 | RO2STL1.PIX |
2131 | RO2STL1.PIX |
2132 | 0,0,flipped |
2132 | 0,0,flipped |
2133 | RO2STL2.PIX |
2133 | RO2STL2.PIX |
2134 | 0,0,flipped |
2134 | 0,0,flipped |
2135 | // |
2135 | // Sequence #5 - fatal collision with car |
2136 | don't collide // Exclude this frame in collision calcs |
2136 | don't collide // Exclude this frame in collision calcs |
2137 | variable // Frame rate type |
2137 | variable // Frame rate type |
2138 | 12,12 // Min frame rate, max frame rate, |
2138 | 12,12 // Min frame rate, max frame rate, |
2139 | 4 // Number of initial frames |
2139 | 4 // Number of initial frames |
2140 | RO2HIT1.PIX |
2140 | RO2HIT1.PIX |
Line 2155... | Line 2155... | ||
2155 | fixed // Frame rate type |
2155 | fixed // Frame rate type |
2156 | 1 // Number of initial frames |
2156 | 1 // Number of initial frames |
2157 | GCHUNKS1.PIX |
2157 | GCHUNKS1.PIX |
2158 | 0,0,not flipped |
2158 | 0,0,not flipped |
2159 | 0 // Number of looping frames |
2159 | 0 // Number of looping frames |
2160 | // |
2160 | // Sequence #7 - non-fatal collision with car |
2161 | collide // Include this frame in collision calcs |
2161 | collide // Include this frame in collision calcs |
2162 | variable // Frame rate type |
2162 | variable // Frame rate type |
2163 | 12,12 // Min frame rate, max frame rate, |
2163 | 12,12 // Min frame rate, max frame rate, |
2164 | 2 // Number of initial frames |
2164 | 2 // Number of initial frames |
2165 | RO2HIT1.PIX |
2165 | RO2HIT1.PIX |
2166 | 0,0,not flipped |
2166 | 0,0,not flipped |
2167 | RO2HIT2.PIX |
2167 | RO2HIT2.PIX |
2168 | 0,0,not flipped |
2168 | 0,0,not flipped |
2169 | 0 // Number of looping frames |
2169 | 0 // Number of looping frames |
2170 | // |
2170 | // Sequence #8 - stationary, looking the other way from side to side |
2171 | collide // Include this frame in collision calcs |
2171 | collide // Include this frame in collision calcs |
2172 | variable // Frame rate type |
2172 | variable // Frame rate type |
2173 | 1,6 // Min frame rate, max frame rate, |
2173 | 1,6 // Min frame rate, max frame rate, |
2174 | 0 // Number of initial frames |
2174 | 0 // Number of initial frames |
2175 | 2 // Number of looping frames |
2175 | 2 // Number of looping frames |
2176 | RO2BAK1.PIX |
2176 | RO2BAK1.PIX |
2177 | 0,0,not flipped |
2177 | 0,0,not flipped |
2178 | RO2BAK2.PIX |
2178 | RO2BAK2.PIX |
2179 | 0,0,flipped |
2179 | 0,0,flipped |
2180 | NEXT PEDESTRIAN |
2180 | NEXT PEDESTRIAN |
2181 | // |
2181 | // **************** RO3(FORMERLY CW1) ********************************************************************************** |
2182 | 10 // Reference number |
2182 | 10 // Reference number |
2183 | 0.35 // Height |
2183 | 0.35 // Height |
2184 | 250 // Points value |
2184 | 250 // Points value |
2185 | 15 // Hit points |
2185 | 15 // Hit points |
2186 | 2,4031,4030 // Exploding noises |
2186 | 2,4031,4030 // Exploding noises |
Line 2204... | Line 2204... | ||
2204 | 0 // Sounds |
2204 | 0 // Sounds |
2205 | 3 // Number of sequences for this action |
2205 | 3 // Number of sequences for this action |
2206 | 90,8 // Max bearing, sequence index |
2206 | 90,8 // Max bearing, sequence index |
2207 | 270,4 // Max bearing, sequence index |
2207 | 270,4 // Max bearing, sequence index |
2208 | 360,8 // Max bearing, sequence index |
2208 | 360,8 // Max bearing, sequence index |
2209 | // |
2209 | // Action #1 - turn frightened and run like fuck |
2210 | 1,100 // Danger level, percentage chance |
2210 | 1,100 // Danger level, percentage chance |
2211 | 0,0.0008 // Initial speed, looping speed |
2211 | 0,0.0008 // Initial speed, looping speed |
2212 | 0.05 // Reaction time for this action |
2212 | 0.05 // Reaction time for this action |
2213 | 1,4003 // Sounds |
2213 | 1,4003 // Sounds |
2214 | 4 // Number of sequences for this action |
2214 | 4 // Number of sequences for this action |
2215 | 90,0 // Max bearing, sequence index |
2215 | 90,0 // Max bearing, sequence index |
2216 | 180,1 // Max bearing, sequence index |
2216 | 180,1 // Max bearing, sequence index |
2217 | 270,2 // Max bearing, sequence index |
2217 | 270,2 // Max bearing, sequence index |
2218 | 360,3 // Max bearing, sequence index |
2218 | 360,3 // Max bearing, sequence index |
2219 | // |
2219 | // Action #2 - fatal car collision |
2220 | 1000,0 // Danger level, percentage chance |
2220 | 1000,0 // Danger level, percentage chance |
2221 | 0,0 // Initial speed, looping speed |
2221 | 0,0 // Initial speed, looping speed |
2222 | 0 // Reaction time for this action |
2222 | 0 // Reaction time for this action |
2223 | 1,4013 // Sounds |
2223 | 1,4013 // Sounds |
2224 | 1 // Number of sequences for this action |
2224 | 1 // Number of sequences for this action |
2225 | 360,5 // Max bearing, sequence index |
2225 | 360,5 // Max bearing, sequence index |
2226 | // |
2226 | // Action #3 - turning into giblets |
2227 | 1000,0 // Danger level, percentage chance |
2227 | 1000,0 // Danger level, percentage chance |
2228 | 0,0 // Initial speed, looping speed |
2228 | 0,0 // Initial speed, looping speed |
2229 | 0 // Reaction time for this action |
2229 | 0 // Reaction time for this action |
2230 | 0 // Sounds |
2230 | 0 // Sounds |
2231 | 1 // Number of sequences for this action |
2231 | 1 // Number of sequences for this action |
Line 2242... | Line 2242... | ||
2242 | 0,0 // Initial speed, looping speed |
2242 | 0,0 // Initial speed, looping speed |
2243 | 0 // Reaction time for this action |
2243 | 0 // Reaction time for this action |
2244 | 1,4013 // Sounds |
2244 | 1,4013 // Sounds |
2245 | 1 // Number of sequences for this action |
2245 | 1 // Number of sequences for this action |
2246 | 360,5 // Max bearing, sequence index |
2246 | 360,5 // Max bearing, sequence index |
2247 | // |
2247 | // Action #6 - non-fatal ground collision |
2248 | 1000,0 // Danger level, percentage chance |
2248 | 1000,0 // Danger level, percentage chance |
2249 | 0,0 // Initial speed, looping speed |
2249 | 0,0 // Initial speed, looping speed |
2250 | 0 // Reaction time for this action |
2250 | 0 // Reaction time for this action |
2251 | 1,4003 // Sounds |
2251 | 1,4003 // Sounds |
2252 | 1 // Number of sequences for this action |
2252 | 1 // Number of sequences for this action |
2253 | 360,7 // Max bearing, sequence index |
2253 | 360,7 // Max bearing, sequence index |
2254 | 9 // Number of sequences |
2254 | 9 // Number of sequences |
2255 | // |
2255 | // Sequence #0 - turn frightened and run away to their right |
2256 | collide // Include this frame in collision calcs |
2256 | collide // Include this frame in collision calcs |
2257 | speed // Frame rate type |
2257 | speed // Frame rate type |
2258 | 0.06,8 // Min frame rate, max frame rate, |
2258 | 0.06,8 // Min frame rate, max frame rate, |
2259 | 4 // Number of initial frames |
2259 | 4 // Number of initial frames |
2260 | RO3SHK.PIX |
2260 | RO3SHK.PIX |
Line 2272... | Line 2272... | ||
2272 | 0,0,flipped |
2272 | 0,0,flipped |
2273 | RO3RUNA3.PIX |
2273 | RO3RUNA3.PIX |
2274 | 0,0,flipped |
2274 | 0,0,flipped |
2275 | RO3RUNA2.PIX |
2275 | RO3RUNA2.PIX |
2276 | 0,0,flipped |
2276 | 0,0,flipped |
2277 | // |
2277 | // Sequence #1 - turn frightened and run towards to their left |
2278 | collide // Include this frame in collision calcs |
2278 | collide // Include this frame in collision calcs |
2279 | speed // Frame rate type |
2279 | speed // Frame rate type |
2280 | 0.06,8 // Min frame rate, max frame rate, |
2280 | 0.06,8 // Min frame rate, max frame rate, |
2281 | 4 // Number of initial frames |
2281 | 4 // Number of initial frames |
2282 | RO3SHK.PIX |
2282 | RO3SHK.PIX |
Line 2294... | Line 2294... | ||
2294 | 0,0,not flipped |
2294 | 0,0,not flipped |
2295 | RO3RUNT3.PIX |
2295 | RO3RUNT3.PIX |
2296 | 0,0,not flipped |
2296 | 0,0,not flipped |
2297 | RO3RUNT2.PIX |
2297 | RO3RUNT2.PIX |
2298 | 0,0,not flipped |
2298 | 0,0,not flipped |
2299 | // |
2299 | // Sequence #2 - turn frightened and run towards to their right |
2300 | collide // Include this frame in collision calcs |
2300 | collide // Include this frame in collision calcs |
2301 | speed // Frame rate type |
2301 | speed // Frame rate type |
2302 | 0.06,8 // Min frame rate, max frame rate, |
2302 | 0.06,8 // Min frame rate, max frame rate, |
2303 | 4 // Number of initial frames |
2303 | 4 // Number of initial frames |
2304 | RO3SHK.PIX |
2304 | RO3SHK.PIX |
Line 2348... | Line 2348... | ||
2348 | 2 // Number of looping frames |
2348 | 2 // Number of looping frames |
2349 | RO3STL1.PIX |
2349 | RO3STL1.PIX |
2350 | 0,0,flipped |
2350 | 0,0,flipped |
2351 | RO3STL2.PIX |
2351 | RO3STL2.PIX |
2352 | 0,0,flipped |
2352 | 0,0,flipped |
2353 | // |
2353 | // Sequence #5 - fatal collision with car |
2354 | don't collide // Exclude this frame in collision calcs |
2354 | don't collide // Exclude this frame in collision calcs |
2355 | variable // Frame rate type |
2355 | variable // Frame rate type |
2356 | 12,12 // Min frame rate, max frame rate, |
2356 | 12,12 // Min frame rate, max frame rate, |
2357 | 4 // Number of initial frames |
2357 | 4 // Number of initial frames |
2358 | RO3HIT1.PIX |
2358 | RO3HIT1.PIX |
Line 2373... | Line 2373... | ||
2373 | fixed // Frame rate type |
2373 | fixed // Frame rate type |
2374 | 1 // Number of initial frames |
2374 | 1 // Number of initial frames |
2375 | GCHUNKS1.PIX |
2375 | GCHUNKS1.PIX |
2376 | 0,0,not flipped |
2376 | 0,0,not flipped |
2377 | 0 // Number of looping frames |
2377 | 0 // Number of looping frames |
2378 | // |
2378 | // Sequence #7 - non-fatal collision with car |
2379 | collide // Include this frame in collision calcs |
2379 | collide // Include this frame in collision calcs |
2380 | variable // Frame rate type |
2380 | variable // Frame rate type |
2381 | 12,12 // Min frame rate, max frame rate, |
2381 | 12,12 // Min frame rate, max frame rate, |
2382 | 2 // Number of initial frames |
2382 | 2 // Number of initial frames |
2383 | RO3HIT1.PIX |
2383 | RO3HIT1.PIX |
2384 | 0,0,not flipped |
2384 | 0,0,not flipped |
2385 | RO3HIT2.PIX |
2385 | RO3HIT2.PIX |
2386 | 0,0,not flipped |
2386 | 0,0,not flipped |
2387 | 0 // Number of looping frames |
2387 | 0 // Number of looping frames |
2388 | // |
2388 | // Sequence #8 - stationary, looking the other way from side to side |
2389 | collide // Include this frame in collision calcs |
2389 | collide // Include this frame in collision calcs |
2390 | variable // Frame rate type |
2390 | variable // Frame rate type |
2391 | 1,6 // Min frame rate, max frame rate, |
2391 | 1,6 // Min frame rate, max frame rate, |
2392 | 0 // Number of initial frames |
2392 | 0 // Number of initial frames |
2393 | 2 // Number of looping frames |
2393 | 2 // Number of looping frames |
2394 | RO3BAK1.PIX |
2394 | RO3BAK1.PIX |
2395 | 0,0,not flipped |
2395 | 0,0,not flipped |
2396 | RO3BAK2.PIX |
2396 | RO3BAK2.PIX |
2397 | 0,0,flipped |
2397 | 0,0,flipped |
2398 | NEXT PEDESTRIAN |
2398 | NEXT PEDESTRIAN |
2399 | //( |
2399 | // **************** RO4 (FORMERLY CW3) ********************************************************************************** |
2400 | 11 // Reference number |
2400 | 11 // Reference number |
2401 | 0.35 // Height |
2401 | 0.35 // Height |
2402 | 250 // Points value |
2402 | 250 // Points value |
2403 | 15 // Hit points |
2403 | 15 // Hit points |
2404 | 2,4031,4030 // Exploding noises |
2404 | 2,4031,4030 // Exploding noises |
Line 2422... | Line 2422... | ||
2422 | 0 // Sounds |
2422 | 0 // Sounds |
2423 | 3 // Number of sequences for this action |
2423 | 3 // Number of sequences for this action |
2424 | 90,8 // Max bearing, sequence index |
2424 | 90,8 // Max bearing, sequence index |
2425 | 270,4 // Max bearing, sequence index |
2425 | 270,4 // Max bearing, sequence index |
2426 | 360,8 // Max bearing, sequence index |
2426 | 360,8 // Max bearing, sequence index |
2427 | // |
2427 | // Action #1 - turn frightened and run like fuck |
2428 | 1,100 // Danger level, percentage chance |
2428 | 1,100 // Danger level, percentage chance |
2429 | 0,0.0008 // Initial speed, looping speed |
2429 | 0,0.0008 // Initial speed, looping speed |
2430 | 0.05 // Reaction time for this action |
2430 | 0.05 // Reaction time for this action |
2431 | 1,4003 // Sounds |
2431 | 1,4003 // Sounds |
2432 | 4 // Number of sequences for this action |
2432 | 4 // Number of sequences for this action |
2433 | 90,0 // Max bearing, sequence index |
2433 | 90,0 // Max bearing, sequence index |
2434 | 180,1 // Max bearing, sequence index |
2434 | 180,1 // Max bearing, sequence index |
2435 | 270,2 // Max bearing, sequence index |
2435 | 270,2 // Max bearing, sequence index |
2436 | 360,3 // Max bearing, sequence index |
2436 | 360,3 // Max bearing, sequence index |
2437 | // |
2437 | // Action #2 - fatal car collision |
2438 | 1000,0 // Danger level, percentage chance |
2438 | 1000,0 // Danger level, percentage chance |
2439 | 0,0 // Initial speed, looping speed |
2439 | 0,0 // Initial speed, looping speed |
2440 | 0 // Reaction time for this action |
2440 | 0 // Reaction time for this action |
2441 | 1,4013 // Sounds |
2441 | 1,4013 // Sounds |
2442 | 1 // Number of sequences for this action |
2442 | 1 // Number of sequences for this action |
2443 | 360,5 // Max bearing, sequence index |
2443 | 360,5 // Max bearing, sequence index |
2444 | // |
2444 | // Action #3 - turning into giblets |
2445 | 1000,0 // Danger level, percentage chance |
2445 | 1000,0 // Danger level, percentage chance |
2446 | 0,0 // Initial speed, looping speed |
2446 | 0,0 // Initial speed, looping speed |
2447 | 0 // Reaction time for this action |
2447 | 0 // Reaction time for this action |
2448 | 0 // Sounds |
2448 | 0 // Sounds |
2449 | 1 // Number of sequences for this action |
2449 | 1 // Number of sequences for this action |
Line 2460... | Line 2460... | ||
2460 | 0,0 // Initial speed, looping speed |
2460 | 0,0 // Initial speed, looping speed |
2461 | 0 // Reaction time for this action |
2461 | 0 // Reaction time for this action |
2462 | 1,4013 // Sounds |
2462 | 1,4013 // Sounds |
2463 | 1 // Number of sequences for this action |
2463 | 1 // Number of sequences for this action |
2464 | 360,5 // Max bearing, sequence index |
2464 | 360,5 // Max bearing, sequence index |
2465 | // |
2465 | // Action #6 - non-fatal ground collision |
2466 | 1000,0 // Danger level, percentage chance |
2466 | 1000,0 // Danger level, percentage chance |
2467 | 0,0 // Initial speed, looping speed |
2467 | 0,0 // Initial speed, looping speed |
2468 | 0 // Reaction time for this action |
2468 | 0 // Reaction time for this action |
2469 | 1,4003 // Sounds |
2469 | 1,4003 // Sounds |
2470 | 1 // Number of sequences for this action |
2470 | 1 // Number of sequences for this action |
2471 | 360,7 // Max bearing, sequence index |
2471 | 360,7 // Max bearing, sequence index |
2472 | 9 // Number of sequences |
2472 | 9 // Number of sequences |
2473 | // |
2473 | // Sequence #0 - turn frightened and run away to their right |
2474 | collide // Include this frame in collision calcs |
2474 | collide // Include this frame in collision calcs |
2475 | speed // Frame rate type |
2475 | speed // Frame rate type |
2476 | 0.06,8 // Min frame rate, max frame rate, |
2476 | 0.06,8 // Min frame rate, max frame rate, |
2477 | 4 // Number of initial frames |
2477 | 4 // Number of initial frames |
2478 | RO4SHK.PIX |
2478 | RO4SHK.PIX |
Line 2490... | Line 2490... | ||
2490 | 0,0,flipped |
2490 | 0,0,flipped |
2491 | RO4RUNA3.PIX |
2491 | RO4RUNA3.PIX |
2492 | 0,0,flipped |
2492 | 0,0,flipped |
2493 | RO4RUNA2.PIX |
2493 | RO4RUNA2.PIX |
2494 | 0,0,flipped |
2494 | 0,0,flipped |
2495 | // |
2495 | // Sequence #1 - turn frightened and run towards to their left |
2496 | collide // Include this frame in collision calcs |
2496 | collide // Include this frame in collision calcs |
2497 | speed // Frame rate type |
2497 | speed // Frame rate type |
2498 | 0.06,8 // Min frame rate, max frame rate, |
2498 | 0.06,8 // Min frame rate, max frame rate, |
2499 | 4 // Number of initial frames |
2499 | 4 // Number of initial frames |
2500 | RO4SHK.PIX |
2500 | RO4SHK.PIX |
Line 2512... | Line 2512... | ||
2512 | 0,0,not flipped |
2512 | 0,0,not flipped |
2513 | RO4RUNT3.PIX |
2513 | RO4RUNT3.PIX |
2514 | 0,0,not flipped |
2514 | 0,0,not flipped |
2515 | RO4RUNT2.PIX |
2515 | RO4RUNT2.PIX |
2516 | 0,0,not flipped |
2516 | 0,0,not flipped |
2517 | // |
2517 | // Sequence #2 - turn frightened and run towards to their right |
2518 | collide // Include this frame in collision calcs |
2518 | collide // Include this frame in collision calcs |
2519 | speed // Frame rate type |
2519 | speed // Frame rate type |
2520 | 0.06,8 // Min frame rate, max frame rate, |
2520 | 0.06,8 // Min frame rate, max frame rate, |
2521 | 4 // Number of initial frames |
2521 | 4 // Number of initial frames |
2522 | RO4SHK.PIX |
2522 | RO4SHK.PIX |
Line 2566... | Line 2566... | ||
2566 | 2 // Number of looping frames |
2566 | 2 // Number of looping frames |
2567 | RO4STL1.PIX |
2567 | RO4STL1.PIX |
2568 | 0,0,flipped |
2568 | 0,0,flipped |
2569 | RO4STL2.PIX |
2569 | RO4STL2.PIX |
2570 | 0,0,flipped |
2570 | 0,0,flipped |
2571 | // |
2571 | // Sequence #5 - fatal collision with car |
2572 | don't collide // Exclude this frame in collision calcs |
2572 | don't collide // Exclude this frame in collision calcs |
2573 | variable // Frame rate type |
2573 | variable // Frame rate type |
2574 | 12,12 // Min frame rate, max frame rate, |
2574 | 12,12 // Min frame rate, max frame rate, |
2575 | 4 // Number of initial frames |
2575 | 4 // Number of initial frames |
2576 | RO4HIT1.PIX |
2576 | RO4HIT1.PIX |
Line 2591... | Line 2591... | ||
2591 | fixed // Frame rate type |
2591 | fixed // Frame rate type |
2592 | 1 // Number of initial frames |
2592 | 1 // Number of initial frames |
2593 | GCHUNKS1.PIX |
2593 | GCHUNKS1.PIX |
2594 | 0,0,not flipped |
2594 | 0,0,not flipped |
2595 | 0 // Number of looping frames |
2595 | 0 // Number of looping frames |
2596 | // |
2596 | // Sequence #7 - non-fatal collision with car |
2597 | collide // Include this frame in collision calcs |
2597 | collide // Include this frame in collision calcs |
2598 | variable // Frame rate type |
2598 | variable // Frame rate type |
2599 | 12,12 // Min frame rate, max frame rate, |
2599 | 12,12 // Min frame rate, max frame rate, |
2600 | 2 // Number of initial frames |
2600 | 2 // Number of initial frames |
2601 | RO4HIT1.PIX |
2601 | RO4HIT1.PIX |
2602 | 0,0,not flipped |
2602 | 0,0,not flipped |
2603 | RO4HIT2.PIX |
2603 | RO4HIT2.PIX |
2604 | 0,0,not flipped |
2604 | 0,0,not flipped |
2605 | 0 // Number of looping frames |
2605 | 0 // Number of looping frames |
2606 | // |
2606 | // Sequence #8 - stationary, looking the other way from side to side |
2607 | collide // Include this frame in collision calcs |
2607 | collide // Include this frame in collision calcs |
2608 | variable // Frame rate type |
2608 | variable // Frame rate type |
2609 | 1,6 // Min frame rate, max frame rate, |
2609 | 1,6 // Min frame rate, max frame rate, |
2610 | 0 // Number of initial frames |
2610 | 0 // Number of initial frames |
2611 | 2 // Number of looping frames |
2611 | 2 // Number of looping frames |
2612 | RO4BAK1.PIX |
2612 | RO4BAK1.PIX |
2613 | 0,0,not flipped |
2613 | 0,0,not flipped |
2614 | RO4BAK2.PIX |
2614 | RO4BAK2.PIX |
2615 | 0,0,flipped |
2615 | 0,0,flipped |
2616 | NEXT PEDESTRIAN |
2616 | NEXT PEDESTRIAN |
2617 | //( |
2617 | // **************** RO5 (FORMERLY ???) ********************************************************************************** |
2618 | 99 // Reference number |
2618 | 99 // Reference number |
2619 | 0.35 // Height |
2619 | 0.35 // Height |
2620 | 250 // Points value |
2620 | 250 // Points value |
2621 | 15 // Hit points |
2621 | 15 // Hit points |
2622 | 2,4031,4030 // Exploding noises |
2622 | 2,4031,4030 // Exploding noises |
Line 2640... | Line 2640... | ||
2640 | 0 // Sounds |
2640 | 0 // Sounds |
2641 | 3 // Number of sequences for this action |
2641 | 3 // Number of sequences for this action |
2642 | 90,8 // Max bearing, sequence index |
2642 | 90,8 // Max bearing, sequence index |
2643 | 270,4 // Max bearing, sequence index |
2643 | 270,4 // Max bearing, sequence index |
2644 | 360,8 // Max bearing, sequence index |
2644 | 360,8 // Max bearing, sequence index |
2645 | // |
2645 | // Action #1 - turn frightened and run like fuck |
2646 | 1,100 // Danger level, percentage chance |
2646 | 1,100 // Danger level, percentage chance |
2647 | 0,0.0008 // Initial speed, looping speed |
2647 | 0,0.0008 // Initial speed, looping speed |
2648 | 0.05 // Reaction time for this action |
2648 | 0.05 // Reaction time for this action |
2649 | 1,4003 // Sounds |
2649 | 1,4003 // Sounds |
2650 | 4 // Number of sequences for this action |
2650 | 4 // Number of sequences for this action |
2651 | 90,0 // Max bearing, sequence index |
2651 | 90,0 // Max bearing, sequence index |
2652 | 180,1 // Max bearing, sequence index |
2652 | 180,1 // Max bearing, sequence index |
2653 | 270,2 // Max bearing, sequence index |
2653 | 270,2 // Max bearing, sequence index |
2654 | 360,3 // Max bearing, sequence index |
2654 | 360,3 // Max bearing, sequence index |
2655 | // |
2655 | // Action #2 - fatal car collision |
2656 | 1000,0 // Danger level, percentage chance |
2656 | 1000,0 // Danger level, percentage chance |
2657 | 0,0 // Initial speed, looping speed |
2657 | 0,0 // Initial speed, looping speed |
2658 | 0 // Reaction time for this action |
2658 | 0 // Reaction time for this action |
2659 | 1,4013 // Sounds |
2659 | 1,4013 // Sounds |
2660 | 1 // Number of sequences for this action |
2660 | 1 // Number of sequences for this action |
2661 | 360,5 // Max bearing, sequence index |
2661 | 360,5 // Max bearing, sequence index |
2662 | // |
2662 | // Action #3 - turning into giblets |
2663 | 1000,0 // Danger level, percentage chance |
2663 | 1000,0 // Danger level, percentage chance |
2664 | 0,0 // Initial speed, looping speed |
2664 | 0,0 // Initial speed, looping speed |
2665 | 0 // Reaction time for this action |
2665 | 0 // Reaction time for this action |
2666 | 0 // Sounds |
2666 | 0 // Sounds |
2667 | 1 // Number of sequences for this action |
2667 | 1 // Number of sequences for this action |
Line 2678... | Line 2678... | ||
2678 | 0,0 // Initial speed, looping speed |
2678 | 0,0 // Initial speed, looping speed |
2679 | 0 // Reaction time for this action |
2679 | 0 // Reaction time for this action |
2680 | 1,4013 // Sounds |
2680 | 1,4013 // Sounds |
2681 | 1 // Number of sequences for this action |
2681 | 1 // Number of sequences for this action |
2682 | 360,5 // Max bearing, sequence index |
2682 | 360,5 // Max bearing, sequence index |
2683 | // |
2683 | // Action #6 - non-fatal ground collision |
2684 | 1000,0 // Danger level, percentage chance |
2684 | 1000,0 // Danger level, percentage chance |
2685 | 0,0 // Initial speed, looping speed |
2685 | 0,0 // Initial speed, looping speed |
2686 | 0 // Reaction time for this action |
2686 | 0 // Reaction time for this action |
2687 | 1,4003 // Sounds |
2687 | 1,4003 // Sounds |
2688 | 1 // Number of sequences for this action |
2688 | 1 // Number of sequences for this action |
2689 | 360,7 // Max bearing, sequence index |
2689 | 360,7 // Max bearing, sequence index |
2690 | 9 // Number of sequences |
2690 | 9 // Number of sequences |
2691 | // |
2691 | // Sequence #0 - turn frightened and run away to their right |
2692 | collide // Include this frame in collision calcs |
2692 | collide // Include this frame in collision calcs |
2693 | speed // Frame rate type |
2693 | speed // Frame rate type |
2694 | 0.06,8 // Min frame rate, max frame rate, |
2694 | 0.06,8 // Min frame rate, max frame rate, |
2695 | 4 // Number of initial frames |
2695 | 4 // Number of initial frames |
2696 | RO5SHK.PIX |
2696 | RO5SHK.PIX |
Line 2708... | Line 2708... | ||
2708 | 0,0,flipped |
2708 | 0,0,flipped |
2709 | RO5RUNA3.PIX |
2709 | RO5RUNA3.PIX |
2710 | 0,0,flipped |
2710 | 0,0,flipped |
2711 | RO5RUNA2.PIX |
2711 | RO5RUNA2.PIX |
2712 | 0,0,flipped |
2712 | 0,0,flipped |
2713 | // |
2713 | // Sequence #1 - turn frightened and run towards to their left |
2714 | collide // Include this frame in collision calcs |
2714 | collide // Include this frame in collision calcs |
2715 | speed // Frame rate type |
2715 | speed // Frame rate type |
2716 | 0.06,8 // Min frame rate, max frame rate, |
2716 | 0.06,8 // Min frame rate, max frame rate, |
2717 | 4 // Number of initial frames |
2717 | 4 // Number of initial frames |
2718 | RO5SHK.PIX |
2718 | RO5SHK.PIX |
Line 2730... | Line 2730... | ||
2730 | 0,0,not flipped |
2730 | 0,0,not flipped |
2731 | RO5RUNT3.PIX |
2731 | RO5RUNT3.PIX |
2732 | 0,0,not flipped |
2732 | 0,0,not flipped |
2733 | RO5RUNT2.PIX |
2733 | RO5RUNT2.PIX |
2734 | 0,0,not flipped |
2734 | 0,0,not flipped |
2735 | // |
2735 | // Sequence #2 - turn frightened and run towards to their right |
2736 | collide // Include this frame in collision calcs |
2736 | collide // Include this frame in collision calcs |
2737 | speed // Frame rate type |
2737 | speed // Frame rate type |
2738 | 0.06,8 // Min frame rate, max frame rate, |
2738 | 0.06,8 // Min frame rate, max frame rate, |
2739 | 4 // Number of initial frames |
2739 | 4 // Number of initial frames |
2740 | RO5SHK.PIX |
2740 | RO5SHK.PIX |
Line 2784... | Line 2784... | ||
2784 | 2 // Number of looping frames |
2784 | 2 // Number of looping frames |
2785 | RO5STL1.PIX |
2785 | RO5STL1.PIX |
2786 | 0,0,flipped |
2786 | 0,0,flipped |
2787 | RO5STL2.PIX |
2787 | RO5STL2.PIX |
2788 | 0,0,flipped |
2788 | 0,0,flipped |
2789 | // |
2789 | // Sequence #5 - fatal collision with car |
2790 | don't collide // Exclude this frame in collision calcs |
2790 | don't collide // Exclude this frame in collision calcs |
2791 | variable // Frame rate type |
2791 | variable // Frame rate type |
2792 | 12,12 // Min frame rate, max frame rate, |
2792 | 12,12 // Min frame rate, max frame rate, |
2793 | 4 // Number of initial frames |
2793 | 4 // Number of initial frames |
2794 | RO5HIT1.PIX |
2794 | RO5HIT1.PIX |
Line 2809... | Line 2809... | ||
2809 | fixed // Frame rate type |
2809 | fixed // Frame rate type |
2810 | 1 // Number of initial frames |
2810 | 1 // Number of initial frames |
2811 | GCHUNKS1.PIX |
2811 | GCHUNKS1.PIX |
2812 | 0,0,not flipped |
2812 | 0,0,not flipped |
2813 | 0 // Number of looping frames |
2813 | 0 // Number of looping frames |
2814 | // |
2814 | // Sequence #7 - non-fatal collision with car |
2815 | collide // Include this frame in collision calcs |
2815 | collide // Include this frame in collision calcs |
2816 | variable // Frame rate type |
2816 | variable // Frame rate type |
2817 | 12,12 // Min frame rate, max frame rate, |
2817 | 12,12 // Min frame rate, max frame rate, |
2818 | 2 // Number of initial frames |
2818 | 2 // Number of initial frames |
2819 | RO5HIT1.PIX |
2819 | RO5HIT1.PIX |
2820 | 0,0,not flipped |
2820 | 0,0,not flipped |
2821 | RO5HIT2.PIX |
2821 | RO5HIT2.PIX |
2822 | 0,0,not flipped |
2822 | 0,0,not flipped |
2823 | 0 // Number of looping frames |
2823 | 0 // Number of looping frames |
2824 | // |
2824 | // Sequence #8 - stationary, looking the other way from side to side |
2825 | collide // Include this frame in collision calcs |
2825 | collide // Include this frame in collision calcs |
2826 | variable // Frame rate type |
2826 | variable // Frame rate type |
2827 | 1,6 // Min frame rate, max frame rate, |
2827 | 1,6 // Min frame rate, max frame rate, |
2828 | 0 // Number of initial frames |
2828 | 0 // Number of initial frames |
2829 | 2 // Number of looping frames |
2829 | 2 // Number of looping frames |
2830 | RO5BAK1.PIX |
2830 | RO5BAK1.PIX |
2831 | 0,0,not flipped |
2831 | 0,0,not flipped |
2832 | RO5BAK2.PIX |
2832 | RO5BAK2.PIX |
2833 | 0,0,flipped |
2833 | 0,0,flipped |
2834 | NEXT PEDESTRIAN |
2834 | NEXT PEDESTRIAN |
2835 | //( |
2835 | // **************** RO6 (FORMERLY SKN) ********************************************************************************** |
2836 | 20 // Reference number |
2836 | 20 // Reference number |
2837 | 0.35 // Height |
2837 | 0.35 // Height |
2838 | 250 // Points value |
2838 | 250 // Points value |
2839 | 15 // Hit points |
2839 | 15 // Hit points |
2840 | 2,4031,4030 // Exploding noises |
2840 | 2,4031,4030 // Exploding noises |
Line 2858... | Line 2858... | ||
2858 | 0 // Sounds |
2858 | 0 // Sounds |
2859 | 3 // Number of sequences for this action |
2859 | 3 // Number of sequences for this action |
2860 | 90,8 // Max bearing, sequence index |
2860 | 90,8 // Max bearing, sequence index |
2861 | 270,4 // Max bearing, sequence index |
2861 | 270,4 // Max bearing, sequence index |
2862 | 360,8 // Max bearing, sequence index |
2862 | 360,8 // Max bearing, sequence index |
2863 | // |
2863 | // Action #1 - turn frightened and run like fuck |
2864 | 1,100 // Danger level, percentage chance |
2864 | 1,100 // Danger level, percentage chance |
2865 | 0,0.0008 // Initial speed, looping speed |
2865 | 0,0.0008 // Initial speed, looping speed |
2866 | 0.05 // Reaction time for this action |
2866 | 0.05 // Reaction time for this action |
2867 | 1,4003 // Sounds |
2867 | 1,4003 // Sounds |
2868 | 4 // Number of sequences for this action |
2868 | 4 // Number of sequences for this action |
2869 | 90,0 // Max bearing, sequence index |
2869 | 90,0 // Max bearing, sequence index |
2870 | 180,1 // Max bearing, sequence index |
2870 | 180,1 // Max bearing, sequence index |
2871 | 270,2 // Max bearing, sequence index |
2871 | 270,2 // Max bearing, sequence index |
2872 | 360,3 // Max bearing, sequence index |
2872 | 360,3 // Max bearing, sequence index |
2873 | // |
2873 | // Action #2 - fatal car collision |
2874 | 1000,0 // Danger level, percentage chance |
2874 | 1000,0 // Danger level, percentage chance |
2875 | 0,0 // Initial speed, looping speed |
2875 | 0,0 // Initial speed, looping speed |
2876 | 0 // Reaction time for this action |
2876 | 0 // Reaction time for this action |
2877 | 1,4013 // Sounds |
2877 | 1,4013 // Sounds |
2878 | 1 // Number of sequences for this action |
2878 | 1 // Number of sequences for this action |
2879 | 360,5 // Max bearing, sequence index |
2879 | 360,5 // Max bearing, sequence index |
2880 | // |
2880 | // Action #3 - turning into giblets |
2881 | 1000,0 // Danger level, percentage chance |
2881 | 1000,0 // Danger level, percentage chance |
2882 | 0,0 // Initial speed, looping speed |
2882 | 0,0 // Initial speed, looping speed |
2883 | 0 // Reaction time for this action |
2883 | 0 // Reaction time for this action |
2884 | 0 // Sounds |
2884 | 0 // Sounds |
2885 | 1 // Number of sequences for this action |
2885 | 1 // Number of sequences for this action |
Line 2896... | Line 2896... | ||
2896 | 0,0 // Initial speed, looping speed |
2896 | 0,0 // Initial speed, looping speed |
2897 | 0 // Reaction time for this action |
2897 | 0 // Reaction time for this action |
2898 | 1,4013 // Sounds |
2898 | 1,4013 // Sounds |
2899 | 1 // Number of sequences for this action |
2899 | 1 // Number of sequences for this action |
2900 | 360,5 // Max bearing, sequence index |
2900 | 360,5 // Max bearing, sequence index |
2901 | // |
2901 | // Action #6 - non-fatal ground collision |
2902 | 1000,0 // Danger level, percentage chance |
2902 | 1000,0 // Danger level, percentage chance |
2903 | 0,0 // Initial speed, looping speed |
2903 | 0,0 // Initial speed, looping speed |
2904 | 0 // Reaction time for this action |
2904 | 0 // Reaction time for this action |
2905 | 1,4003 // Sounds |
2905 | 1,4003 // Sounds |
2906 | 1 // Number of sequences for this action |
2906 | 1 // Number of sequences for this action |
2907 | 360,7 // Max bearing, sequence index |
2907 | 360,7 // Max bearing, sequence index |
2908 | 9 // Number of sequences |
2908 | 9 // Number of sequences |
2909 | // |
2909 | // Sequence #0 - turn frightened and run away to their right |
2910 | collide // Include this frame in collision calcs |
2910 | collide // Include this frame in collision calcs |
2911 | speed // Frame rate type |
2911 | speed // Frame rate type |
2912 | 0.06,8 // Min frame rate, max frame rate, |
2912 | 0.06,8 // Min frame rate, max frame rate, |
2913 | 4 // Number of initial frames |
2913 | 4 // Number of initial frames |
2914 | RO6SHK.PIX |
2914 | RO6SHK.PIX |
Line 2926... | Line 2926... | ||
2926 | 0,0,flipped |
2926 | 0,0,flipped |
2927 | RO6RUNA3.PIX |
2927 | RO6RUNA3.PIX |
2928 | 0,0,flipped |
2928 | 0,0,flipped |
2929 | RO6RUNA2.PIX |
2929 | RO6RUNA2.PIX |
2930 | 0,0,flipped |
2930 | 0,0,flipped |
2931 | // |
2931 | // Sequence #1 - turn frightened and run towards to their left |
2932 | collide // Include this frame in collision calcs |
2932 | collide // Include this frame in collision calcs |
2933 | speed // Frame rate type |
2933 | speed // Frame rate type |
2934 | 0.06,8 // Min frame rate, max frame rate, |
2934 | 0.06,8 // Min frame rate, max frame rate, |
2935 | 4 // Number of initial frames |
2935 | 4 // Number of initial frames |
2936 | RO6SHK.PIX |
2936 | RO6SHK.PIX |
Line 2948... | Line 2948... | ||
2948 | 0,0,not flipped |
2948 | 0,0,not flipped |
2949 | RO6RUNT3.PIX |
2949 | RO6RUNT3.PIX |
2950 | 0,0,not flipped |
2950 | 0,0,not flipped |
2951 | RO6RUNT2.PIX |
2951 | RO6RUNT2.PIX |
2952 | 0,0,not flipped |
2952 | 0,0,not flipped |
2953 | // |
2953 | // Sequence #2 - turn frightened and run towards to their right |
2954 | collide // Include this frame in collision calcs |
2954 | collide // Include this frame in collision calcs |
2955 | speed // Frame rate type |
2955 | speed // Frame rate type |
2956 | 0.06,8 // Min frame rate, max frame rate, |
2956 | 0.06,8 // Min frame rate, max frame rate, |
2957 | 4 // Number of initial frames |
2957 | 4 // Number of initial frames |
2958 | RO6SHK.PIX |
2958 | RO6SHK.PIX |
Line 3002... | Line 3002... | ||
3002 | 2 // Number of looping frames |
3002 | 2 // Number of looping frames |
3003 | RO6STL1.PIX |
3003 | RO6STL1.PIX |
3004 | 0,0,flipped |
3004 | 0,0,flipped |
3005 | RO6STL2.PIX |
3005 | RO6STL2.PIX |
3006 | 0,0,flipped |
3006 | 0,0,flipped |
3007 | // |
3007 | // Sequence #5 - fatal collision with car |
3008 | don't collide // Exclude this frame in collision calcs |
3008 | don't collide // Exclude this frame in collision calcs |
3009 | variable // Frame rate type |
3009 | variable // Frame rate type |
3010 | 12,12 // Min frame rate, max frame rate, |
3010 | 12,12 // Min frame rate, max frame rate, |
3011 | 4 // Number of initial frames |
3011 | 4 // Number of initial frames |
3012 | RO6HIT1.PIX |
3012 | RO6HIT1.PIX |
Line 3027... | Line 3027... | ||
3027 | fixed // Frame rate type |
3027 | fixed // Frame rate type |
3028 | 1 // Number of initial frames |
3028 | 1 // Number of initial frames |
3029 | GCHUNKS1.PIX |
3029 | GCHUNKS1.PIX |
3030 | 0,0,not flipped |
3030 | 0,0,not flipped |
3031 | 0 // Number of looping frames |
3031 | 0 // Number of looping frames |
3032 | // |
3032 | // Sequence #7 - non-fatal collision with car |
3033 | collide // Include this frame in collision calcs |
3033 | collide // Include this frame in collision calcs |
3034 | variable // Frame rate type |
3034 | variable // Frame rate type |
3035 | 12,12 // Min frame rate, max frame rate, |
3035 | 12,12 // Min frame rate, max frame rate, |
3036 | 2 // Number of initial frames |
3036 | 2 // Number of initial frames |
3037 | RO6HIT1.PIX |
3037 | RO6HIT1.PIX |
3038 | 0,0,not flipped |
3038 | 0,0,not flipped |
3039 | RO6HIT2.PIX |
3039 | RO6HIT2.PIX |
3040 | 0,0,not flipped |
3040 | 0,0,not flipped |
3041 | 0 // Number of looping frames |
3041 | 0 // Number of looping frames |
3042 | // |
3042 | // Sequence #8 - stationary, looking the other way from side to side |
3043 | collide // Include this frame in collision calcs |
3043 | collide // Include this frame in collision calcs |
3044 | variable // Frame rate type |
3044 | variable // Frame rate type |
3045 | 1,6 // Min frame rate, max frame rate, |
3045 | 1,6 // Min frame rate, max frame rate, |
3046 | 0 // Number of initial frames |
3046 | 0 // Number of initial frames |
3047 | 2 // Number of looping frames |
3047 | 2 // Number of looping frames |
3048 | RO6BAK1.PIX |
3048 | RO6BAK1.PIX |
3049 | 0,0,not flipped |
3049 | 0,0,not flipped |
3050 | RO6BAK2.PIX |
3050 | RO6BAK2.PIX |
3051 | 0,0,flipped |
3051 | 0,0,flipped |
3052 | NEXT PEDESTRIAN |
3052 | NEXT PEDESTRIAN |
3053 | //( |
3053 | // **************** RO7 (FORMERLY ???) ********************************************************************************** |
3054 | 21 // Reference number |
3054 | 21 // Reference number |
3055 | 0.35 // Height |
3055 | 0.35 // Height |
3056 | 250 // Points value |
3056 | 250 // Points value |
3057 | 15 // Hit points |
3057 | 15 // Hit points |
3058 | 2,4031,4030 // Exploding noises |
3058 | 2,4031,4030 // Exploding noises |
Line 3076... | Line 3076... | ||
3076 | 0 // Sounds |
3076 | 0 // Sounds |
3077 | 3 // Number of sequences for this action |
3077 | 3 // Number of sequences for this action |
3078 | 90,8 // Max bearing, sequence index |
3078 | 90,8 // Max bearing, sequence index |
3079 | 270,4 // Max bearing, sequence index |
3079 | 270,4 // Max bearing, sequence index |
3080 | 360,8 // Max bearing, sequence index |
3080 | 360,8 // Max bearing, sequence index |
3081 | // |
3081 | // Action #1 - turn frightened and run like fuck |
3082 | 1,100 // Danger level, percentage chance |
3082 | 1,100 // Danger level, percentage chance |
3083 | 0,0.0008 // Initial speed, looping speed |
3083 | 0,0.0008 // Initial speed, looping speed |
3084 | 0.05 // Reaction time for this action |
3084 | 0.05 // Reaction time for this action |
3085 | 1,4003 // Sounds |
3085 | 1,4003 // Sounds |
3086 | 4 // Number of sequences for this action |
3086 | 4 // Number of sequences for this action |
3087 | 90,0 // Max bearing, sequence index |
3087 | 90,0 // Max bearing, sequence index |
3088 | 180,1 // Max bearing, sequence index |
3088 | 180,1 // Max bearing, sequence index |
3089 | 270,2 // Max bearing, sequence index |
3089 | 270,2 // Max bearing, sequence index |
3090 | 360,3 // Max bearing, sequence index |
3090 | 360,3 // Max bearing, sequence index |
3091 | // |
3091 | // Action #2 - fatal car collision |
3092 | 1000,0 // Danger level, percentage chance |
3092 | 1000,0 // Danger level, percentage chance |
3093 | 0,0 // Initial speed, looping speed |
3093 | 0,0 // Initial speed, looping speed |
3094 | 0 // Reaction time for this action |
3094 | 0 // Reaction time for this action |
3095 | 1,4013 // Sounds |
3095 | 1,4013 // Sounds |
3096 | 1 // Number of sequences for this action |
3096 | 1 // Number of sequences for this action |
3097 | 360,5 // Max bearing, sequence index |
3097 | 360,5 // Max bearing, sequence index |
3098 | // |
3098 | // Action #3 - turning into giblets |
3099 | 1000,0 // Danger level, percentage chance |
3099 | 1000,0 // Danger level, percentage chance |
3100 | 0,0 // Initial speed, looping speed |
3100 | 0,0 // Initial speed, looping speed |
3101 | 0 // Reaction time for this action |
3101 | 0 // Reaction time for this action |
3102 | 0 // Sounds |
3102 | 0 // Sounds |
3103 | 1 // Number of sequences for this action |
3103 | 1 // Number of sequences for this action |
Line 3114... | Line 3114... | ||
3114 | 0,0 // Initial speed, looping speed |
3114 | 0,0 // Initial speed, looping speed |
3115 | 0 // Reaction time for this action |
3115 | 0 // Reaction time for this action |
3116 | 1,4013 // Sounds |
3116 | 1,4013 // Sounds |
3117 | 1 // Number of sequences for this action |
3117 | 1 // Number of sequences for this action |
3118 | 360,5 // Max bearing, sequence index |
3118 | 360,5 // Max bearing, sequence index |
3119 | // |
3119 | // Action #6 - non-fatal ground collision |
3120 | 1000,0 // Danger level, percentage chance |
3120 | 1000,0 // Danger level, percentage chance |
3121 | 0,0 // Initial speed, looping speed |
3121 | 0,0 // Initial speed, looping speed |
3122 | 0 // Reaction time for this action |
3122 | 0 // Reaction time for this action |
3123 | 1,4003 // Sounds |
3123 | 1,4003 // Sounds |
3124 | 1 // Number of sequences for this action |
3124 | 1 // Number of sequences for this action |
3125 | 360,7 // Max bearing, sequence index |
3125 | 360,7 // Max bearing, sequence index |
3126 | 9 // Number of sequences |
3126 | 9 // Number of sequences |
3127 | // |
3127 | // Sequence #0 - turn frightened and run away to their right |
3128 | collide // Include this frame in collision calcs |
3128 | collide // Include this frame in collision calcs |
3129 | speed // Frame rate type |
3129 | speed // Frame rate type |
3130 | 0.06,8 // Min frame rate, max frame rate, |
3130 | 0.06,8 // Min frame rate, max frame rate, |
3131 | 4 // Number of initial frames |
3131 | 4 // Number of initial frames |
3132 | RO7SHK.PIX |
3132 | RO7SHK.PIX |
Line 3144... | Line 3144... | ||
3144 | 0,0,flipped |
3144 | 0,0,flipped |
3145 | RO7RUNA3.PIX |
3145 | RO7RUNA3.PIX |
3146 | 0,0,flipped |
3146 | 0,0,flipped |
3147 | RO7RUNA2.PIX |
3147 | RO7RUNA2.PIX |
3148 | 0,0,flipped |
3148 | 0,0,flipped |
3149 | // |
3149 | // Sequence #1 - turn frightened and run towards to their left |
3150 | collide // Include this frame in collision calcs |
3150 | collide // Include this frame in collision calcs |
3151 | speed // Frame rate type |
3151 | speed // Frame rate type |
3152 | 0.06,8 // Min frame rate, max frame rate, |
3152 | 0.06,8 // Min frame rate, max frame rate, |
3153 | 4 // Number of initial frames |
3153 | 4 // Number of initial frames |
3154 | RO7SHK.PIX |
3154 | RO7SHK.PIX |
Line 3166... | Line 3166... | ||
3166 | 0,0,not flipped |
3166 | 0,0,not flipped |
3167 | RO7RUNT3.PIX |
3167 | RO7RUNT3.PIX |
3168 | 0,0,not flipped |
3168 | 0,0,not flipped |
3169 | RO7RUNT2.PIX |
3169 | RO7RUNT2.PIX |
3170 | 0,0,not flipped |
3170 | 0,0,not flipped |
3171 | // |
3171 | // Sequence #2 - turn frightened and run towards to their right |
3172 | collide // Include this frame in collision calcs |
3172 | collide // Include this frame in collision calcs |
3173 | speed // Frame rate type |
3173 | speed // Frame rate type |
3174 | 0.06,8 // Min frame rate, max frame rate, |
3174 | 0.06,8 // Min frame rate, max frame rate, |
3175 | 4 // Number of initial frames |
3175 | 4 // Number of initial frames |
3176 | RO7SHK.PIX |
3176 | RO7SHK.PIX |
Line 3220... | Line 3220... | ||
3220 | 2 // Number of looping frames |
3220 | 2 // Number of looping frames |
3221 | RO7STL1.PIX |
3221 | RO7STL1.PIX |
3222 | 0,0,flipped |
3222 | 0,0,flipped |
3223 | RO7STL2.PIX |
3223 | RO7STL2.PIX |
3224 | 0,0,flipped |
3224 | 0,0,flipped |
3225 | // |
3225 | // Sequence #5 - fatal collision with car |
3226 | don't collide // Exclude this frame in collision calcs |
3226 | don't collide // Exclude this frame in collision calcs |
3227 | variable // Frame rate type |
3227 | variable // Frame rate type |
3228 | 12,12 // Min frame rate, max frame rate, |
3228 | 12,12 // Min frame rate, max frame rate, |
3229 | 4 // Number of initial frames |
3229 | 4 // Number of initial frames |
3230 | RO7HIT1.PIX |
3230 | RO7HIT1.PIX |
Line 3245... | Line 3245... | ||
3245 | fixed // Frame rate type |
3245 | fixed // Frame rate type |
3246 | 1 // Number of initial frames |
3246 | 1 // Number of initial frames |
3247 | GCHUNKS1.PIX |
3247 | GCHUNKS1.PIX |
3248 | 0,0,not flipped |
3248 | 0,0,not flipped |
3249 | 0 // Number of looping frames |
3249 | 0 // Number of looping frames |
3250 | // |
3250 | // Sequence #7 - non-fatal collision with car |
3251 | collide // Include this frame in collision calcs |
3251 | collide // Include this frame in collision calcs |
3252 | variable // Frame rate type |
3252 | variable // Frame rate type |
3253 | 12,12 // Min frame rate, max frame rate, |
3253 | 12,12 // Min frame rate, max frame rate, |
3254 | 2 // Number of initial frames |
3254 | 2 // Number of initial frames |
3255 | RO7HIT1.PIX |
3255 | RO7HIT1.PIX |
3256 | 0,0,not flipped |
3256 | 0,0,not flipped |
3257 | RO7HIT2.PIX |
3257 | RO7HIT2.PIX |
3258 | 0,0,not flipped |
3258 | 0,0,not flipped |
3259 | 0 // Number of looping frames |
3259 | 0 // Number of looping frames |
3260 | // |
3260 | // Sequence #8 - stationary, looking the other way from side to side |
3261 | collide // Include this frame in collision calcs |
3261 | collide // Include this frame in collision calcs |
3262 | variable // Frame rate type |
3262 | variable // Frame rate type |
3263 | 1,6 // Min frame rate, max frame rate, |
3263 | 1,6 // Min frame rate, max frame rate, |
3264 | 0 // Number of initial frames |
3264 | 0 // Number of initial frames |
3265 | 2 // Number of looping frames |
3265 | 2 // Number of looping frames |
3266 | RO7BAK1.PIX |
3266 | RO7BAK1.PIX |
3267 | 0,0,not flipped |
3267 | 0,0,not flipped |
3268 | RO7BAK2.PIX |
3268 | RO7BAK2.PIX |
3269 | 0,0,flipped |
3269 | 0,0,flipped |
3270 | NEXT PEDESTRIAN |
3270 | NEXT PEDESTRIAN |
3271 | //( |
3271 | // **************** RO8 (FORMERLY ???) ********************************************************************************** |
3272 | 12 // Reference number |
3272 | 12 // Reference number |
3273 | 0.35 // Height |
3273 | 0.35 // Height |
3274 | 250 // Points value |
3274 | 250 // Points value |
3275 | 15 // Hit points |
3275 | 15 // Hit points |
3276 | 2,4031,4030 // Exploding noises |
3276 | 2,4031,4030 // Exploding noises |
Line 3294... | Line 3294... | ||
3294 | 0 // Sounds |
3294 | 0 // Sounds |
3295 | 3 // Number of sequences for this action |
3295 | 3 // Number of sequences for this action |
3296 | 90,8 // Max bearing, sequence index |
3296 | 90,8 // Max bearing, sequence index |
3297 | 270,4 // Max bearing, sequence index |
3297 | 270,4 // Max bearing, sequence index |
3298 | 360,8 // Max bearing, sequence index |
3298 | 360,8 // Max bearing, sequence index |
3299 | // |
3299 | // Action #1 - turn frightened and run like fuck |
3300 | 1,100 // Danger level, percentage chance |
3300 | 1,100 // Danger level, percentage chance |
3301 | 0,0.0008 // Initial speed, looping speed |
3301 | 0,0.0008 // Initial speed, looping speed |
3302 | 0.05 // Reaction time for this action |
3302 | 0.05 // Reaction time for this action |
3303 | 1,4003 // Sounds |
3303 | 1,4003 // Sounds |
3304 | 4 // Number of sequences for this action |
3304 | 4 // Number of sequences for this action |
3305 | 90,0 // Max bearing, sequence index |
3305 | 90,0 // Max bearing, sequence index |
3306 | 180,1 // Max bearing, sequence index |
3306 | 180,1 // Max bearing, sequence index |
3307 | 270,2 // Max bearing, sequence index |
3307 | 270,2 // Max bearing, sequence index |
3308 | 360,3 // Max bearing, sequence index |
3308 | 360,3 // Max bearing, sequence index |
3309 | // |
3309 | // Action #2 - fatal car collision |
3310 | 1000,0 // Danger level, percentage chance |
3310 | 1000,0 // Danger level, percentage chance |
3311 | 0,0 // Initial speed, looping speed |
3311 | 0,0 // Initial speed, looping speed |
3312 | 0 // Reaction time for this action |
3312 | 0 // Reaction time for this action |
3313 | 1,4013 // Sounds |
3313 | 1,4013 // Sounds |
3314 | 1 // Number of sequences for this action |
3314 | 1 // Number of sequences for this action |
3315 | 360,5 // Max bearing, sequence index |
3315 | 360,5 // Max bearing, sequence index |
3316 | // |
3316 | // Action #3 - turning into giblets |
3317 | 1000,0 // Danger level, percentage chance |
3317 | 1000,0 // Danger level, percentage chance |
3318 | 0,0 // Initial speed, looping speed |
3318 | 0,0 // Initial speed, looping speed |
3319 | 0 // Reaction time for this action |
3319 | 0 // Reaction time for this action |
3320 | 0 // Sounds |
3320 | 0 // Sounds |
3321 | 1 // Number of sequences for this action |
3321 | 1 // Number of sequences for this action |
Line 3332... | Line 3332... | ||
3332 | 0,0 // Initial speed, looping speed |
3332 | 0,0 // Initial speed, looping speed |
3333 | 0 // Reaction time for this action |
3333 | 0 // Reaction time for this action |
3334 | 1,4013 // Sounds |
3334 | 1,4013 // Sounds |
3335 | 1 // Number of sequences for this action |
3335 | 1 // Number of sequences for this action |
3336 | 360,5 // Max bearing, sequence index |
3336 | 360,5 // Max bearing, sequence index |
3337 | // |
3337 | // Action #6 - non-fatal ground collision |
3338 | 1000,0 // Danger level, percentage chance |
3338 | 1000,0 // Danger level, percentage chance |
3339 | 0,0 // Initial speed, looping speed |
3339 | 0,0 // Initial speed, looping speed |
3340 | 0 // Reaction time for this action |
3340 | 0 // Reaction time for this action |
3341 | 1,4003 // Sounds |
3341 | 1,4003 // Sounds |
3342 | 1 // Number of sequences for this action |
3342 | 1 // Number of sequences for this action |
3343 | 360,7 // Max bearing, sequence index |
3343 | 360,7 // Max bearing, sequence index |
3344 | 9 // Number of sequences |
3344 | 9 // Number of sequences |
3345 | // |
3345 | // Sequence #0 - turn frightened and run away to their right |
3346 | collide // Include this frame in collision calcs |
3346 | collide // Include this frame in collision calcs |
3347 | speed // Frame rate type |
3347 | speed // Frame rate type |
3348 | 0.06,8 // Min frame rate, max frame rate, |
3348 | 0.06,8 // Min frame rate, max frame rate, |
3349 | 4 // Number of initial frames |
3349 | 4 // Number of initial frames |
3350 | RO8SHK.PIX |
3350 | RO8SHK.PIX |
Line 3362... | Line 3362... | ||
3362 | 0,0,flipped |
3362 | 0,0,flipped |
3363 | RO8RUNA3.PIX |
3363 | RO8RUNA3.PIX |
3364 | 0,0,flipped |
3364 | 0,0,flipped |
3365 | RO8RUNA2.PIX |
3365 | RO8RUNA2.PIX |
3366 | 0,0,flipped |
3366 | 0,0,flipped |
3367 | // |
3367 | // Sequence #1 - turn frightened and run towards to their left |
3368 | collide // Include this frame in collision calcs |
3368 | collide // Include this frame in collision calcs |
3369 | speed // Frame rate type |
3369 | speed // Frame rate type |
3370 | 0.06,8 // Min frame rate, max frame rate, |
3370 | 0.06,8 // Min frame rate, max frame rate, |
3371 | 4 // Number of initial frames |
3371 | 4 // Number of initial frames |
3372 | RO8SHK.PIX |
3372 | RO8SHK.PIX |
Line 3384... | Line 3384... | ||
3384 | 0,0,not flipped |
3384 | 0,0,not flipped |
3385 | RO8RUNT3.PIX |
3385 | RO8RUNT3.PIX |
3386 | 0,0,not flipped |
3386 | 0,0,not flipped |
3387 | RO8RUNT2.PIX |
3387 | RO8RUNT2.PIX |
3388 | 0,0,not flipped |
3388 | 0,0,not flipped |
3389 | // |
3389 | // Sequence #2 - turn frightened and run towards to their right |
3390 | collide // Include this frame in collision calcs |
3390 | collide // Include this frame in collision calcs |
3391 | speed // Frame rate type |
3391 | speed // Frame rate type |
3392 | 0.06,8 // Min frame rate, max frame rate, |
3392 | 0.06,8 // Min frame rate, max frame rate, |
3393 | 4 // Number of initial frames |
3393 | 4 // Number of initial frames |
3394 | RO8SHK.PIX |
3394 | RO8SHK.PIX |
Line 3438... | Line 3438... | ||
3438 | 2 // Number of looping frames |
3438 | 2 // Number of looping frames |
3439 | RO8STL1.PIX |
3439 | RO8STL1.PIX |
3440 | 0,0,flipped |
3440 | 0,0,flipped |
3441 | RO8STL2.PIX |
3441 | RO8STL2.PIX |
3442 | 0,0,flipped |
3442 | 0,0,flipped |
3443 | // |
3443 | // Sequence #5 - fatal collision with car |
3444 | don't collide // Exclude this frame in collision calcs |
3444 | don't collide // Exclude this frame in collision calcs |
3445 | variable // Frame rate type |
3445 | variable // Frame rate type |
3446 | 12,12 // Min frame rate, max frame rate, |
3446 | 12,12 // Min frame rate, max frame rate, |
3447 | 4 // Number of initial frames |
3447 | 4 // Number of initial frames |
3448 | RO8HIT1.PIX |
3448 | RO8HIT1.PIX |
Line 3463... | Line 3463... | ||
3463 | fixed // Frame rate type |
3463 | fixed // Frame rate type |
3464 | 1 // Number of initial frames |
3464 | 1 // Number of initial frames |
3465 | GCHUNKS1.PIX |
3465 | GCHUNKS1.PIX |
3466 | 0,0,not flipped |
3466 | 0,0,not flipped |
3467 | 0 // Number of looping frames |
3467 | 0 // Number of looping frames |
3468 | // |
3468 | // Sequence #7 - non-fatal collision with car |
3469 | collide // Include this frame in collision calcs |
3469 | collide // Include this frame in collision calcs |
3470 | variable // Frame rate type |
3470 | variable // Frame rate type |
3471 | 12,12 // Min frame rate, max frame rate, |
3471 | 12,12 // Min frame rate, max frame rate, |
3472 | 2 // Number of initial frames |
3472 | 2 // Number of initial frames |
3473 | RO8HIT1.PIX |
3473 | RO8HIT1.PIX |
3474 | 0,0,not flipped |
3474 | 0,0,not flipped |
3475 | RO8HIT2.PIX |
3475 | RO8HIT2.PIX |
3476 | 0,0,not flipped |
3476 | 0,0,not flipped |
3477 | 0 // Number of looping frames |
3477 | 0 // Number of looping frames |
3478 | // |
3478 | // Sequence #8 - stationary, looking the other way from side to side |
3479 | collide // Include this frame in collision calcs |
3479 | collide // Include this frame in collision calcs |
3480 | variable // Frame rate type |
3480 | variable // Frame rate type |
3481 | 1,6 // Min frame rate, max frame rate, |
3481 | 1,6 // Min frame rate, max frame rate, |
3482 | 0 // Number of initial frames |
3482 | 0 // Number of initial frames |
3483 | 2 // Number of looping frames |
3483 | 2 // Number of looping frames |
3484 | RO8BAK1.PIX |
3484 | RO8BAK1.PIX |
3485 | 0,0,not flipped |
3485 | 0,0,not flipped |
3486 | RO8BAK2.PIX |
3486 | RO8BAK2.PIX |
3487 | 0,0,flipped |
3487 | 0,0,flipped |
3488 | NEXT PEDESTRIAN |
3488 | NEXT PEDESTRIAN |
3489 | //( |
3489 | // **************** RO1 (FORMERLY COP) ********************************************************************************** |
3490 | 13 // Reference number |
3490 | 13 // Reference number |
3491 | 0.35 // Height |
3491 | 0.35 // Height |
3492 | 250 // Points value |
3492 | 250 // Points value |
3493 | 15 // Hit points |
3493 | 15 // Hit points |
3494 | 2,4031,4030 // Exploding noises |
3494 | 2,4031,4030 // Exploding noises |
Line 3512... | Line 3512... | ||
3512 | 0 // Sounds |
3512 | 0 // Sounds |
3513 | 3 // Number of sequences for this action |
3513 | 3 // Number of sequences for this action |
3514 | 90,8 // Max bearing, sequence index |
3514 | 90,8 // Max bearing, sequence index |
3515 | 270,4 // Max bearing, sequence index |
3515 | 270,4 // Max bearing, sequence index |
3516 | 360,8 // Max bearing, sequence index |
3516 | 360,8 // Max bearing, sequence index |
3517 | // |
3517 | // Action #1 - turn frightened and run like fuck |
3518 | 1,100 // Danger level, percentage chance |
3518 | 1,100 // Danger level, percentage chance |
3519 | 0,0.0008 // Initial speed, looping speed |
3519 | 0,0.0008 // Initial speed, looping speed |
3520 | 0.05 // Reaction time for this action |
3520 | 0.05 // Reaction time for this action |
3521 | 1,4003 // Sounds |
3521 | 1,4003 // Sounds |
3522 | 4 // Number of sequences for this action |
3522 | 4 // Number of sequences for this action |
3523 | 90,0 // Max bearing, sequence index |
3523 | 90,0 // Max bearing, sequence index |
3524 | 180,1 // Max bearing, sequence index |
3524 | 180,1 // Max bearing, sequence index |
3525 | 270,2 // Max bearing, sequence index |
3525 | 270,2 // Max bearing, sequence index |
3526 | 360,3 // Max bearing, sequence index |
3526 | 360,3 // Max bearing, sequence index |
3527 | // |
3527 | // Action #2 - fatal car collision |
3528 | 1000,0 // Danger level, percentage chance |
3528 | 1000,0 // Danger level, percentage chance |
3529 | 0,0 // Initial speed, looping speed |
3529 | 0,0 // Initial speed, looping speed |
3530 | 0 // Reaction time for this action |
3530 | 0 // Reaction time for this action |
3531 | 1,4013 // Sounds |
3531 | 1,4013 // Sounds |
3532 | 1 // Number of sequences for this action |
3532 | 1 // Number of sequences for this action |
3533 | 360,5 // Max bearing, sequence index |
3533 | 360,5 // Max bearing, sequence index |
3534 | // |
3534 | // Action #3 - turning into giblets |
3535 | 1000,0 // Danger level, percentage chance |
3535 | 1000,0 // Danger level, percentage chance |
3536 | 0,0 // Initial speed, looping speed |
3536 | 0,0 // Initial speed, looping speed |
3537 | 0 // Reaction time for this action |
3537 | 0 // Reaction time for this action |
3538 | 0 // Sounds |
3538 | 0 // Sounds |
3539 | 1 // Number of sequences for this action |
3539 | 1 // Number of sequences for this action |
Line 3550... | Line 3550... | ||
3550 | 0,0 // Initial speed, looping speed |
3550 | 0,0 // Initial speed, looping speed |
3551 | 0 // Reaction time for this action |
3551 | 0 // Reaction time for this action |
3552 | 1,4013 // Sounds |
3552 | 1,4013 // Sounds |
3553 | 1 // Number of sequences for this action |
3553 | 1 // Number of sequences for this action |
3554 | 360,5 // Max bearing, sequence index |
3554 | 360,5 // Max bearing, sequence index |
3555 | // |
3555 | // Action #6 - non-fatal ground collision |
3556 | 1000,0 // Danger level, percentage chance |
3556 | 1000,0 // Danger level, percentage chance |
3557 | 0,0 // Initial speed, looping speed |
3557 | 0,0 // Initial speed, looping speed |
3558 | 0 // Reaction time for this action |
3558 | 0 // Reaction time for this action |
3559 | 1,4003 // Sounds |
3559 | 1,4003 // Sounds |
3560 | 1 // Number of sequences for this action |
3560 | 1 // Number of sequences for this action |
3561 | 360,7 // Max bearing, sequence index |
3561 | 360,7 // Max bearing, sequence index |
3562 | 9 // Number of sequences |
3562 | 9 // Number of sequences |
3563 | // |
3563 | // Sequence #0 - turn frightened and run away to their right |
3564 | collide // Include this frame in collision calcs |
3564 | collide // Include this frame in collision calcs |
3565 | speed // Frame rate type |
3565 | speed // Frame rate type |
3566 | 0.06,8 // Min frame rate, max frame rate, |
3566 | 0.06,8 // Min frame rate, max frame rate, |
3567 | 4 // Number of initial frames |
3567 | 4 // Number of initial frames |
3568 | RO1SHK.PIX |
3568 | RO1SHK.PIX |
Line 3580... | Line 3580... | ||
3580 | 0,0,flipped |
3580 | 0,0,flipped |
3581 | RO1RUNA3.PIX |
3581 | RO1RUNA3.PIX |
3582 | 0,0,flipped |
3582 | 0,0,flipped |
3583 | RO1RUNA2.PIX |
3583 | RO1RUNA2.PIX |
3584 | 0,0,flipped |
3584 | 0,0,flipped |
3585 | // |
3585 | // Sequence #1 - turn frightened and run towards to their left |
3586 | collide // Include this frame in collision calcs |
3586 | collide // Include this frame in collision calcs |
3587 | speed // Frame rate type |
3587 | speed // Frame rate type |
3588 | 0.06,8 // Min frame rate, max frame rate, |
3588 | 0.06,8 // Min frame rate, max frame rate, |
3589 | 4 // Number of initial frames |
3589 | 4 // Number of initial frames |
3590 | RO1SHK.PIX |
3590 | RO1SHK.PIX |
Line 3602... | Line 3602... | ||
3602 | 0,0,not flipped |
3602 | 0,0,not flipped |
3603 | RO1RUNT3.PIX |
3603 | RO1RUNT3.PIX |
3604 | 0,0,not flipped |
3604 | 0,0,not flipped |
3605 | RO1RUNT2.PIX |
3605 | RO1RUNT2.PIX |
3606 | 0,0,not flipped |
3606 | 0,0,not flipped |
3607 | // |
3607 | // Sequence #2 - turn frightened and run towards to their right |
3608 | collide // Include this frame in collision calcs |
3608 | collide // Include this frame in collision calcs |
3609 | speed // Frame rate type |
3609 | speed // Frame rate type |
3610 | 0.06,8 // Min frame rate, max frame rate, |
3610 | 0.06,8 // Min frame rate, max frame rate, |
3611 | 4 // Number of initial frames |
3611 | 4 // Number of initial frames |
3612 | RO1SHK.PIX |
3612 | RO1SHK.PIX |
Line 3656... | Line 3656... | ||
3656 | 2 // Number of looping frames |
3656 | 2 // Number of looping frames |
3657 | RO1STL1.PIX |
3657 | RO1STL1.PIX |
3658 | 0,0,flipped |
3658 | 0,0,flipped |
3659 | RO1STL2.PIX |
3659 | RO1STL2.PIX |
3660 | 0,0,flipped |
3660 | 0,0,flipped |
3661 | // |
3661 | // Sequence #5 - fatal collision with car |
3662 | don't collide // Exclude this frame in collision calcs |
3662 | don't collide // Exclude this frame in collision calcs |
3663 | variable // Frame rate type |
3663 | variable // Frame rate type |
3664 | 12,12 // Min frame rate, max frame rate, |
3664 | 12,12 // Min frame rate, max frame rate, |
3665 | 4 // Number of initial frames |
3665 | 4 // Number of initial frames |
3666 | RO1HIT1.PIX |
3666 | RO1HIT1.PIX |
Line 3681... | Line 3681... | ||
3681 | fixed // Frame rate type |
3681 | fixed // Frame rate type |
3682 | 1 // Number of initial frames |
3682 | 1 // Number of initial frames |
3683 | GCHUNKS1.PIX |
3683 | GCHUNKS1.PIX |
3684 | 0,0,not flipped |
3684 | 0,0,not flipped |
3685 | 0 // Number of looping frames |
3685 | 0 // Number of looping frames |
3686 | // |
3686 | // Sequence #7 - non-fatal collision with car |
3687 | collide // Include this frame in collision calcs |
3687 | collide // Include this frame in collision calcs |
3688 | variable // Frame rate type |
3688 | variable // Frame rate type |
3689 | 12,12 // Min frame rate, max frame rate, |
3689 | 12,12 // Min frame rate, max frame rate, |
3690 | 2 // Number of initial frames |
3690 | 2 // Number of initial frames |
3691 | RO1HIT1.PIX |
3691 | RO1HIT1.PIX |
3692 | 0,0,not flipped |
3692 | 0,0,not flipped |
3693 | RO1HIT2.PIX |
3693 | RO1HIT2.PIX |
3694 | 0,0,not flipped |
3694 | 0,0,not flipped |
3695 | 0 // Number of looping frames |
3695 | 0 // Number of looping frames |
3696 | // |
3696 | // Sequence #8 - stationary, looking the other way from side to side |
3697 | collide // Include this frame in collision calcs |
3697 | collide // Include this frame in collision calcs |
3698 | variable // Frame rate type |
3698 | variable // Frame rate type |
3699 | 1,6 // Min frame rate, max frame rate, |
3699 | 1,6 // Min frame rate, max frame rate, |
3700 | 0 // Number of initial frames |
3700 | 0 // Number of initial frames |
3701 | 2 // Number of looping frames |
3701 | 2 // Number of looping frames |
3702 | RO1BAK1.PIX |
3702 | RO1BAK1.PIX |
3703 | 0,0,not flipped |
3703 | 0,0,not flipped |
3704 | RO1BAK2.PIX |
3704 | RO1BAK2.PIX |
3705 | 0,0,flipped |
3705 | 0,0,flipped |
3706 | NEXT PEDESTRIAN |
3706 | NEXT PEDESTRIAN |
3707 | // |
3707 | // **************** RO2(FORMERLY CPT) ********************************************************************************** |
3708 | 14 // Reference number |
3708 | 14 // Reference number |
3709 | 0.35 // Height |
3709 | 0.35 // Height |
3710 | 250 // Points value |
3710 | 250 // Points value |
3711 | 15 // Hit points |
3711 | 15 // Hit points |
3712 | 2,4031,4030 // Exploding noises |
3712 | 2,4031,4030 // Exploding noises |
Line 3730... | Line 3730... | ||
3730 | 0 // Sounds |
3730 | 0 // Sounds |
3731 | 3 // Number of sequences for this action |
3731 | 3 // Number of sequences for this action |
3732 | 90,8 // Max bearing, sequence index |
3732 | 90,8 // Max bearing, sequence index |
3733 | 270,4 // Max bearing, sequence index |
3733 | 270,4 // Max bearing, sequence index |
3734 | 360,8 // Max bearing, sequence index |
3734 | 360,8 // Max bearing, sequence index |
3735 | // |
3735 | // Action #1 - turn frightened and run like fuck |
3736 | 1,100 // Danger level, percentage chance |
3736 | 1,100 // Danger level, percentage chance |
3737 | 0,0.0008 // Initial speed, looping speed |
3737 | 0,0.0008 // Initial speed, looping speed |
3738 | 0.05 // Reaction time for this action |
3738 | 0.05 // Reaction time for this action |
3739 | 1,4003 // Sounds |
3739 | 1,4003 // Sounds |
3740 | 4 // Number of sequences for this action |
3740 | 4 // Number of sequences for this action |
3741 | 90,0 // Max bearing, sequence index |
3741 | 90,0 // Max bearing, sequence index |
3742 | 180,1 // Max bearing, sequence index |
3742 | 180,1 // Max bearing, sequence index |
3743 | 270,2 // Max bearing, sequence index |
3743 | 270,2 // Max bearing, sequence index |
3744 | 360,3 // Max bearing, sequence index |
3744 | 360,3 // Max bearing, sequence index |
3745 | // |
3745 | // Action #2 - fatal car collision |
3746 | 1000,0 // Danger level, percentage chance |
3746 | 1000,0 // Danger level, percentage chance |
3747 | 0,0 // Initial speed, looping speed |
3747 | 0,0 // Initial speed, looping speed |
3748 | 0 // Reaction time for this action |
3748 | 0 // Reaction time for this action |
3749 | 1,4013 // Sounds |
3749 | 1,4013 // Sounds |
3750 | 1 // Number of sequences for this action |
3750 | 1 // Number of sequences for this action |
3751 | 360,5 // Max bearing, sequence index |
3751 | 360,5 // Max bearing, sequence index |
3752 | // |
3752 | // Action #3 - turning into giblets |
3753 | 1000,0 // Danger level, percentage chance |
3753 | 1000,0 // Danger level, percentage chance |
3754 | 0,0 // Initial speed, looping speed |
3754 | 0,0 // Initial speed, looping speed |
3755 | 0 // Reaction time for this action |
3755 | 0 // Reaction time for this action |
3756 | 0 // Sounds |
3756 | 0 // Sounds |
3757 | 1 // Number of sequences for this action |
3757 | 1 // Number of sequences for this action |
Line 3768... | Line 3768... | ||
3768 | 0,0 // Initial speed, looping speed |
3768 | 0,0 // Initial speed, looping speed |
3769 | 0 // Reaction time for this action |
3769 | 0 // Reaction time for this action |
3770 | 1,4013 // Sounds |
3770 | 1,4013 // Sounds |
3771 | 1 // Number of sequences for this action |
3771 | 1 // Number of sequences for this action |
3772 | 360,5 // Max bearing, sequence index |
3772 | 360,5 // Max bearing, sequence index |
3773 | // |
3773 | // Action #6 - non-fatal ground collision |
3774 | 1000,0 // Danger level, percentage chance |
3774 | 1000,0 // Danger level, percentage chance |
3775 | 0,0 // Initial speed, looping speed |
3775 | 0,0 // Initial speed, looping speed |
3776 | 0 // Reaction time for this action |
3776 | 0 // Reaction time for this action |
3777 | 1,4003 // Sounds |
3777 | 1,4003 // Sounds |
3778 | 1 // Number of sequences for this action |
3778 | 1 // Number of sequences for this action |
3779 | 360,7 // Max bearing, sequence index |
3779 | 360,7 // Max bearing, sequence index |
3780 | 9 // Number of sequences |
3780 | 9 // Number of sequences |
3781 | // |
3781 | // Sequence #0 - turn frightened and run away to their right |
3782 | collide // Include this frame in collision calcs |
3782 | collide // Include this frame in collision calcs |
3783 | speed // Frame rate type |
3783 | speed // Frame rate type |
3784 | 0.06,8 // Min frame rate, max frame rate, |
3784 | 0.06,8 // Min frame rate, max frame rate, |
3785 | 4 // Number of initial frames |
3785 | 4 // Number of initial frames |
3786 | RO2SHK.PIX |
3786 | RO2SHK.PIX |
Line 3798... | Line 3798... | ||
3798 | 0,0,flipped |
3798 | 0,0,flipped |
3799 | RO2RUNA3.PIX |
3799 | RO2RUNA3.PIX |
3800 | 0,0,flipped |
3800 | 0,0,flipped |
3801 | RO2RUNA2.PIX |
3801 | RO2RUNA2.PIX |
3802 | 0,0,flipped |
3802 | 0,0,flipped |
3803 | // |
3803 | // Sequence #1 - turn frightened and run towards to their left |
3804 | collide // Include this frame in collision calcs |
3804 | collide // Include this frame in collision calcs |
3805 | speed // Frame rate type |
3805 | speed // Frame rate type |
3806 | 0.06,8 // Min frame rate, max frame rate, |
3806 | 0.06,8 // Min frame rate, max frame rate, |
3807 | 4 // Number of initial frames |
3807 | 4 // Number of initial frames |
3808 | RO2SHK.PIX |
3808 | RO2SHK.PIX |
Line 3820... | Line 3820... | ||
3820 | 0,0,not flipped |
3820 | 0,0,not flipped |
3821 | RO2RUNT3.PIX |
3821 | RO2RUNT3.PIX |
3822 | 0,0,not flipped |
3822 | 0,0,not flipped |
3823 | RO2RUNT2.PIX |
3823 | RO2RUNT2.PIX |
3824 | 0,0,not flipped |
3824 | 0,0,not flipped |
3825 | // |
3825 | // Sequence #2 - turn frightened and run towards to their right |
3826 | collide // Include this frame in collision calcs |
3826 | collide // Include this frame in collision calcs |
3827 | speed // Frame rate type |
3827 | speed // Frame rate type |
3828 | 0.06,8 // Min frame rate, max frame rate, |
3828 | 0.06,8 // Min frame rate, max frame rate, |
3829 | 4 // Number of initial frames |
3829 | 4 // Number of initial frames |
3830 | RO2SHK.PIX |
3830 | RO2SHK.PIX |
Line 3874... | Line 3874... | ||
3874 | 2 // Number of looping frames |
3874 | 2 // Number of looping frames |
3875 | RO2STL1.PIX |
3875 | RO2STL1.PIX |
3876 | 0,0,flipped |
3876 | 0,0,flipped |
3877 | RO2STL2.PIX |
3877 | RO2STL2.PIX |
3878 | 0,0,flipped |
3878 | 0,0,flipped |
3879 | // |
3879 | // Sequence #5 - fatal collision with car |
3880 | don't collide // Exclude this frame in collision calcs |
3880 | don't collide // Exclude this frame in collision calcs |
3881 | variable // Frame rate type |
3881 | variable // Frame rate type |
3882 | 12,12 // Min frame rate, max frame rate, |
3882 | 12,12 // Min frame rate, max frame rate, |
3883 | 4 // Number of initial frames |
3883 | 4 // Number of initial frames |
3884 | RO2HIT1.PIX |
3884 | RO2HIT1.PIX |
Line 3899... | Line 3899... | ||
3899 | fixed // Frame rate type |
3899 | fixed // Frame rate type |
3900 | 1 // Number of initial frames |
3900 | 1 // Number of initial frames |
3901 | GCHUNKS1.PIX |
3901 | GCHUNKS1.PIX |
3902 | 0,0,not flipped |
3902 | 0,0,not flipped |
3903 | 0 // Number of looping frames |
3903 | 0 // Number of looping frames |
3904 | // |
3904 | // Sequence #7 - non-fatal collision with car |
3905 | collide // Include this frame in collision calcs |
3905 | collide // Include this frame in collision calcs |
3906 | variable // Frame rate type |
3906 | variable // Frame rate type |
3907 | 12,12 // Min frame rate, max frame rate, |
3907 | 12,12 // Min frame rate, max frame rate, |
3908 | 2 // Number of initial frames |
3908 | 2 // Number of initial frames |
3909 | RO2HIT1.PIX |
3909 | RO2HIT1.PIX |
3910 | 0,0,not flipped |
3910 | 0,0,not flipped |
3911 | RO2HIT2.PIX |
3911 | RO2HIT2.PIX |
3912 | 0,0,not flipped |
3912 | 0,0,not flipped |
3913 | 0 // Number of looping frames |
3913 | 0 // Number of looping frames |
3914 | // |
3914 | // Sequence #8 - stationary, looking the other way from side to side |
3915 | collide // Include this frame in collision calcs |
3915 | collide // Include this frame in collision calcs |
3916 | variable // Frame rate type |
3916 | variable // Frame rate type |
3917 | 1,6 // Min frame rate, max frame rate, |
3917 | 1,6 // Min frame rate, max frame rate, |
3918 | 0 // Number of initial frames |
3918 | 0 // Number of initial frames |
3919 | 2 // Number of looping frames |
3919 | 2 // Number of looping frames |
3920 | RO2BAK1.PIX |
3920 | RO2BAK1.PIX |
3921 | 0,0,not flipped |
3921 | 0,0,not flipped |
3922 | RO2BAK2.PIX |
3922 | RO2BAK2.PIX |
3923 | 0,0,flipped |
3923 | 0,0,flipped |
3924 | NEXT PEDESTRIAN |
3924 | NEXT PEDESTRIAN |
3925 | // |
3925 | // **************** RO3(FORMERLY FM0) ********************************************************************************** |
3926 | 15 // Reference number |
3926 | 15 // Reference number |
3927 | 0.35 // Height |
3927 | 0.35 // Height |
3928 | 250 // Points value |
3928 | 250 // Points value |
3929 | 15 // Hit points |
3929 | 15 // Hit points |
3930 | 2,4031,4030 // Exploding noises |
3930 | 2,4031,4030 // Exploding noises |
Line 3948... | Line 3948... | ||
3948 | 0 // Sounds |
3948 | 0 // Sounds |
3949 | 3 // Number of sequences for this action |
3949 | 3 // Number of sequences for this action |
3950 | 90,8 // Max bearing, sequence index |
3950 | 90,8 // Max bearing, sequence index |
3951 | 270,4 // Max bearing, sequence index |
3951 | 270,4 // Max bearing, sequence index |
3952 | 360,8 // Max bearing, sequence index |
3952 | 360,8 // Max bearing, sequence index |
3953 | // |
3953 | // Action #1 - turn frightened and run like fuck |
3954 | 1,100 // Danger level, percentage chance |
3954 | 1,100 // Danger level, percentage chance |
3955 | 0,0.0008 // Initial speed, looping speed |
3955 | 0,0.0008 // Initial speed, looping speed |
3956 | 0.05 // Reaction time for this action |
3956 | 0.05 // Reaction time for this action |
3957 | 1,4003 // Sounds |
3957 | 1,4003 // Sounds |
3958 | 4 // Number of sequences for this action |
3958 | 4 // Number of sequences for this action |
3959 | 90,0 // Max bearing, sequence index |
3959 | 90,0 // Max bearing, sequence index |
3960 | 180,1 // Max bearing, sequence index |
3960 | 180,1 // Max bearing, sequence index |
3961 | 270,2 // Max bearing, sequence index |
3961 | 270,2 // Max bearing, sequence index |
3962 | 360,3 // Max bearing, sequence index |
3962 | 360,3 // Max bearing, sequence index |
3963 | // |
3963 | // Action #2 - fatal car collision |
3964 | 1000,0 // Danger level, percentage chance |
3964 | 1000,0 // Danger level, percentage chance |
3965 | 0,0 // Initial speed, looping speed |
3965 | 0,0 // Initial speed, looping speed |
3966 | 0 // Reaction time for this action |
3966 | 0 // Reaction time for this action |
3967 | 1,4013 // Sounds |
3967 | 1,4013 // Sounds |
3968 | 1 // Number of sequences for this action |
3968 | 1 // Number of sequences for this action |
3969 | 360,5 // Max bearing, sequence index |
3969 | 360,5 // Max bearing, sequence index |
3970 | // |
3970 | // Action #3 - turning into giblets |
3971 | 1000,0 // Danger level, percentage chance |
3971 | 1000,0 // Danger level, percentage chance |
3972 | 0,0 // Initial speed, looping speed |
3972 | 0,0 // Initial speed, looping speed |
3973 | 0 // Reaction time for this action |
3973 | 0 // Reaction time for this action |
3974 | 0 // Sounds |
3974 | 0 // Sounds |
3975 | 1 // Number of sequences for this action |
3975 | 1 // Number of sequences for this action |
Line 3986... | Line 3986... | ||
3986 | 0,0 // Initial speed, looping speed |
3986 | 0,0 // Initial speed, looping speed |
3987 | 0 // Reaction time for this action |
3987 | 0 // Reaction time for this action |
3988 | 1,4013 // Sounds |
3988 | 1,4013 // Sounds |
3989 | 1 // Number of sequences for this action |
3989 | 1 // Number of sequences for this action |
3990 | 360,5 // Max bearing, sequence index |
3990 | 360,5 // Max bearing, sequence index |
3991 | // |
3991 | // Action #6 - non-fatal ground collision |
3992 | 1000,0 // Danger level, percentage chance |
3992 | 1000,0 // Danger level, percentage chance |
3993 | 0,0 // Initial speed, looping speed |
3993 | 0,0 // Initial speed, looping speed |
3994 | 0 // Reaction time for this action |
3994 | 0 // Reaction time for this action |
3995 | 1,4003 // Sounds |
3995 | 1,4003 // Sounds |
3996 | 1 // Number of sequences for this action |
3996 | 1 // Number of sequences for this action |
3997 | 360,7 // Max bearing, sequence index |
3997 | 360,7 // Max bearing, sequence index |
3998 | 9 // Number of sequences |
3998 | 9 // Number of sequences |
3999 | // |
3999 | // Sequence #0 - turn frightened and run away to their right |
4000 | collide // Include this frame in collision calcs |
4000 | collide // Include this frame in collision calcs |
4001 | speed // Frame rate type |
4001 | speed // Frame rate type |
4002 | 0.06,8 // Min frame rate, max frame rate, |
4002 | 0.06,8 // Min frame rate, max frame rate, |
4003 | 4 // Number of initial frames |
4003 | 4 // Number of initial frames |
4004 | RO3SHK.PIX |
4004 | RO3SHK.PIX |
Line 4016... | Line 4016... | ||
4016 | 0,0,flipped |
4016 | 0,0,flipped |
4017 | RO3RUNA3.PIX |
4017 | RO3RUNA3.PIX |
4018 | 0,0,flipped |
4018 | 0,0,flipped |
4019 | RO3RUNA2.PIX |
4019 | RO3RUNA2.PIX |
4020 | 0,0,flipped |
4020 | 0,0,flipped |
4021 | // |
4021 | // Sequence #1 - turn frightened and run towards to their left |
4022 | collide // Include this frame in collision calcs |
4022 | collide // Include this frame in collision calcs |
4023 | speed // Frame rate type |
4023 | speed // Frame rate type |
4024 | 0.06,8 // Min frame rate, max frame rate, |
4024 | 0.06,8 // Min frame rate, max frame rate, |
4025 | 4 // Number of initial frames |
4025 | 4 // Number of initial frames |
4026 | RO3SHK.PIX |
4026 | RO3SHK.PIX |
Line 4038... | Line 4038... | ||
4038 | 0,0,not flipped |
4038 | 0,0,not flipped |
4039 | RO3RUNT3.PIX |
4039 | RO3RUNT3.PIX |
4040 | 0,0,not flipped |
4040 | 0,0,not flipped |
4041 | RO3RUNT2.PIX |
4041 | RO3RUNT2.PIX |
4042 | 0,0,not flipped |
4042 | 0,0,not flipped |
4043 | // |
4043 | // Sequence #2 - turn frightened and run towards to their right |
4044 | collide // Include this frame in collision calcs |
4044 | collide // Include this frame in collision calcs |
4045 | speed // Frame rate type |
4045 | speed // Frame rate type |
4046 | 0.06,8 // Min frame rate, max frame rate, |
4046 | 0.06,8 // Min frame rate, max frame rate, |
4047 | 4 // Number of initial frames |
4047 | 4 // Number of initial frames |
4048 | RO3SHK.PIX |
4048 | RO3SHK.PIX |
Line 4092... | Line 4092... | ||
4092 | 2 // Number of looping frames |
4092 | 2 // Number of looping frames |
4093 | RO3STL1.PIX |
4093 | RO3STL1.PIX |
4094 | 0,0,flipped |
4094 | 0,0,flipped |
4095 | RO3STL2.PIX |
4095 | RO3STL2.PIX |
4096 | 0,0,flipped |
4096 | 0,0,flipped |
4097 | // |
4097 | // Sequence #5 - fatal collision with car |
4098 | don't collide // Exclude this frame in collision calcs |
4098 | don't collide // Exclude this frame in collision calcs |
4099 | variable // Frame rate type |
4099 | variable // Frame rate type |
4100 | 12,12 // Min frame rate, max frame rate, |
4100 | 12,12 // Min frame rate, max frame rate, |
4101 | 4 // Number of initial frames |
4101 | 4 // Number of initial frames |
4102 | RO3HIT1.PIX |
4102 | RO3HIT1.PIX |
Line 4117... | Line 4117... | ||
4117 | fixed // Frame rate type |
4117 | fixed // Frame rate type |
4118 | 1 // Number of initial frames |
4118 | 1 // Number of initial frames |
4119 | GCHUNKS1.PIX |
4119 | GCHUNKS1.PIX |
4120 | 0,0,not flipped |
4120 | 0,0,not flipped |
4121 | 0 // Number of looping frames |
4121 | 0 // Number of looping frames |
4122 | // |
4122 | // Sequence #7 - non-fatal collision with car |
4123 | collide // Include this frame in collision calcs |
4123 | collide // Include this frame in collision calcs |
4124 | variable // Frame rate type |
4124 | variable // Frame rate type |
4125 | 12,12 // Min frame rate, max frame rate, |
4125 | 12,12 // Min frame rate, max frame rate, |
4126 | 2 // Number of initial frames |
4126 | 2 // Number of initial frames |
4127 | RO3HIT1.PIX |
4127 | RO3HIT1.PIX |
4128 | 0,0,not flipped |
4128 | 0,0,not flipped |
4129 | RO3HIT2.PIX |
4129 | RO3HIT2.PIX |
4130 | 0,0,not flipped |
4130 | 0,0,not flipped |
4131 | 0 // Number of looping frames |
4131 | 0 // Number of looping frames |
4132 | // |
4132 | // Sequence #8 - stationary, looking the other way from side to side |
4133 | collide // Include this frame in collision calcs |
4133 | collide // Include this frame in collision calcs |
4134 | variable // Frame rate type |
4134 | variable // Frame rate type |
4135 | 1,6 // Min frame rate, max frame rate, |
4135 | 1,6 // Min frame rate, max frame rate, |
4136 | 0 // Number of initial frames |
4136 | 0 // Number of initial frames |
4137 | 2 // Number of looping frames |
4137 | 2 // Number of looping frames |
4138 | RO3BAK1.PIX |
4138 | RO3BAK1.PIX |
4139 | 0,0,not flipped |
4139 | 0,0,not flipped |
4140 | RO3BAK2.PIX |
4140 | RO3BAK2.PIX |
4141 | 0,0,flipped |
4141 | 0,0,flipped |
4142 | NEXT PEDESTRIAN |
4142 | NEXT PEDESTRIAN |
4143 | // |
4143 | // **************** RO4(FORMERLY MAN) ********************************************************************************** |
4144 | 16 // Reference number |
4144 | 16 // Reference number |
4145 | 0.35 // Height |
4145 | 0.35 // Height |
4146 | 250 // Points value |
4146 | 250 // Points value |
4147 | 15 // Hit points |
4147 | 15 // Hit points |
4148 | 2,4031,4030 // Exploding noises |
4148 | 2,4031,4030 // Exploding noises |
Line 4166... | Line 4166... | ||
4166 | 0 // Sounds |
4166 | 0 // Sounds |
4167 | 3 // Number of sequences for this action |
4167 | 3 // Number of sequences for this action |
4168 | 90,8 // Max bearing, sequence index |
4168 | 90,8 // Max bearing, sequence index |
4169 | 270,4 // Max bearing, sequence index |
4169 | 270,4 // Max bearing, sequence index |
4170 | 360,8 // Max bearing, sequence index |
4170 | 360,8 // Max bearing, sequence index |
4171 | // |
4171 | // Action #1 - turn frightened and run like fuck |
4172 | 1,100 // Danger level, percentage chance |
4172 | 1,100 // Danger level, percentage chance |
4173 | 0,0.0008 // Initial speed, looping speed |
4173 | 0,0.0008 // Initial speed, looping speed |
4174 | 0.05 // Reaction time for this action |
4174 | 0.05 // Reaction time for this action |
4175 | 1,4003 // Sounds |
4175 | 1,4003 // Sounds |
4176 | 4 // Number of sequences for this action |
4176 | 4 // Number of sequences for this action |
4177 | 90,0 // Max bearing, sequence index |
4177 | 90,0 // Max bearing, sequence index |
4178 | 180,1 // Max bearing, sequence index |
4178 | 180,1 // Max bearing, sequence index |
4179 | 270,2 // Max bearing, sequence index |
4179 | 270,2 // Max bearing, sequence index |
4180 | 360,3 // Max bearing, sequence index |
4180 | 360,3 // Max bearing, sequence index |
4181 | // |
4181 | // Action #2 - fatal car collision |
4182 | 1000,0 // Danger level, percentage chance |
4182 | 1000,0 // Danger level, percentage chance |
4183 | 0,0 // Initial speed, looping speed |
4183 | 0,0 // Initial speed, looping speed |
4184 | 0 // Reaction time for this action |
4184 | 0 // Reaction time for this action |
4185 | 1,4013 // Sounds |
4185 | 1,4013 // Sounds |
4186 | 1 // Number of sequences for this action |
4186 | 1 // Number of sequences for this action |
4187 | 360,5 // Max bearing, sequence index |
4187 | 360,5 // Max bearing, sequence index |
4188 | // |
4188 | // Action #3 - turning into giblets |
4189 | 1000,0 // Danger level, percentage chance |
4189 | 1000,0 // Danger level, percentage chance |
4190 | 0,0 // Initial speed, looping speed |
4190 | 0,0 // Initial speed, looping speed |
4191 | 0 // Reaction time for this action |
4191 | 0 // Reaction time for this action |
4192 | 0 // Sounds |
4192 | 0 // Sounds |
4193 | 1 // Number of sequences for this action |
4193 | 1 // Number of sequences for this action |
Line 4204... | Line 4204... | ||
4204 | 0,0 // Initial speed, looping speed |
4204 | 0,0 // Initial speed, looping speed |
4205 | 0 // Reaction time for this action |
4205 | 0 // Reaction time for this action |
4206 | 1,4013 // Sounds |
4206 | 1,4013 // Sounds |
4207 | 1 // Number of sequences for this action |
4207 | 1 // Number of sequences for this action |
4208 | 360,5 // Max bearing, sequence index |
4208 | 360,5 // Max bearing, sequence index |
4209 | // |
4209 | // Action #6 - non-fatal ground collision |
4210 | 1000,0 // Danger level, percentage chance |
4210 | 1000,0 // Danger level, percentage chance |
4211 | 0,0 // Initial speed, looping speed |
4211 | 0,0 // Initial speed, looping speed |
4212 | 0 // Reaction time for this action |
4212 | 0 // Reaction time for this action |
4213 | 1,4003 // Sounds |
4213 | 1,4003 // Sounds |
4214 | 1 // Number of sequences for this action |
4214 | 1 // Number of sequences for this action |
4215 | 360,7 // Max bearing, sequence index |
4215 | 360,7 // Max bearing, sequence index |
4216 | 9 // Number of sequences |
4216 | 9 // Number of sequences |
4217 | // |
4217 | // Sequence #0 - turn frightened and run away to their right |
4218 | collide // Include this frame in collision calcs |
4218 | collide // Include this frame in collision calcs |
4219 | speed // Frame rate type |
4219 | speed // Frame rate type |
4220 | 0.06,8 // Min frame rate, max frame rate, |
4220 | 0.06,8 // Min frame rate, max frame rate, |
4221 | 4 // Number of initial frames |
4221 | 4 // Number of initial frames |
4222 | RO4SHK.PIX |
4222 | RO4SHK.PIX |
Line 4234... | Line 4234... | ||
4234 | 0,0,flipped |
4234 | 0,0,flipped |
4235 | RO4RUNA3.PIX |
4235 | RO4RUNA3.PIX |
4236 | 0,0,flipped |
4236 | 0,0,flipped |
4237 | RO4RUNA2.PIX |
4237 | RO4RUNA2.PIX |
4238 | 0,0,flipped |
4238 | 0,0,flipped |
4239 | // |
4239 | // Sequence #1 - turn frightened and run towards to their left |
4240 | collide // Include this frame in collision calcs |
4240 | collide // Include this frame in collision calcs |
4241 | speed // Frame rate type |
4241 | speed // Frame rate type |
4242 | 0.06,8 // Min frame rate, max frame rate, |
4242 | 0.06,8 // Min frame rate, max frame rate, |
4243 | 4 // Number of initial frames |
4243 | 4 // Number of initial frames |
4244 | RO4SHK.PIX |
4244 | RO4SHK.PIX |
Line 4256... | Line 4256... | ||
4256 | 0,0,not flipped |
4256 | 0,0,not flipped |
4257 | RO4RUNT3.PIX |
4257 | RO4RUNT3.PIX |
4258 | 0,0,not flipped |
4258 | 0,0,not flipped |
4259 | RO4RUNT2.PIX |
4259 | RO4RUNT2.PIX |
4260 | 0,0,not flipped |
4260 | 0,0,not flipped |
4261 | // |
4261 | // Sequence #2 - turn frightened and run towards to their right |
4262 | collide // Include this frame in collision calcs |
4262 | collide // Include this frame in collision calcs |
4263 | speed // Frame rate type |
4263 | speed // Frame rate type |
4264 | 0.06,8 // Min frame rate, max frame rate, |
4264 | 0.06,8 // Min frame rate, max frame rate, |
4265 | 4 // Number of initial frames |
4265 | 4 // Number of initial frames |
4266 | RO4SHK.PIX |
4266 | RO4SHK.PIX |
Line 4310... | Line 4310... | ||
4310 | 2 // Number of looping frames |
4310 | 2 // Number of looping frames |
4311 | RO4STL1.PIX |
4311 | RO4STL1.PIX |
4312 | 0,0,flipped |
4312 | 0,0,flipped |
4313 | RO4STL2.PIX |
4313 | RO4STL2.PIX |
4314 | 0,0,flipped |
4314 | 0,0,flipped |
4315 | // |
4315 | // Sequence #5 - fatal collision with car |
4316 | don't collide // Exclude this frame in collision calcs |
4316 | don't collide // Exclude this frame in collision calcs |
4317 | variable // Frame rate type |
4317 | variable // Frame rate type |
4318 | 12,12 // Min frame rate, max frame rate, |
4318 | 12,12 // Min frame rate, max frame rate, |
4319 | 4 // Number of initial frames |
4319 | 4 // Number of initial frames |
4320 | RO4HIT1.PIX |
4320 | RO4HIT1.PIX |
Line 4335... | Line 4335... | ||
4335 | fixed // Frame rate type |
4335 | fixed // Frame rate type |
4336 | 1 // Number of initial frames |
4336 | 1 // Number of initial frames |
4337 | GCHUNKS1.PIX |
4337 | GCHUNKS1.PIX |
4338 | 0,0,not flipped |
4338 | 0,0,not flipped |
4339 | 0 // Number of looping frames |
4339 | 0 // Number of looping frames |
4340 | // |
4340 | // Sequence #7 - non-fatal collision with car |
4341 | collide // Include this frame in collision calcs |
4341 | collide // Include this frame in collision calcs |
4342 | variable // Frame rate type |
4342 | variable // Frame rate type |
4343 | 12,12 // Min frame rate, max frame rate, |
4343 | 12,12 // Min frame rate, max frame rate, |
4344 | 2 // Number of initial frames |
4344 | 2 // Number of initial frames |
4345 | RO4HIT1.PIX |
4345 | RO4HIT1.PIX |
4346 | 0,0,not flipped |
4346 | 0,0,not flipped |
4347 | RO4HIT2.PIX |
4347 | RO4HIT2.PIX |
4348 | 0,0,not flipped |
4348 | 0,0,not flipped |
4349 | 0 // Number of looping frames |
4349 | 0 // Number of looping frames |
4350 | // |
4350 | // Sequence #8 - stationary, looking the other way from side to side |
4351 | collide // Include this frame in collision calcs |
4351 | collide // Include this frame in collision calcs |
4352 | variable // Frame rate type |
4352 | variable // Frame rate type |
4353 | 1,6 // Min frame rate, max frame rate, |
4353 | 1,6 // Min frame rate, max frame rate, |
4354 | 0 // Number of initial frames |
4354 | 0 // Number of initial frames |
4355 | 2 // Number of looping frames |
4355 | 2 // Number of looping frames |
4356 | RO4BAK1.PIX |
4356 | RO4BAK1.PIX |
4357 | 0,0,not flipped |
4357 | 0,0,not flipped |
4358 | RO4BAK2.PIX |
4358 | RO4BAK2.PIX |
4359 | 0,0,flipped |
4359 | 0,0,flipped |
4360 | NEXT PEDESTRIAN |
4360 | NEXT PEDESTRIAN |
4361 | // |
4361 | // **************** RO5 (FORMERLY MUS) ********************************************************************************** |
4362 | 17 // Reference number |
4362 | 17 // Reference number |
4363 | 0.35 // Height |
4363 | 0.35 // Height |
4364 | 250 // Points value |
4364 | 250 // Points value |
4365 | 15 // Hit points |
4365 | 15 // Hit points |
4366 | 2,4031,4030 // Exploding noises |
4366 | 2,4031,4030 // Exploding noises |
Line 4384... | Line 4384... | ||
4384 | 0 // Sounds |
4384 | 0 // Sounds |
4385 | 3 // Number of sequences for this action |
4385 | 3 // Number of sequences for this action |
4386 | 90,8 // Max bearing, sequence index |
4386 | 90,8 // Max bearing, sequence index |
4387 | 270,4 // Max bearing, sequence index |
4387 | 270,4 // Max bearing, sequence index |
4388 | 360,8 // Max bearing, sequence index |
4388 | 360,8 // Max bearing, sequence index |
4389 | // |
4389 | // Action #1 - turn frightened and run like fuck |
4390 | 1,100 // Danger level, percentage chance |
4390 | 1,100 // Danger level, percentage chance |
4391 | 0,0.0008 // Initial speed, looping speed |
4391 | 0,0.0008 // Initial speed, looping speed |
4392 | 0.05 // Reaction time for this action |
4392 | 0.05 // Reaction time for this action |
4393 | 1,4003 // Sounds |
4393 | 1,4003 // Sounds |
4394 | 4 // Number of sequences for this action |
4394 | 4 // Number of sequences for this action |
4395 | 90,0 // Max bearing, sequence index |
4395 | 90,0 // Max bearing, sequence index |
4396 | 180,1 // Max bearing, sequence index |
4396 | 180,1 // Max bearing, sequence index |
4397 | 270,2 // Max bearing, sequence index |
4397 | 270,2 // Max bearing, sequence index |
4398 | 360,3 // Max bearing, sequence index |
4398 | 360,3 // Max bearing, sequence index |
4399 | // |
4399 | // Action #2 - fatal car collision |
4400 | 1000,0 // Danger level, percentage chance |
4400 | 1000,0 // Danger level, percentage chance |
4401 | 0,0 // Initial speed, looping speed |
4401 | 0,0 // Initial speed, looping speed |
4402 | 0 // Reaction time for this action |
4402 | 0 // Reaction time for this action |
4403 | 1,4013 // Sounds |
4403 | 1,4013 // Sounds |
4404 | 1 // Number of sequences for this action |
4404 | 1 // Number of sequences for this action |
4405 | 360,5 // Max bearing, sequence index |
4405 | 360,5 // Max bearing, sequence index |
4406 | // |
4406 | // Action #3 - turning into giblets |
4407 | 1000,0 // Danger level, percentage chance |
4407 | 1000,0 // Danger level, percentage chance |
4408 | 0,0 // Initial speed, looping speed |
4408 | 0,0 // Initial speed, looping speed |
4409 | 0 // Reaction time for this action |
4409 | 0 // Reaction time for this action |
4410 | 0 // Sounds |
4410 | 0 // Sounds |
4411 | 1 // Number of sequences for this action |
4411 | 1 // Number of sequences for this action |
Line 4422... | Line 4422... | ||
4422 | 0,0 // Initial speed, looping speed |
4422 | 0,0 // Initial speed, looping speed |
4423 | 0 // Reaction time for this action |
4423 | 0 // Reaction time for this action |
4424 | 1,4013 // Sounds |
4424 | 1,4013 // Sounds |
4425 | 1 // Number of sequences for this action |
4425 | 1 // Number of sequences for this action |
4426 | 360,5 // Max bearing, sequence index |
4426 | 360,5 // Max bearing, sequence index |
4427 | // |
4427 | // Action #6 - non-fatal ground collision |
4428 | 1000,0 // Danger level, percentage chance |
4428 | 1000,0 // Danger level, percentage chance |
4429 | 0,0 // Initial speed, looping speed |
4429 | 0,0 // Initial speed, looping speed |
4430 | 0 // Reaction time for this action |
4430 | 0 // Reaction time for this action |
4431 | 1,4003 // Sounds |
4431 | 1,4003 // Sounds |
4432 | 1 // Number of sequences for this action |
4432 | 1 // Number of sequences for this action |
4433 | 360,7 // Max bearing, sequence index |
4433 | 360,7 // Max bearing, sequence index |
4434 | 9 // Number of sequences |
4434 | 9 // Number of sequences |
4435 | // |
4435 | // Sequence #0 - turn frightened and run away to their right |
4436 | collide // Include this frame in collision calcs |
4436 | collide // Include this frame in collision calcs |
4437 | speed // Frame rate type |
4437 | speed // Frame rate type |
4438 | 0.06,8 // Min frame rate, max frame rate, |
4438 | 0.06,8 // Min frame rate, max frame rate, |
4439 | 4 // Number of initial frames |
4439 | 4 // Number of initial frames |
4440 | RO5SHK.PIX |
4440 | RO5SHK.PIX |
Line 4452... | Line 4452... | ||
4452 | 0,0,flipped |
4452 | 0,0,flipped |
4453 | RO5RUNA3.PIX |
4453 | RO5RUNA3.PIX |
4454 | 0,0,flipped |
4454 | 0,0,flipped |
4455 | RO5RUNA2.PIX |
4455 | RO5RUNA2.PIX |
4456 | 0,0,flipped |
4456 | 0,0,flipped |
4457 | // |
4457 | // Sequence #1 - turn frightened and run towards to their left |
4458 | collide // Include this frame in collision calcs |
4458 | collide // Include this frame in collision calcs |
4459 | speed // Frame rate type |
4459 | speed // Frame rate type |
4460 | 0.06,8 // Min frame rate, max frame rate, |
4460 | 0.06,8 // Min frame rate, max frame rate, |
4461 | 4 // Number of initial frames |
4461 | 4 // Number of initial frames |
4462 | RO5SHK.PIX |
4462 | RO5SHK.PIX |
Line 4474... | Line 4474... | ||
4474 | 0,0,not flipped |
4474 | 0,0,not flipped |
4475 | RO5RUNT3.PIX |
4475 | RO5RUNT3.PIX |
4476 | 0,0,not flipped |
4476 | 0,0,not flipped |
4477 | RO5RUNT2.PIX |
4477 | RO5RUNT2.PIX |
4478 | 0,0,not flipped |
4478 | 0,0,not flipped |
4479 | // |
4479 | // Sequence #2 - turn frightened and run towards to their right |
4480 | collide // Include this frame in collision calcs |
4480 | collide // Include this frame in collision calcs |
4481 | speed // Frame rate type |
4481 | speed // Frame rate type |
4482 | 0.06,8 // Min frame rate, max frame rate, |
4482 | 0.06,8 // Min frame rate, max frame rate, |
4483 | 4 // Number of initial frames |
4483 | 4 // Number of initial frames |
4484 | RO5SHK.PIX |
4484 | RO5SHK.PIX |
Line 4528... | Line 4528... | ||
4528 | 2 // Number of looping frames |
4528 | 2 // Number of looping frames |
4529 | RO5STL1.PIX |
4529 | RO5STL1.PIX |
4530 | 0,0,flipped |
4530 | 0,0,flipped |
4531 | RO5STL2.PIX |
4531 | RO5STL2.PIX |
4532 | 0,0,flipped |
4532 | 0,0,flipped |
4533 | // |
4533 | // Sequence #5 - fatal collision with car |
4534 | don't collide // Exclude this frame in collision calcs |
4534 | don't collide // Exclude this frame in collision calcs |
4535 | variable // Frame rate type |
4535 | variable // Frame rate type |
4536 | 12,12 // Min frame rate, max frame rate, |
4536 | 12,12 // Min frame rate, max frame rate, |
4537 | 4 // Number of initial frames |
4537 | 4 // Number of initial frames |
4538 | RO5HIT1.PIX |
4538 | RO5HIT1.PIX |
Line 4553... | Line 4553... | ||
4553 | fixed // Frame rate type |
4553 | fixed // Frame rate type |
4554 | 1 // Number of initial frames |
4554 | 1 // Number of initial frames |
4555 | GCHUNKS1.PIX |
4555 | GCHUNKS1.PIX |
4556 | 0,0,not flipped |
4556 | 0,0,not flipped |
4557 | 0 // Number of looping frames |
4557 | 0 // Number of looping frames |
4558 | // |
4558 | // Sequence #7 - non-fatal collision with car |
4559 | collide // Include this frame in collision calcs |
4559 | collide // Include this frame in collision calcs |
4560 | variable // Frame rate type |
4560 | variable // Frame rate type |
4561 | 12,12 // Min frame rate, max frame rate, |
4561 | 12,12 // Min frame rate, max frame rate, |
4562 | 2 // Number of initial frames |
4562 | 2 // Number of initial frames |
4563 | RO5HIT1.PIX |
4563 | RO5HIT1.PIX |
4564 | 0,0,not flipped |
4564 | 0,0,not flipped |
4565 | RO5HIT2.PIX |
4565 | RO5HIT2.PIX |
4566 | 0,0,not flipped |
4566 | 0,0,not flipped |
4567 | 0 // Number of looping frames |
4567 | 0 // Number of looping frames |
4568 | // |
4568 | // Sequence #8 - stationary, looking the other way from side to side |
4569 | collide // Include this frame in collision calcs |
4569 | collide // Include this frame in collision calcs |
4570 | variable // Frame rate type |
4570 | variable // Frame rate type |
4571 | 1,6 // Min frame rate, max frame rate, |
4571 | 1,6 // Min frame rate, max frame rate, |
4572 | 0 // Number of initial frames |
4572 | 0 // Number of initial frames |
4573 | 2 // Number of looping frames |
4573 | 2 // Number of looping frames |
4574 | RO5BAK1.PIX |
4574 | RO5BAK1.PIX |
4575 | 0,0,not flipped |
4575 | 0,0,not flipped |
4576 | RO5BAK2.PIX |
4576 | RO5BAK2.PIX |
4577 | 0,0,flipped |
4577 | 0,0,flipped |
4578 | NEXT PEDESTRIAN |
4578 | NEXT PEDESTRIAN |
4579 | // |
4579 | // **************** RO6(FORMERLY OLD) ********************************************************************************** |
4580 | 18 // Reference number |
4580 | 18 // Reference number |
4581 | 0.35 // Height |
4581 | 0.35 // Height |
4582 | 250 // Points value |
4582 | 250 // Points value |
4583 | 15 // Hit points |
4583 | 15 // Hit points |
4584 | 2,4031,4030 // Exploding noises |
4584 | 2,4031,4030 // Exploding noises |
Line 4602... | Line 4602... | ||
4602 | 0 // Sounds |
4602 | 0 // Sounds |
4603 | 3 // Number of sequences for this action |
4603 | 3 // Number of sequences for this action |
4604 | 90,8 // Max bearing, sequence index |
4604 | 90,8 // Max bearing, sequence index |
4605 | 270,4 // Max bearing, sequence index |
4605 | 270,4 // Max bearing, sequence index |
4606 | 360,8 // Max bearing, sequence index |
4606 | 360,8 // Max bearing, sequence index |
4607 | // |
4607 | // Action #1 - turn frightened and run like fuck |
4608 | 1,100 // Danger level, percentage chance |
4608 | 1,100 // Danger level, percentage chance |
4609 | 0,0.0008 // Initial speed, looping speed |
4609 | 0,0.0008 // Initial speed, looping speed |
4610 | 0.05 // Reaction time for this action |
4610 | 0.05 // Reaction time for this action |
4611 | 1,4003 // Sounds |
4611 | 1,4003 // Sounds |
4612 | 4 // Number of sequences for this action |
4612 | 4 // Number of sequences for this action |
4613 | 90,0 // Max bearing, sequence index |
4613 | 90,0 // Max bearing, sequence index |
4614 | 180,1 // Max bearing, sequence index |
4614 | 180,1 // Max bearing, sequence index |
4615 | 270,2 // Max bearing, sequence index |
4615 | 270,2 // Max bearing, sequence index |
4616 | 360,3 // Max bearing, sequence index |
4616 | 360,3 // Max bearing, sequence index |
4617 | // |
4617 | // Action #2 - fatal car collision |
4618 | 1000,0 // Danger level, percentage chance |
4618 | 1000,0 // Danger level, percentage chance |
4619 | 0,0 // Initial speed, looping speed |
4619 | 0,0 // Initial speed, looping speed |
4620 | 0 // Reaction time for this action |
4620 | 0 // Reaction time for this action |
4621 | 1,4013 // Sounds |
4621 | 1,4013 // Sounds |
4622 | 1 // Number of sequences for this action |
4622 | 1 // Number of sequences for this action |
4623 | 360,5 // Max bearing, sequence index |
4623 | 360,5 // Max bearing, sequence index |
4624 | // |
4624 | // Action #3 - turning into giblets |
4625 | 1000,0 // Danger level, percentage chance |
4625 | 1000,0 // Danger level, percentage chance |
4626 | 0,0 // Initial speed, looping speed |
4626 | 0,0 // Initial speed, looping speed |
4627 | 0 // Reaction time for this action |
4627 | 0 // Reaction time for this action |
4628 | 0 // Sounds |
4628 | 0 // Sounds |
4629 | 1 // Number of sequences for this action |
4629 | 1 // Number of sequences for this action |
Line 4640... | Line 4640... | ||
4640 | 0,0 // Initial speed, looping speed |
4640 | 0,0 // Initial speed, looping speed |
4641 | 0 // Reaction time for this action |
4641 | 0 // Reaction time for this action |
4642 | 1,4013 // Sounds |
4642 | 1,4013 // Sounds |
4643 | 1 // Number of sequences for this action |
4643 | 1 // Number of sequences for this action |
4644 | 360,5 // Max bearing, sequence index |
4644 | 360,5 // Max bearing, sequence index |
4645 | // |
4645 | // Action #6 - non-fatal ground collision |
4646 | 1000,0 // Danger level, percentage chance |
4646 | 1000,0 // Danger level, percentage chance |
4647 | 0,0 // Initial speed, looping speed |
4647 | 0,0 // Initial speed, looping speed |
4648 | 0 // Reaction time for this action |
4648 | 0 // Reaction time for this action |
4649 | 1,4003 // Sounds |
4649 | 1,4003 // Sounds |
4650 | 1 // Number of sequences for this action |
4650 | 1 // Number of sequences for this action |
4651 | 360,7 // Max bearing, sequence index |
4651 | 360,7 // Max bearing, sequence index |
4652 | 9 // Number of sequences |
4652 | 9 // Number of sequences |
4653 | // |
4653 | // Sequence #0 - turn frightened and run away to their right |
4654 | collide // Include this frame in collision calcs |
4654 | collide // Include this frame in collision calcs |
4655 | speed // Frame rate type |
4655 | speed // Frame rate type |
4656 | 0.06,8 // Min frame rate, max frame rate, |
4656 | 0.06,8 // Min frame rate, max frame rate, |
4657 | 4 // Number of initial frames |
4657 | 4 // Number of initial frames |
4658 | RO6SHK.PIX |
4658 | RO6SHK.PIX |
Line 4670... | Line 4670... | ||
4670 | 0,0,flipped |
4670 | 0,0,flipped |
4671 | RO6RUNA3.PIX |
4671 | RO6RUNA3.PIX |
4672 | 0,0,flipped |
4672 | 0,0,flipped |
4673 | RO6RUNA2.PIX |
4673 | RO6RUNA2.PIX |
4674 | 0,0,flipped |
4674 | 0,0,flipped |
4675 | // |
4675 | // Sequence #1 - turn frightened and run towards to their left |
4676 | collide // Include this frame in collision calcs |
4676 | collide // Include this frame in collision calcs |
4677 | speed // Frame rate type |
4677 | speed // Frame rate type |
4678 | 0.06,8 // Min frame rate, max frame rate, |
4678 | 0.06,8 // Min frame rate, max frame rate, |
4679 | 4 // Number of initial frames |
4679 | 4 // Number of initial frames |
4680 | RO6SHK.PIX |
4680 | RO6SHK.PIX |
Line 4692... | Line 4692... | ||
4692 | 0,0,not flipped |
4692 | 0,0,not flipped |
4693 | RO6RUNT3.PIX |
4693 | RO6RUNT3.PIX |
4694 | 0,0,not flipped |
4694 | 0,0,not flipped |
4695 | RO6RUNT2.PIX |
4695 | RO6RUNT2.PIX |
4696 | 0,0,not flipped |
4696 | 0,0,not flipped |
4697 | // |
4697 | // Sequence #2 - turn frightened and run towards to their right |
4698 | collide // Include this frame in collision calcs |
4698 | collide // Include this frame in collision calcs |
4699 | speed // Frame rate type |
4699 | speed // Frame rate type |
4700 | 0.06,8 // Min frame rate, max frame rate, |
4700 | 0.06,8 // Min frame rate, max frame rate, |
4701 | 4 // Number of initial frames |
4701 | 4 // Number of initial frames |
4702 | RO6SHK.PIX |
4702 | RO6SHK.PIX |
Line 4746... | Line 4746... | ||
4746 | 2 // Number of looping frames |
4746 | 2 // Number of looping frames |
4747 | RO6STL1.PIX |
4747 | RO6STL1.PIX |
4748 | 0,0,flipped |
4748 | 0,0,flipped |
4749 | RO6STL2.PIX |
4749 | RO6STL2.PIX |
4750 | 0,0,flipped |
4750 | 0,0,flipped |
4751 | // |
4751 | // Sequence #5 - fatal collision with car |
4752 | don't collide // Exclude this frame in collision calcs |
4752 | don't collide // Exclude this frame in collision calcs |
4753 | variable // Frame rate type |
4753 | variable // Frame rate type |
4754 | 12,12 // Min frame rate, max frame rate, |
4754 | 12,12 // Min frame rate, max frame rate, |
4755 | 4 // Number of initial frames |
4755 | 4 // Number of initial frames |
4756 | RO6HIT1.PIX |
4756 | RO6HIT1.PIX |
Line 4771... | Line 4771... | ||
4771 | fixed // Frame rate type |
4771 | fixed // Frame rate type |
4772 | 1 // Number of initial frames |
4772 | 1 // Number of initial frames |
4773 | GCHUNKS1.PIX |
4773 | GCHUNKS1.PIX |
4774 | 0,0,not flipped |
4774 | 0,0,not flipped |
4775 | 0 // Number of looping frames |
4775 | 0 // Number of looping frames |
4776 | // |
4776 | // Sequence #7 - non-fatal collision with car |
4777 | collide // Include this frame in collision calcs |
4777 | collide // Include this frame in collision calcs |
4778 | variable // Frame rate type |
4778 | variable // Frame rate type |
4779 | 12,12 // Min frame rate, max frame rate, |
4779 | 12,12 // Min frame rate, max frame rate, |
4780 | 2 // Number of initial frames |
4780 | 2 // Number of initial frames |
4781 | RO6HIT1.PIX |
4781 | RO6HIT1.PIX |
4782 | 0,0,not flipped |
4782 | 0,0,not flipped |
4783 | RO6HIT2.PIX |
4783 | RO6HIT2.PIX |
4784 | 0,0,not flipped |
4784 | 0,0,not flipped |
4785 | 0 // Number of looping frames |
4785 | 0 // Number of looping frames |
4786 | // |
4786 | // Sequence #8 - stationary, looking the other way from side to side |
4787 | collide // Include this frame in collision calcs |
4787 | collide // Include this frame in collision calcs |
4788 | variable // Frame rate type |
4788 | variable // Frame rate type |
4789 | 1,6 // Min frame rate, max frame rate, |
4789 | 1,6 // Min frame rate, max frame rate, |
4790 | 0 // Number of initial frames |
4790 | 0 // Number of initial frames |
4791 | 2 // Number of looping frames |
4791 | 2 // Number of looping frames |
4792 | RO6BAK1.PIX |
4792 | RO6BAK1.PIX |
4793 | 0,0,not flipped |
4793 | 0,0,not flipped |
4794 | RO6BAK2.PIX |
4794 | RO6BAK2.PIX |
4795 | 0,0,flipped |
4795 | 0,0,flipped |
4796 | NEXT PEDESTRIAN |
4796 | NEXT PEDESTRIAN |
4797 | // |
4797 | // **************** RO7(FORMERLY RID) ********************************************************************************** |
4798 | 19 // Reference number |
4798 | 19 // Reference number |
4799 | 0.35 // Height |
4799 | 0.35 // Height |
4800 | 250 // Points value |
4800 | 250 // Points value |
4801 | 15 // Hit points |
4801 | 15 // Hit points |
4802 | 2,4031,4030 // Exploding noises |
4802 | 2,4031,4030 // Exploding noises |
Line 4820... | Line 4820... | ||
4820 | 0 // Sounds |
4820 | 0 // Sounds |
4821 | 3 // Number of sequences for this action |
4821 | 3 // Number of sequences for this action |
4822 | 90,8 // Max bearing, sequence index |
4822 | 90,8 // Max bearing, sequence index |
4823 | 270,4 // Max bearing, sequence index |
4823 | 270,4 // Max bearing, sequence index |
4824 | 360,8 // Max bearing, sequence index |
4824 | 360,8 // Max bearing, sequence index |
4825 | // |
4825 | // Action #1 - turn frightened and run like fuck |
4826 | 1,100 // Danger level, percentage chance |
4826 | 1,100 // Danger level, percentage chance |
4827 | 0,0.0008 // Initial speed, looping speed |
4827 | 0,0.0008 // Initial speed, looping speed |
4828 | 0.05 // Reaction time for this action |
4828 | 0.05 // Reaction time for this action |
4829 | 1,4003 // Sounds |
4829 | 1,4003 // Sounds |
4830 | 4 // Number of sequences for this action |
4830 | 4 // Number of sequences for this action |
4831 | 90,0 // Max bearing, sequence index |
4831 | 90,0 // Max bearing, sequence index |
4832 | 180,1 // Max bearing, sequence index |
4832 | 180,1 // Max bearing, sequence index |
4833 | 270,2 // Max bearing, sequence index |
4833 | 270,2 // Max bearing, sequence index |
4834 | 360,3 // Max bearing, sequence index |
4834 | 360,3 // Max bearing, sequence index |
4835 | // |
4835 | // Action #2 - fatal car collision |
4836 | 1000,0 // Danger level, percentage chance |
4836 | 1000,0 // Danger level, percentage chance |
4837 | 0,0 // Initial speed, looping speed |
4837 | 0,0 // Initial speed, looping speed |
4838 | 0 // Reaction time for this action |
4838 | 0 // Reaction time for this action |
4839 | 1,4013 // Sounds |
4839 | 1,4013 // Sounds |
4840 | 1 // Number of sequences for this action |
4840 | 1 // Number of sequences for this action |
4841 | 360,5 // Max bearing, sequence index |
4841 | 360,5 // Max bearing, sequence index |
4842 | // |
4842 | // Action #3 - turning into giblets |
4843 | 1000,0 // Danger level, percentage chance |
4843 | 1000,0 // Danger level, percentage chance |
4844 | 0,0 // Initial speed, looping speed |
4844 | 0,0 // Initial speed, looping speed |
4845 | 0 // Reaction time for this action |
4845 | 0 // Reaction time for this action |
4846 | 0 // Sounds |
4846 | 0 // Sounds |
4847 | 1 // Number of sequences for this action |
4847 | 1 // Number of sequences for this action |
Line 4858... | Line 4858... | ||
4858 | 0,0 // Initial speed, looping speed |
4858 | 0,0 // Initial speed, looping speed |
4859 | 0 // Reaction time for this action |
4859 | 0 // Reaction time for this action |
4860 | 1,4013 // Sounds |
4860 | 1,4013 // Sounds |
4861 | 1 // Number of sequences for this action |
4861 | 1 // Number of sequences for this action |
4862 | 360,5 // Max bearing, sequence index |
4862 | 360,5 // Max bearing, sequence index |
4863 | // |
4863 | // Action #6 - non-fatal ground collision |
4864 | 1000,0 // Danger level, percentage chance |
4864 | 1000,0 // Danger level, percentage chance |
4865 | 0,0 // Initial speed, looping speed |
4865 | 0,0 // Initial speed, looping speed |
4866 | 0 // Reaction time for this action |
4866 | 0 // Reaction time for this action |
4867 | 1,4003 // Sounds |
4867 | 1,4003 // Sounds |
4868 | 1 // Number of sequences for this action |
4868 | 1 // Number of sequences for this action |
4869 | 360,7 // Max bearing, sequence index |
4869 | 360,7 // Max bearing, sequence index |
4870 | 9 // Number of sequences |
4870 | 9 // Number of sequences |
4871 | // |
4871 | // Sequence #0 - turn frightened and run away to their right |
4872 | collide // Include this frame in collision calcs |
4872 | collide // Include this frame in collision calcs |
4873 | speed // Frame rate type |
4873 | speed // Frame rate type |
4874 | 0.06,8 // Min frame rate, max frame rate, |
4874 | 0.06,8 // Min frame rate, max frame rate, |
4875 | 4 // Number of initial frames |
4875 | 4 // Number of initial frames |
4876 | RO7SHK.PIX |
4876 | RO7SHK.PIX |
Line 4888... | Line 4888... | ||
4888 | 0,0,flipped |
4888 | 0,0,flipped |
4889 | RO7RUNA3.PIX |
4889 | RO7RUNA3.PIX |
4890 | 0,0,flipped |
4890 | 0,0,flipped |
4891 | RO7RUNA2.PIX |
4891 | RO7RUNA2.PIX |
4892 | 0,0,flipped |
4892 | 0,0,flipped |
4893 | // |
4893 | // Sequence #1 - turn frightened and run towards to their left |
4894 | collide // Include this frame in collision calcs |
4894 | collide // Include this frame in collision calcs |
4895 | speed // Frame rate type |
4895 | speed // Frame rate type |
4896 | 0.06,8 // Min frame rate, max frame rate, |
4896 | 0.06,8 // Min frame rate, max frame rate, |
4897 | 4 // Number of initial frames |
4897 | 4 // Number of initial frames |
4898 | RO7SHK.PIX |
4898 | RO7SHK.PIX |
Line 4910... | Line 4910... | ||
4910 | 0,0,not flipped |
4910 | 0,0,not flipped |
4911 | RO7RUNT3.PIX |
4911 | RO7RUNT3.PIX |
4912 | 0,0,not flipped |
4912 | 0,0,not flipped |
4913 | RO7RUNT2.PIX |
4913 | RO7RUNT2.PIX |
4914 | 0,0,not flipped |
4914 | 0,0,not flipped |
4915 | // |
4915 | // Sequence #2 - turn frightened and run towards to their right |
4916 | collide // Include this frame in collision calcs |
4916 | collide // Include this frame in collision calcs |
4917 | speed // Frame rate type |
4917 | speed // Frame rate type |
4918 | 0.06,8 // Min frame rate, max frame rate, |
4918 | 0.06,8 // Min frame rate, max frame rate, |
4919 | 4 // Number of initial frames |
4919 | 4 // Number of initial frames |
4920 | RO7SHK.PIX |
4920 | RO7SHK.PIX |
Line 4964... | Line 4964... | ||
4964 | 2 // Number of looping frames |
4964 | 2 // Number of looping frames |
4965 | RO7STL1.PIX |
4965 | RO7STL1.PIX |
4966 | 0,0,flipped |
4966 | 0,0,flipped |
4967 | RO7STL2.PIX |
4967 | RO7STL2.PIX |
4968 | 0,0,flipped |
4968 | 0,0,flipped |
4969 | // |
4969 | // Sequence #5 - fatal collision with car |
4970 | don't collide // Exclude this frame in collision calcs |
4970 | don't collide // Exclude this frame in collision calcs |
4971 | variable // Frame rate type |
4971 | variable // Frame rate type |
4972 | 12,12 // Min frame rate, max frame rate, |
4972 | 12,12 // Min frame rate, max frame rate, |
4973 | 4 // Number of initial frames |
4973 | 4 // Number of initial frames |
4974 | RO7HIT1.PIX |
4974 | RO7HIT1.PIX |
Line 4989... | Line 4989... | ||
4989 | fixed // Frame rate type |
4989 | fixed // Frame rate type |
4990 | 1 // Number of initial frames |
4990 | 1 // Number of initial frames |
4991 | GCHUNKS1.PIX |
4991 | GCHUNKS1.PIX |
4992 | 0,0,not flipped |
4992 | 0,0,not flipped |
4993 | 0 // Number of looping frames |
4993 | 0 // Number of looping frames |
4994 | // |
4994 | // Sequence #7 - non-fatal collision with car |
4995 | collide // Include this frame in collision calcs |
4995 | collide // Include this frame in collision calcs |
4996 | variable // Frame rate type |
4996 | variable // Frame rate type |
4997 | 12,12 // Min frame rate, max frame rate, |
4997 | 12,12 // Min frame rate, max frame rate, |
4998 | 2 // Number of initial frames |
4998 | 2 // Number of initial frames |
4999 | RO7HIT1.PIX |
4999 | RO7HIT1.PIX |
5000 | 0,0,not flipped |
5000 | 0,0,not flipped |
5001 | RO7HIT2.PIX |
5001 | RO7HIT2.PIX |
5002 | 0,0,not flipped |
5002 | 0,0,not flipped |
5003 | 0 // Number of looping frames |
5003 | 0 // Number of looping frames |
5004 | // |
5004 | // Sequence #8 - stationary, looking the other way from side to side |
5005 | collide // Include this frame in collision calcs |
5005 | collide // Include this frame in collision calcs |
5006 | variable // Frame rate type |
5006 | variable // Frame rate type |
5007 | 1,6 // Min frame rate, max frame rate, |
5007 | 1,6 // Min frame rate, max frame rate, |
5008 | 0 // Number of initial frames |
5008 | 0 // Number of initial frames |
5009 | 2 // Number of looping frames |
5009 | 2 // Number of looping frames |
5010 | RO7BAK1.PIX |
5010 | RO7BAK1.PIX |
5011 | 0,0,not flipped |
5011 | 0,0,not flipped |
5012 | RO7BAK2.PIX |
5012 | RO7BAK2.PIX |
5013 | 0,0,flipped |
5013 | 0,0,flipped |
5014 | NEXT PEDESTRIAN |
5014 | NEXT PEDESTRIAN |
5015 | // |
5015 | // **************** RO8(FORMERLY ???) ********************************************************************************** |
5016 | 26 // Reference number |
5016 | 26 // Reference number |
5017 | 0.35 // Height |
5017 | 0.35 // Height |
5018 | 250 // Points value |
5018 | 250 // Points value |
5019 | 15 // Hit points |
5019 | 15 // Hit points |
5020 | 2,4031,4030 // Exploding noises |
5020 | 2,4031,4030 // Exploding noises |
Line 5038... | Line 5038... | ||
5038 | 0 // Sounds |
5038 | 0 // Sounds |
5039 | 3 // Number of sequences for this action |
5039 | 3 // Number of sequences for this action |
5040 | 90,8 // Max bearing, sequence index |
5040 | 90,8 // Max bearing, sequence index |
5041 | 270,4 // Max bearing, sequence index |
5041 | 270,4 // Max bearing, sequence index |
5042 | 360,8 // Max bearing, sequence index |
5042 | 360,8 // Max bearing, sequence index |
5043 | // |
5043 | // Action #1 - turn frightened and run like fuck |
5044 | 1,100 // Danger level, percentage chance |
5044 | 1,100 // Danger level, percentage chance |
5045 | 0,0.0008 // Initial speed, looping speed |
5045 | 0,0.0008 // Initial speed, looping speed |
5046 | 0.05 // Reaction time for this action |
5046 | 0.05 // Reaction time for this action |
5047 | 1,4003 // Sounds |
5047 | 1,4003 // Sounds |
5048 | 4 // Number of sequences for this action |
5048 | 4 // Number of sequences for this action |
5049 | 90,0 // Max bearing, sequence index |
5049 | 90,0 // Max bearing, sequence index |
5050 | 180,1 // Max bearing, sequence index |
5050 | 180,1 // Max bearing, sequence index |
5051 | 270,2 // Max bearing, sequence index |
5051 | 270,2 // Max bearing, sequence index |
5052 | 360,3 // Max bearing, sequence index |
5052 | 360,3 // Max bearing, sequence index |
5053 | // |
5053 | // Action #2 - fatal car collision |
5054 | 1000,0 // Danger level, percentage chance |
5054 | 1000,0 // Danger level, percentage chance |
5055 | 0,0 // Initial speed, looping speed |
5055 | 0,0 // Initial speed, looping speed |
5056 | 0 // Reaction time for this action |
5056 | 0 // Reaction time for this action |
5057 | 1,4013 // Sounds |
5057 | 1,4013 // Sounds |
5058 | 1 // Number of sequences for this action |
5058 | 1 // Number of sequences for this action |
5059 | 360,5 // Max bearing, sequence index |
5059 | 360,5 // Max bearing, sequence index |
5060 | // |
5060 | // Action #3 - turning into giblets |
5061 | 1000,0 // Danger level, percentage chance |
5061 | 1000,0 // Danger level, percentage chance |
5062 | 0,0 // Initial speed, looping speed |
5062 | 0,0 // Initial speed, looping speed |
5063 | 0 // Reaction time for this action |
5063 | 0 // Reaction time for this action |
5064 | 0 // Sounds |
5064 | 0 // Sounds |
5065 | 1 // Number of sequences for this action |
5065 | 1 // Number of sequences for this action |
Line 5076... | Line 5076... | ||
5076 | 0,0 // Initial speed, looping speed |
5076 | 0,0 // Initial speed, looping speed |
5077 | 0 // Reaction time for this action |
5077 | 0 // Reaction time for this action |
5078 | 1,4013 // Sounds |
5078 | 1,4013 // Sounds |
5079 | 1 // Number of sequences for this action |
5079 | 1 // Number of sequences for this action |
5080 | 360,5 // Max bearing, sequence index |
5080 | 360,5 // Max bearing, sequence index |
5081 | // |
5081 | // Action #6 - non-fatal ground collision |
5082 | 1000,0 // Danger level, percentage chance |
5082 | 1000,0 // Danger level, percentage chance |
5083 | 0,0 // Initial speed, looping speed |
5083 | 0,0 // Initial speed, looping speed |
5084 | 0 // Reaction time for this action |
5084 | 0 // Reaction time for this action |
5085 | 1,4003 // Sounds |
5085 | 1,4003 // Sounds |
5086 | 1 // Number of sequences for this action |
5086 | 1 // Number of sequences for this action |
5087 | 360,7 // Max bearing, sequence index |
5087 | 360,7 // Max bearing, sequence index |
5088 | 9 // Number of sequences |
5088 | 9 // Number of sequences |
5089 | // |
5089 | // Sequence #0 - turn frightened and run away to their right |
5090 | collide // Include this frame in collision calcs |
5090 | collide // Include this frame in collision calcs |
5091 | speed // Frame rate type |
5091 | speed // Frame rate type |
5092 | 0.06,8 // Min frame rate, max frame rate, |
5092 | 0.06,8 // Min frame rate, max frame rate, |
5093 | 4 // Number of initial frames |
5093 | 4 // Number of initial frames |
5094 | RO8SHK.PIX |
5094 | RO8SHK.PIX |
Line 5106... | Line 5106... | ||
5106 | 0,0,flipped |
5106 | 0,0,flipped |
5107 | RO8RUNA3.PIX |
5107 | RO8RUNA3.PIX |
5108 | 0,0,flipped |
5108 | 0,0,flipped |
5109 | RO8RUNA2.PIX |
5109 | RO8RUNA2.PIX |
5110 | 0,0,flipped |
5110 | 0,0,flipped |
5111 | // |
5111 | // Sequence #1 - turn frightened and run towards to their left |
5112 | collide // Include this frame in collision calcs |
5112 | collide // Include this frame in collision calcs |
5113 | speed // Frame rate type |
5113 | speed // Frame rate type |
5114 | 0.06,8 // Min frame rate, max frame rate, |
5114 | 0.06,8 // Min frame rate, max frame rate, |
5115 | 4 // Number of initial frames |
5115 | 4 // Number of initial frames |
5116 | RO8SHK.PIX |
5116 | RO8SHK.PIX |
Line 5128... | Line 5128... | ||
5128 | 0,0,not flipped |
5128 | 0,0,not flipped |
5129 | RO8RUNT3.PIX |
5129 | RO8RUNT3.PIX |
5130 | 0,0,not flipped |
5130 | 0,0,not flipped |
5131 | RO8RUNT2.PIX |
5131 | RO8RUNT2.PIX |
5132 | 0,0,not flipped |
5132 | 0,0,not flipped |
5133 | // |
5133 | // Sequence #2 - turn frightened and run towards to their right |
5134 | collide // Include this frame in collision calcs |
5134 | collide // Include this frame in collision calcs |
5135 | speed // Frame rate type |
5135 | speed // Frame rate type |
5136 | 0.06,8 // Min frame rate, max frame rate, |
5136 | 0.06,8 // Min frame rate, max frame rate, |
5137 | 4 // Number of initial frames |
5137 | 4 // Number of initial frames |
5138 | RO8SHK.PIX |
5138 | RO8SHK.PIX |
Line 5182... | Line 5182... | ||
5182 | 2 // Number of looping frames |
5182 | 2 // Number of looping frames |
5183 | RO8STL1.PIX |
5183 | RO8STL1.PIX |
5184 | 0,0,flipped |
5184 | 0,0,flipped |
5185 | RO8STL2.PIX |
5185 | RO8STL2.PIX |
5186 | 0,0,flipped |
5186 | 0,0,flipped |
5187 | // |
5187 | // Sequence #5 - fatal collision with car |
5188 | don't collide // Exclude this frame in collision calcs |
5188 | don't collide // Exclude this frame in collision calcs |
5189 | variable // Frame rate type |
5189 | variable // Frame rate type |
5190 | 12,12 // Min frame rate, max frame rate, |
5190 | 12,12 // Min frame rate, max frame rate, |
5191 | 4 // Number of initial frames |
5191 | 4 // Number of initial frames |
5192 | RO8HIT1.PIX |
5192 | RO8HIT1.PIX |
Line 5207... | Line 5207... | ||
5207 | fixed // Frame rate type |
5207 | fixed // Frame rate type |
5208 | 1 // Number of initial frames |
5208 | 1 // Number of initial frames |
5209 | GCHUNKS1.PIX |
5209 | GCHUNKS1.PIX |
5210 | 0,0,not flipped |
5210 | 0,0,not flipped |
5211 | 0 // Number of looping frames |
5211 | 0 // Number of looping frames |
5212 | // |
5212 | // Sequence #7 - non-fatal collision with car |
5213 | collide // Include this frame in collision calcs |
5213 | collide // Include this frame in collision calcs |
5214 | variable // Frame rate type |
5214 | variable // Frame rate type |
5215 | 12,12 // Min frame rate, max frame rate, |
5215 | 12,12 // Min frame rate, max frame rate, |
5216 | 2 // Number of initial frames |
5216 | 2 // Number of initial frames |
5217 | RO8HIT1.PIX |
5217 | RO8HIT1.PIX |
5218 | 0,0,not flipped |
5218 | 0,0,not flipped |
5219 | RO8HIT2.PIX |
5219 | RO8HIT2.PIX |
5220 | 0,0,not flipped |
5220 | 0,0,not flipped |
5221 | 0 // Number of looping frames |
5221 | 0 // Number of looping frames |
5222 | // |
5222 | // Sequence #8 - stationary, looking the other way from side to side |
5223 | collide // Include this frame in collision calcs |
5223 | collide // Include this frame in collision calcs |
5224 | variable // Frame rate type |
5224 | variable // Frame rate type |
5225 | 1,6 // Min frame rate, max frame rate, |
5225 | 1,6 // Min frame rate, max frame rate, |
5226 | 0 // Number of initial frames |
5226 | 0 // Number of initial frames |
5227 | 2 // Number of looping frames |
5227 | 2 // Number of looping frames |
5228 | RO8BAK1.PIX |
5228 | RO8BAK1.PIX |
5229 | 0,0,not flipped |
5229 | 0,0,not flipped |
5230 | RO8BAK2.PIX |
5230 | RO8BAK2.PIX |
5231 | 0,0,flipped |
5231 | 0,0,flipped |
5232 | NEXT PEDESTRIAN |
5232 | NEXT PEDESTRIAN |
5233 | // |
5233 | // **************** RO1 (FORMERLY LTH) ************************************************************************************************ |
5234 | 22 // Reference number |
5234 | 22 // Reference number |
5235 | 0.35 // Height |
5235 | 0.35 // Height |
5236 | 250 // Points value |
5236 | 250 // Points value |
5237 | 15 // Hit points |
5237 | 15 // Hit points |
5238 | 2,4031,4030 // Exploding noises |
5238 | 2,4031,4030 // Exploding noises |
Line 5256... | Line 5256... | ||
5256 | 0 // Sounds |
5256 | 0 // Sounds |
5257 | 3 // Number of sequences for this action |
5257 | 3 // Number of sequences for this action |
5258 | 90,8 // Max bearing, sequence index |
5258 | 90,8 // Max bearing, sequence index |
5259 | 270,4 // Max bearing, sequence index |
5259 | 270,4 // Max bearing, sequence index |
5260 | 360,8 // Max bearing, sequence index |
5260 | 360,8 // Max bearing, sequence index |
5261 | // |
5261 | // Action #1 - turn frightened and run like fuck |
5262 | 1,100 // Danger level, percentage chance |
5262 | 1,100 // Danger level, percentage chance |
5263 | 0,0.0008 // Initial speed, looping speed |
5263 | 0,0.0008 // Initial speed, looping speed |
5264 | 0.05 // Reaction time for this action |
5264 | 0.05 // Reaction time for this action |
5265 | 1,4003 // Sounds |
5265 | 1,4003 // Sounds |
5266 | 4 // Number of sequences for this action |
5266 | 4 // Number of sequences for this action |
5267 | 90,0 // Max bearing, sequence index |
5267 | 90,0 // Max bearing, sequence index |
5268 | 180,1 // Max bearing, sequence index |
5268 | 180,1 // Max bearing, sequence index |
5269 | 270,2 // Max bearing, sequence index |
5269 | 270,2 // Max bearing, sequence index |
5270 | 360,3 // Max bearing, sequence index |
5270 | 360,3 // Max bearing, sequence index |
5271 | // |
5271 | // Action #2 - fatal car collision |
5272 | 1000,0 // Danger level, percentage chance |
5272 | 1000,0 // Danger level, percentage chance |
5273 | 0,0 // Initial speed, looping speed |
5273 | 0,0 // Initial speed, looping speed |
5274 | 0 // Reaction time for this action |
5274 | 0 // Reaction time for this action |
5275 | 1,4013 // Sounds |
5275 | 1,4013 // Sounds |
5276 | 1 // Number of sequences for this action |
5276 | 1 // Number of sequences for this action |
5277 | 360,5 // Max bearing, sequence index |
5277 | 360,5 // Max bearing, sequence index |
5278 | // |
5278 | // Action #3 - turning into giblets |
5279 | 1000,0 // Danger level, percentage chance |
5279 | 1000,0 // Danger level, percentage chance |
5280 | 0,0 // Initial speed, looping speed |
5280 | 0,0 // Initial speed, looping speed |
5281 | 0 // Reaction time for this action |
5281 | 0 // Reaction time for this action |
5282 | 0 // Sounds |
5282 | 0 // Sounds |
5283 | 1 // Number of sequences for this action |
5283 | 1 // Number of sequences for this action |
Line 5294... | Line 5294... | ||
5294 | 0,0 // Initial speed, looping speed |
5294 | 0,0 // Initial speed, looping speed |
5295 | 0 // Reaction time for this action |
5295 | 0 // Reaction time for this action |
5296 | 1,4013 // Sounds |
5296 | 1,4013 // Sounds |
5297 | 1 // Number of sequences for this action |
5297 | 1 // Number of sequences for this action |
5298 | 360,5 // Max bearing, sequence index |
5298 | 360,5 // Max bearing, sequence index |
5299 | // |
5299 | // Action #6 - non-fatal ground collision |
5300 | 1000,0 // Danger level, percentage chance |
5300 | 1000,0 // Danger level, percentage chance |
5301 | 0,0 // Initial speed, looping speed |
5301 | 0,0 // Initial speed, looping speed |
5302 | 0 // Reaction time for this action |
5302 | 0 // Reaction time for this action |
5303 | 1,4003 // Sounds |
5303 | 1,4003 // Sounds |
5304 | 1 // Number of sequences for this action |
5304 | 1 // Number of sequences for this action |
5305 | 360,7 // Max bearing, sequence index |
5305 | 360,7 // Max bearing, sequence index |
5306 | 9 // Number of sequences |
5306 | 9 // Number of sequences |
5307 | // |
5307 | // Sequence #0 - turn frightened and run away to their right |
5308 | collide // Include this frame in collision calcs |
5308 | collide // Include this frame in collision calcs |
5309 | speed // Frame rate type |
5309 | speed // Frame rate type |
5310 | 0.06,8 // Min frame rate, max frame rate, |
5310 | 0.06,8 // Min frame rate, max frame rate, |
5311 | 4 // Number of initial frames |
5311 | 4 // Number of initial frames |
5312 | RO1SHK.PIX |
5312 | RO1SHK.PIX |
Line 5324... | Line 5324... | ||
5324 | 0,0,flipped |
5324 | 0,0,flipped |
5325 | RO1RUNA3.PIX |
5325 | RO1RUNA3.PIX |
5326 | 0,0,flipped |
5326 | 0,0,flipped |
5327 | RO1RUNA2.PIX |
5327 | RO1RUNA2.PIX |
5328 | 0,0,flipped |
5328 | 0,0,flipped |
5329 | // |
5329 | // Sequence #1 - turn frightened and run towards to their left |
5330 | collide // Include this frame in collision calcs |
5330 | collide // Include this frame in collision calcs |
5331 | speed // Frame rate type |
5331 | speed // Frame rate type |
5332 | 0.06,8 // Min frame rate, max frame rate, |
5332 | 0.06,8 // Min frame rate, max frame rate, |
5333 | 4 // Number of initial frames |
5333 | 4 // Number of initial frames |
5334 | RO1SHK.PIX |
5334 | RO1SHK.PIX |
Line 5346... | Line 5346... | ||
5346 | 0,0,not flipped |
5346 | 0,0,not flipped |
5347 | RO1RUNT3.PIX |
5347 | RO1RUNT3.PIX |
5348 | 0,0,not flipped |
5348 | 0,0,not flipped |
5349 | RO1RUNT2.PIX |
5349 | RO1RUNT2.PIX |
5350 | 0,0,not flipped |
5350 | 0,0,not flipped |
5351 | // |
5351 | // Sequence #2 - turn frightened and run towards to their right |
5352 | collide // Include this frame in collision calcs |
5352 | collide // Include this frame in collision calcs |
5353 | speed // Frame rate type |
5353 | speed // Frame rate type |
5354 | 0.06,8 // Min frame rate, max frame rate, |
5354 | 0.06,8 // Min frame rate, max frame rate, |
5355 | 4 // Number of initial frames |
5355 | 4 // Number of initial frames |
5356 | RO1SHK.PIX |
5356 | RO1SHK.PIX |
Line 5400... | Line 5400... | ||
5400 | 2 // Number of looping frames |
5400 | 2 // Number of looping frames |
5401 | RO1STL1.PIX |
5401 | RO1STL1.PIX |
5402 | 0,0,flipped |
5402 | 0,0,flipped |
5403 | RO1STL2.PIX |
5403 | RO1STL2.PIX |
5404 | 0,0,flipped |
5404 | 0,0,flipped |
5405 | // |
5405 | // Sequence #5 - fatal collision with car |
5406 | don't collide // Exclude this frame in collision calcs |
5406 | don't collide // Exclude this frame in collision calcs |
5407 | variable // Frame rate type |
5407 | variable // Frame rate type |
5408 | 12,12 // Min frame rate, max frame rate, |
5408 | 12,12 // Min frame rate, max frame rate, |
5409 | 4 // Number of initial frames |
5409 | 4 // Number of initial frames |
5410 | RO1HIT1.PIX |
5410 | RO1HIT1.PIX |
Line 5425... | Line 5425... | ||
5425 | fixed // Frame rate type |
5425 | fixed // Frame rate type |
5426 | 1 // Number of initial frames |
5426 | 1 // Number of initial frames |
5427 | GCHUNKS1.PIX |
5427 | GCHUNKS1.PIX |
5428 | 0,0,not flipped |
5428 | 0,0,not flipped |
5429 | 0 // Number of looping frames |
5429 | 0 // Number of looping frames |
5430 | // |
5430 | // Sequence #7 - non-fatal collision with car |
5431 | collide // Include this frame in collision calcs |
5431 | collide // Include this frame in collision calcs |
5432 | variable // Frame rate type |
5432 | variable // Frame rate type |
5433 | 12,12 // Min frame rate, max frame rate, |
5433 | 12,12 // Min frame rate, max frame rate, |
5434 | 2 // Number of initial frames |
5434 | 2 // Number of initial frames |
5435 | RO1HIT1.PIX |
5435 | RO1HIT1.PIX |
5436 | 0,0,not flipped |
5436 | 0,0,not flipped |
5437 | RO1HIT2.PIX |
5437 | RO1HIT2.PIX |
5438 | 0,0,not flipped |
5438 | 0,0,not flipped |
5439 | 0 // Number of looping frames |
5439 | 0 // Number of looping frames |
5440 | // |
5440 | // Sequence #8 - stationary, looking the other way from side to side |
5441 | collide // Include this frame in collision calcs |
5441 | collide // Include this frame in collision calcs |
5442 | variable // Frame rate type |
5442 | variable // Frame rate type |
5443 | 1,6 // Min frame rate, max frame rate, |
5443 | 1,6 // Min frame rate, max frame rate, |
5444 | 0 // Number of initial frames |
5444 | 0 // Number of initial frames |
5445 | 2 // Number of looping frames |
5445 | 2 // Number of looping frames |
Line 5474... | Line 5474... | ||
5474 | 0 // Sounds |
5474 | 0 // Sounds |
5475 | 3 // Number of sequences for this action |
5475 | 3 // Number of sequences for this action |
5476 | 90,8 // Max bearing, sequence index |
5476 | 90,8 // Max bearing, sequence index |
5477 | 270,4 // Max bearing, sequence index |
5477 | 270,4 // Max bearing, sequence index |
5478 | 360,8 // Max bearing, sequence index |
5478 | 360,8 // Max bearing, sequence index |
5479 | // |
5479 | // Action #1 - turn frightened and run like fuck |
5480 | 1,100 // Danger level, percentage chance |
5480 | 1,100 // Danger level, percentage chance |
5481 | 0,0.0008 // Initial speed, looping speed |
5481 | 0,0.0008 // Initial speed, looping speed |
5482 | 0.05 // Reaction time for this action |
5482 | 0.05 // Reaction time for this action |
5483 | 1,4003 // Sounds |
5483 | 1,4003 // Sounds |
5484 | 4 // Number of sequences for this action |
5484 | 4 // Number of sequences for this action |
5485 | 90,0 // Max bearing, sequence index |
5485 | 90,0 // Max bearing, sequence index |
5486 | 180,1 // Max bearing, sequence index |
5486 | 180,1 // Max bearing, sequence index |
5487 | 270,2 // Max bearing, sequence index |
5487 | 270,2 // Max bearing, sequence index |
5488 | 360,3 // Max bearing, sequence index |
5488 | 360,3 // Max bearing, sequence index |
5489 | // |
5489 | // Action #2 - fatal car collision |
5490 | 1000,0 // Danger level, percentage chance |
5490 | 1000,0 // Danger level, percentage chance |
5491 | 0,0 // Initial speed, looping speed |
5491 | 0,0 // Initial speed, looping speed |
5492 | 0 // Reaction time for this action |
5492 | 0 // Reaction time for this action |
5493 | 1,4013 // Sounds |
5493 | 1,4013 // Sounds |
5494 | 1 // Number of sequences for this action |
5494 | 1 // Number of sequences for this action |
5495 | 360,5 // Max bearing, sequence index |
5495 | 360,5 // Max bearing, sequence index |
5496 | // |
5496 | // Action #3 - turning into giblets |
5497 | 1000,0 // Danger level, percentage chance |
5497 | 1000,0 // Danger level, percentage chance |
5498 | 0,0 // Initial speed, looping speed |
5498 | 0,0 // Initial speed, looping speed |
5499 | 0 // Reaction time for this action |
5499 | 0 // Reaction time for this action |
5500 | 0 // Sounds |
5500 | 0 // Sounds |
5501 | 1 // Number of sequences for this action |
5501 | 1 // Number of sequences for this action |
Line 5512... | Line 5512... | ||
5512 | 0,0 // Initial speed, looping speed |
5512 | 0,0 // Initial speed, looping speed |
5513 | 0 // Reaction time for this action |
5513 | 0 // Reaction time for this action |
5514 | 1,4013 // Sounds |
5514 | 1,4013 // Sounds |
5515 | 1 // Number of sequences for this action |
5515 | 1 // Number of sequences for this action |
5516 | 360,5 // Max bearing, sequence index |
5516 | 360,5 // Max bearing, sequence index |
5517 | // |
5517 | // Action #6 - non-fatal ground collision |
5518 | 1000,0 // Danger level, percentage chance |
5518 | 1000,0 // Danger level, percentage chance |
5519 | 0,0 // Initial speed, looping speed |
5519 | 0,0 // Initial speed, looping speed |
5520 | 0 // Reaction time for this action |
5520 | 0 // Reaction time for this action |
5521 | 1,4003 // Sounds |
5521 | 1,4003 // Sounds |
5522 | 1 // Number of sequences for this action |
5522 | 1 // Number of sequences for this action |
5523 | 360,7 // Max bearing, sequence index |
5523 | 360,7 // Max bearing, sequence index |
5524 | 9 // Number of sequences |
5524 | 9 // Number of sequences |
5525 | // |
5525 | // Sequence #0 - turn frightened and run away to their right |
5526 | collide // Include this frame in collision calcs |
5526 | collide // Include this frame in collision calcs |
5527 | speed // Frame rate type |
5527 | speed // Frame rate type |
5528 | 0.06,8 // Min frame rate, max frame rate, |
5528 | 0.06,8 // Min frame rate, max frame rate, |
5529 | 4 // Number of initial frames |
5529 | 4 // Number of initial frames |
5530 | RO2SHK.PIX |
5530 | RO2SHK.PIX |
Line 5542... | Line 5542... | ||
5542 | 0,0,flipped |
5542 | 0,0,flipped |
5543 | RO2RUNA3.PIX |
5543 | RO2RUNA3.PIX |
5544 | 0,0,flipped |
5544 | 0,0,flipped |
5545 | RO2RUNA2.PIX |
5545 | RO2RUNA2.PIX |
5546 | 0,0,flipped |
5546 | 0,0,flipped |
5547 | // |
5547 | // Sequence #1 - turn frightened and run towards to their left |
5548 | collide // Include this frame in collision calcs |
5548 | collide // Include this frame in collision calcs |
5549 | speed // Frame rate type |
5549 | speed // Frame rate type |
5550 | 0.06,8 // Min frame rate, max frame rate, |
5550 | 0.06,8 // Min frame rate, max frame rate, |
5551 | 4 // Number of initial frames |
5551 | 4 // Number of initial frames |
5552 | RO2SHK.PIX |
5552 | RO2SHK.PIX |
Line 5564... | Line 5564... | ||
5564 | 0,0,not flipped |
5564 | 0,0,not flipped |
5565 | RO2RUNT3.PIX |
5565 | RO2RUNT3.PIX |
5566 | 0,0,not flipped |
5566 | 0,0,not flipped |
5567 | RO2RUNT2.PIX |
5567 | RO2RUNT2.PIX |
5568 | 0,0,not flipped |
5568 | 0,0,not flipped |
5569 | // |
5569 | // Sequence #2 - turn frightened and run towards to their right |
5570 | collide // Include this frame in collision calcs |
5570 | collide // Include this frame in collision calcs |
5571 | speed // Frame rate type |
5571 | speed // Frame rate type |
5572 | 0.06,8 // Min frame rate, max frame rate, |
5572 | 0.06,8 // Min frame rate, max frame rate, |
5573 | 4 // Number of initial frames |
5573 | 4 // Number of initial frames |
5574 | RO2SHK.PIX |
5574 | RO2SHK.PIX |
Line 5618... | Line 5618... | ||
5618 | 2 // Number of looping frames |
5618 | 2 // Number of looping frames |
5619 | RO2STL1.PIX |
5619 | RO2STL1.PIX |
5620 | 0,0,flipped |
5620 | 0,0,flipped |
5621 | RO2STL2.PIX |
5621 | RO2STL2.PIX |
5622 | 0,0,flipped |
5622 | 0,0,flipped |
5623 | // |
5623 | // Sequence #5 - fatal collision with car |
5624 | don't collide // Exclude this frame in collision calcs |
5624 | don't collide // Exclude this frame in collision calcs |
5625 | variable // Frame rate type |
5625 | variable // Frame rate type |
5626 | 12,12 // Min frame rate, max frame rate, |
5626 | 12,12 // Min frame rate, max frame rate, |
5627 | 4 // Number of initial frames |
5627 | 4 // Number of initial frames |
5628 | RO2HIT1.PIX |
5628 | RO2HIT1.PIX |
Line 5643... | Line 5643... | ||
5643 | fixed // Frame rate type |
5643 | fixed // Frame rate type |
5644 | 1 // Number of initial frames |
5644 | 1 // Number of initial frames |
5645 | GCHUNKS1.PIX |
5645 | GCHUNKS1.PIX |
5646 | 0,0,not flipped |
5646 | 0,0,not flipped |
5647 | 0 // Number of looping frames |
5647 | 0 // Number of looping frames |
5648 | // |
5648 | // Sequence #7 - non-fatal collision with car |
5649 | collide // Include this frame in collision calcs |
5649 | collide // Include this frame in collision calcs |
5650 | variable // Frame rate type |
5650 | variable // Frame rate type |
5651 | 12,12 // Min frame rate, max frame rate, |
5651 | 12,12 // Min frame rate, max frame rate, |
5652 | 2 // Number of initial frames |
5652 | 2 // Number of initial frames |
5653 | RO2HIT1.PIX |
5653 | RO2HIT1.PIX |
5654 | 0,0,not flipped |
5654 | 0,0,not flipped |
5655 | RO2HIT2.PIX |
5655 | RO2HIT2.PIX |
5656 | 0,0,not flipped |
5656 | 0,0,not flipped |
5657 | 0 // Number of looping frames |
5657 | 0 // Number of looping frames |
5658 | // |
5658 | // Sequence #8 - stationary, looking the other way from side to side |
5659 | collide // Include this frame in collision calcs |
5659 | collide // Include this frame in collision calcs |
5660 | variable // Frame rate type |
5660 | variable // Frame rate type |
5661 | 1,6 // Min frame rate, max frame rate, |
5661 | 1,6 // Min frame rate, max frame rate, |
5662 | 0 // Number of initial frames |
5662 | 0 // Number of initial frames |
5663 | 2 // Number of looping frames |
5663 | 2 // Number of looping frames |
5664 | RO2BAK1.PIX |
5664 | RO2BAK1.PIX |
5665 | 0,0,not flipped |
5665 | 0,0,not flipped |
5666 | RO2BAK2.PIX |
5666 | RO2BAK2.PIX |
5667 | 0,0,flipped |
5667 | 0,0,flipped |
5668 | NEXT PEDESTRIAN |
5668 | NEXT PEDESTRIAN |
5669 | // |
5669 | // **************** RO3 (FORMERLY ZIM) ************************************************************************************************* |
5670 | 25 // Reference number |
5670 | 25 // Reference number |
5671 | 0.35 // Height |
5671 | 0.35 // Height |
5672 | 250 // Points value |
5672 | 250 // Points value |
5673 | 15 // Hit points |
5673 | 15 // Hit points |
5674 | 2,4031,4030 // Exploding noises |
5674 | 2,4031,4030 // Exploding noises |
Line 5692... | Line 5692... | ||
5692 | 0 // Sounds |
5692 | 0 // Sounds |
5693 | 3 // Number of sequences for this action |
5693 | 3 // Number of sequences for this action |
5694 | 90,8 // Max bearing, sequence index |
5694 | 90,8 // Max bearing, sequence index |
5695 | 270,4 // Max bearing, sequence index |
5695 | 270,4 // Max bearing, sequence index |
5696 | 360,8 // Max bearing, sequence index |
5696 | 360,8 // Max bearing, sequence index |
5697 | // |
5697 | // Action #1 - turn frightened and run like fuck |
5698 | 1,100 // Danger level, percentage chance |
5698 | 1,100 // Danger level, percentage chance |
5699 | 0,0.0008 // Initial speed, looping speed |
5699 | 0,0.0008 // Initial speed, looping speed |
5700 | 0.05 // Reaction time for this action |
5700 | 0.05 // Reaction time for this action |
5701 | 1,4003 // Sounds |
5701 | 1,4003 // Sounds |
5702 | 4 // Number of sequences for this action |
5702 | 4 // Number of sequences for this action |
5703 | 90,0 // Max bearing, sequence index |
5703 | 90,0 // Max bearing, sequence index |
5704 | 180,1 // Max bearing, sequence index |
5704 | 180,1 // Max bearing, sequence index |
5705 | 270,2 // Max bearing, sequence index |
5705 | 270,2 // Max bearing, sequence index |
5706 | 360,3 // Max bearing, sequence index |
5706 | 360,3 // Max bearing, sequence index |
5707 | // |
5707 | // Action #2 - fatal car collision |
5708 | 1000,0 // Danger level, percentage chance |
5708 | 1000,0 // Danger level, percentage chance |
5709 | 0,0 // Initial speed, looping speed |
5709 | 0,0 // Initial speed, looping speed |
5710 | 0 // Reaction time for this action |
5710 | 0 // Reaction time for this action |
5711 | 1,4013 // Sounds |
5711 | 1,4013 // Sounds |
5712 | 1 // Number of sequences for this action |
5712 | 1 // Number of sequences for this action |
5713 | 360,5 // Max bearing, sequence index |
5713 | 360,5 // Max bearing, sequence index |
5714 | // |
5714 | // Action #3 - turning into giblets |
5715 | 1000,0 // Danger level, percentage chance |
5715 | 1000,0 // Danger level, percentage chance |
5716 | 0,0 // Initial speed, looping speed |
5716 | 0,0 // Initial speed, looping speed |
5717 | 0 // Reaction time for this action |
5717 | 0 // Reaction time for this action |
5718 | 0 // Sounds |
5718 | 0 // Sounds |
5719 | 1 // Number of sequences for this action |
5719 | 1 // Number of sequences for this action |
Line 5730... | Line 5730... | ||
5730 | 0,0 // Initial speed, looping speed |
5730 | 0,0 // Initial speed, looping speed |
5731 | 0 // Reaction time for this action |
5731 | 0 // Reaction time for this action |
5732 | 1,4013 // Sounds |
5732 | 1,4013 // Sounds |
5733 | 1 // Number of sequences for this action |
5733 | 1 // Number of sequences for this action |
5734 | 360,5 // Max bearing, sequence index |
5734 | 360,5 // Max bearing, sequence index |
5735 | // |
5735 | // Action #6 - non-fatal ground collision |
5736 | 1000,0 // Danger level, percentage chance |
5736 | 1000,0 // Danger level, percentage chance |
5737 | 0,0 // Initial speed, looping speed |
5737 | 0,0 // Initial speed, looping speed |
5738 | 0 // Reaction time for this action |
5738 | 0 // Reaction time for this action |
5739 | 1,4003 // Sounds |
5739 | 1,4003 // Sounds |
5740 | 1 // Number of sequences for this action |
5740 | 1 // Number of sequences for this action |
5741 | 360,7 // Max bearing, sequence index |
5741 | 360,7 // Max bearing, sequence index |
5742 | 9 // Number of sequences |
5742 | 9 // Number of sequences |
5743 | // |
5743 | // Sequence #0 - turn frightened and run away to their right |
5744 | collide // Include this frame in collision calcs |
5744 | collide // Include this frame in collision calcs |
5745 | speed // Frame rate type |
5745 | speed // Frame rate type |
5746 | 0.06,8 // Min frame rate, max frame rate, |
5746 | 0.06,8 // Min frame rate, max frame rate, |
5747 | 4 // Number of initial frames |
5747 | 4 // Number of initial frames |
5748 | RO3SHK.PIX |
5748 | RO3SHK.PIX |
Line 5760... | Line 5760... | ||
5760 | 0,0,flipped |
5760 | 0,0,flipped |
5761 | RO3RUNA3.PIX |
5761 | RO3RUNA3.PIX |
5762 | 0,0,flipped |
5762 | 0,0,flipped |
5763 | RO3RUNA2.PIX |
5763 | RO3RUNA2.PIX |
5764 | 0,0,flipped |
5764 | 0,0,flipped |
5765 | // |
5765 | // Sequence #1 - turn frightened and run towards to their left |
5766 | collide // Include this frame in collision calcs |
5766 | collide // Include this frame in collision calcs |
5767 | speed // Frame rate type |
5767 | speed // Frame rate type |
5768 | 0.06,8 // Min frame rate, max frame rate, |
5768 | 0.06,8 // Min frame rate, max frame rate, |
5769 | 4 // Number of initial frames |
5769 | 4 // Number of initial frames |
5770 | RO3SHK.PIX |
5770 | RO3SHK.PIX |
Line 5782... | Line 5782... | ||
5782 | 0,0,not flipped |
5782 | 0,0,not flipped |
5783 | RO3RUNT3.PIX |
5783 | RO3RUNT3.PIX |
5784 | 0,0,not flipped |
5784 | 0,0,not flipped |
5785 | RO3RUNT2.PIX |
5785 | RO3RUNT2.PIX |
5786 | 0,0,not flipped |
5786 | 0,0,not flipped |
5787 | // |
5787 | // Sequence #2 - turn frightened and run towards to their right |
5788 | collide // Include this frame in collision calcs |
5788 | collide // Include this frame in collision calcs |
5789 | speed // Frame rate type |
5789 | speed // Frame rate type |
5790 | 0.06,8 // Min frame rate, max frame rate, |
5790 | 0.06,8 // Min frame rate, max frame rate, |
5791 | 4 // Number of initial frames |
5791 | 4 // Number of initial frames |
5792 | RO3SHK.PIX |
5792 | RO3SHK.PIX |
Line 5836... | Line 5836... | ||
5836 | 2 // Number of looping frames |
5836 | 2 // Number of looping frames |
5837 | RO3STL1.PIX |
5837 | RO3STL1.PIX |
5838 | 0,0,flipped |
5838 | 0,0,flipped |
5839 | RO3STL2.PIX |
5839 | RO3STL2.PIX |
5840 | 0,0,flipped |
5840 | 0,0,flipped |
5841 | // |
5841 | // Sequence #5 - fatal collision with car |
5842 | don't collide // Exclude this frame in collision calcs |
5842 | don't collide // Exclude this frame in collision calcs |
5843 | variable // Frame rate type |
5843 | variable // Frame rate type |
5844 | 12,12 // Min frame rate, max frame rate, |
5844 | 12,12 // Min frame rate, max frame rate, |
5845 | 4 // Number of initial frames |
5845 | 4 // Number of initial frames |
5846 | RO3HIT1.PIX |
5846 | RO3HIT1.PIX |
Line 5861... | Line 5861... | ||
5861 | fixed // Frame rate type |
5861 | fixed // Frame rate type |
5862 | 1 // Number of initial frames |
5862 | 1 // Number of initial frames |
5863 | GCHUNKS1.PIX |
5863 | GCHUNKS1.PIX |
5864 | 0,0,not flipped |
5864 | 0,0,not flipped |
5865 | 0 // Number of looping frames |
5865 | 0 // Number of looping frames |
5866 | // |
5866 | // Sequence #7 - non-fatal collision with car |
5867 | collide // Include this frame in collision calcs |
5867 | collide // Include this frame in collision calcs |
5868 | variable // Frame rate type |
5868 | variable // Frame rate type |
5869 | 12,12 // Min frame rate, max frame rate, |
5869 | 12,12 // Min frame rate, max frame rate, |
5870 | 2 // Number of initial frames |
5870 | 2 // Number of initial frames |
5871 | RO3HIT1.PIX |
5871 | RO3HIT1.PIX |
5872 | 0,0,not flipped |
5872 | 0,0,not flipped |
5873 | RO3HIT2.PIX |
5873 | RO3HIT2.PIX |
5874 | 0,0,not flipped |
5874 | 0,0,not flipped |
5875 | 0 // Number of looping frames |
5875 | 0 // Number of looping frames |
5876 | // |
5876 | // Sequence #8 - stationary, looking the other way from side to side |
5877 | collide // Include this frame in collision calcs |
5877 | collide // Include this frame in collision calcs |
5878 | variable // Frame rate type |
5878 | variable // Frame rate type |
5879 | 1,6 // Min frame rate, max frame rate, |
5879 | 1,6 // Min frame rate, max frame rate, |
5880 | 0 // Number of initial frames |
5880 | 0 // Number of initial frames |
5881 | 2 // Number of looping frames |
5881 | 2 // Number of looping frames |
5882 | RO3BAK1.PIX |
5882 | RO3BAK1.PIX |
5883 | 0,0,not flipped |
5883 | 0,0,not flipped |
5884 | RO3BAK2.PIX |
5884 | RO3BAK2.PIX |
5885 | 0,0,flipped |
5885 | 0,0,flipped |
5886 | NEXT PEDESTRIAN |
5886 | NEXT PEDESTRIAN |
5887 | // |
5887 | // **************** RO4 (FORMERLY GRN) ************************************************************************************************ |
5888 | 27 // Reference number |
5888 | 27 // Reference number |
5889 | 0.35 // Height |
5889 | 0.35 // Height |
5890 | 250 // Points value |
5890 | 250 // Points value |
5891 | 15 // Hit points |
5891 | 15 // Hit points |
5892 | 2,4031,4030 // Exploding noises |
5892 | 2,4031,4030 // Exploding noises |
Line 5910... | Line 5910... | ||
5910 | 0 // Sounds |
5910 | 0 // Sounds |
5911 | 3 // Number of sequences for this action |
5911 | 3 // Number of sequences for this action |
5912 | 90,8 // Max bearing, sequence index |
5912 | 90,8 // Max bearing, sequence index |
5913 | 270,4 // Max bearing, sequence index |
5913 | 270,4 // Max bearing, sequence index |
5914 | 360,8 // Max bearing, sequence index |
5914 | 360,8 // Max bearing, sequence index |
5915 | // |
5915 | // Action #1 - turn frightened and run like fuck |
5916 | 1,100 // Danger level, percentage chance |
5916 | 1,100 // Danger level, percentage chance |
5917 | 0,0.0008 // Initial speed, looping speed |
5917 | 0,0.0008 // Initial speed, looping speed |
5918 | 0.05 // Reaction time for this action |
5918 | 0.05 // Reaction time for this action |
5919 | 1,4003 // Sounds |
5919 | 1,4003 // Sounds |
5920 | 4 // Number of sequences for this action |
5920 | 4 // Number of sequences for this action |
5921 | 90,0 // Max bearing, sequence index |
5921 | 90,0 // Max bearing, sequence index |
5922 | 180,1 // Max bearing, sequence index |
5922 | 180,1 // Max bearing, sequence index |
5923 | 270,2 // Max bearing, sequence index |
5923 | 270,2 // Max bearing, sequence index |
5924 | 360,3 // Max bearing, sequence index |
5924 | 360,3 // Max bearing, sequence index |
5925 | // |
5925 | // Action #2 - fatal car collision |
5926 | 1000,0 // Danger level, percentage chance |
5926 | 1000,0 // Danger level, percentage chance |
5927 | 0,0 // Initial speed, looping speed |
5927 | 0,0 // Initial speed, looping speed |
5928 | 0 // Reaction time for this action |
5928 | 0 // Reaction time for this action |
5929 | 1,4013 // Sounds |
5929 | 1,4013 // Sounds |
5930 | 1 // Number of sequences for this action |
5930 | 1 // Number of sequences for this action |
5931 | 360,5 // Max bearing, sequence index |
5931 | 360,5 // Max bearing, sequence index |
5932 | // |
5932 | // Action #3 - turning into giblets |
5933 | 1000,0 // Danger level, percentage chance |
5933 | 1000,0 // Danger level, percentage chance |
5934 | 0,0 // Initial speed, looping speed |
5934 | 0,0 // Initial speed, looping speed |
5935 | 0 // Reaction time for this action |
5935 | 0 // Reaction time for this action |
5936 | 0 // Sounds |
5936 | 0 // Sounds |
5937 | 1 // Number of sequences for this action |
5937 | 1 // Number of sequences for this action |
Line 5948... | Line 5948... | ||
5948 | 0,0 // Initial speed, looping speed |
5948 | 0,0 // Initial speed, looping speed |
5949 | 0 // Reaction time for this action |
5949 | 0 // Reaction time for this action |
5950 | 1,4013 // Sounds |
5950 | 1,4013 // Sounds |
5951 | 1 // Number of sequences for this action |
5951 | 1 // Number of sequences for this action |
5952 | 360,5 // Max bearing, sequence index |
5952 | 360,5 // Max bearing, sequence index |
5953 | // |
5953 | // Action #6 - non-fatal ground collision |
5954 | 1000,0 // Danger level, percentage chance |
5954 | 1000,0 // Danger level, percentage chance |
5955 | 0,0 // Initial speed, looping speed |
5955 | 0,0 // Initial speed, looping speed |
5956 | 0 // Reaction time for this action |
5956 | 0 // Reaction time for this action |
5957 | 1,4003 // Sounds |
5957 | 1,4003 // Sounds |
5958 | 1 // Number of sequences for this action |
5958 | 1 // Number of sequences for this action |
5959 | 360,7 // Max bearing, sequence index |
5959 | 360,7 // Max bearing, sequence index |
5960 | 9 // Number of sequences |
5960 | 9 // Number of sequences |
5961 | // |
5961 | // Sequence #0 - turn frightened and run away to their right |
5962 | collide // Include this frame in collision calcs |
5962 | collide // Include this frame in collision calcs |
5963 | speed // Frame rate type |
5963 | speed // Frame rate type |
5964 | 0.06,8 // Min frame rate, max frame rate, |
5964 | 0.06,8 // Min frame rate, max frame rate, |
5965 | 4 // Number of initial frames |
5965 | 4 // Number of initial frames |
5966 | RO4SHK.PIX |
5966 | RO4SHK.PIX |
Line 5978... | Line 5978... | ||
5978 | 0,0,flipped |
5978 | 0,0,flipped |
5979 | RO4RUNA3.PIX |
5979 | RO4RUNA3.PIX |
5980 | 0,0,flipped |
5980 | 0,0,flipped |
5981 | RO4RUNA2.PIX |
5981 | RO4RUNA2.PIX |
5982 | 0,0,flipped |
5982 | 0,0,flipped |
5983 | // |
5983 | // Sequence #1 - turn frightened and run towards to their left |
5984 | collide // Include this frame in collision calcs |
5984 | collide // Include this frame in collision calcs |
5985 | speed // Frame rate type |
5985 | speed // Frame rate type |
5986 | 0.06,8 // Min frame rate, max frame rate, |
5986 | 0.06,8 // Min frame rate, max frame rate, |
5987 | 4 // Number of initial frames |
5987 | 4 // Number of initial frames |
5988 | RO4SHK.PIX |
5988 | RO4SHK.PIX |
Line 6000... | Line 6000... | ||
6000 | 0,0,not flipped |
6000 | 0,0,not flipped |
6001 | RO4RUNT3.PIX |
6001 | RO4RUNT3.PIX |
6002 | 0,0,not flipped |
6002 | 0,0,not flipped |
6003 | RO4RUNT2.PIX |
6003 | RO4RUNT2.PIX |
6004 | 0,0,not flipped |
6004 | 0,0,not flipped |
6005 | // |
6005 | // Sequence #2 - turn frightened and run towards to their right |
6006 | collide // Include this frame in collision calcs |
6006 | collide // Include this frame in collision calcs |
6007 | speed // Frame rate type |
6007 | speed // Frame rate type |
6008 | 0.06,8 // Min frame rate, max frame rate, |
6008 | 0.06,8 // Min frame rate, max frame rate, |
6009 | 4 // Number of initial frames |
6009 | 4 // Number of initial frames |
6010 | RO4SHK.PIX |
6010 | RO4SHK.PIX |
Line 6054... | Line 6054... | ||
6054 | 2 // Number of looping frames |
6054 | 2 // Number of looping frames |
6055 | RO4STL1.PIX |
6055 | RO4STL1.PIX |
6056 | 0,0,flipped |
6056 | 0,0,flipped |
6057 | RO4STL2.PIX |
6057 | RO4STL2.PIX |
6058 | 0,0,flipped |
6058 | 0,0,flipped |
6059 | // |
6059 | // Sequence #5 - fatal collision with car |
6060 | don't collide // Exclude this frame in collision calcs |
6060 | don't collide // Exclude this frame in collision calcs |
6061 | variable // Frame rate type |
6061 | variable // Frame rate type |
6062 | 12,12 // Min frame rate, max frame rate, |
6062 | 12,12 // Min frame rate, max frame rate, |
6063 | 4 // Number of initial frames |
6063 | 4 // Number of initial frames |
6064 | RO4HIT1.PIX |
6064 | RO4HIT1.PIX |
Line 6079... | Line 6079... | ||
6079 | fixed // Frame rate type |
6079 | fixed // Frame rate type |
6080 | 1 // Number of initial frames |
6080 | 1 // Number of initial frames |
6081 | GCHUNKS1.PIX |
6081 | GCHUNKS1.PIX |
6082 | 0,0,not flipped |
6082 | 0,0,not flipped |
6083 | 0 // Number of looping frames |
6083 | 0 // Number of looping frames |
6084 | // |
6084 | // Sequence #7 - non-fatal collision with car |
6085 | collide // Include this frame in collision calcs |
6085 | collide // Include this frame in collision calcs |
6086 | variable // Frame rate type |
6086 | variable // Frame rate type |
6087 | 12,12 // Min frame rate, max frame rate, |
6087 | 12,12 // Min frame rate, max frame rate, |
6088 | 2 // Number of initial frames |
6088 | 2 // Number of initial frames |
6089 | RO4HIT1.PIX |
6089 | RO4HIT1.PIX |
6090 | 0,0,not flipped |
6090 | 0,0,not flipped |
6091 | RO4HIT2.PIX |
6091 | RO4HIT2.PIX |
6092 | 0,0,not flipped |
6092 | 0,0,not flipped |
6093 | 0 // Number of looping frames |
6093 | 0 // Number of looping frames |
6094 | // |
6094 | // Sequence #8 - stationary, looking the other way from side to side |
6095 | collide // Include this frame in collision calcs |
6095 | collide // Include this frame in collision calcs |
6096 | variable // Frame rate type |
6096 | variable // Frame rate type |
6097 | 1,6 // Min frame rate, max frame rate, |
6097 | 1,6 // Min frame rate, max frame rate, |
6098 | 0 // Number of initial frames |
6098 | 0 // Number of initial frames |
6099 | 2 // Number of looping frames |
6099 | 2 // Number of looping frames |
6100 | RO4BAK1.PIX |
6100 | RO4BAK1.PIX |
6101 | 0,0,not flipped |
6101 | 0,0,not flipped |
6102 | RO4BAK2.PIX |
6102 | RO4BAK2.PIX |
6103 | 0,0,flipped |
6103 | 0,0,flipped |
6104 | NEXT PEDESTRIAN |
6104 | NEXT PEDESTRIAN |
6105 | // |
6105 | // **************** RO5 (FORMERLY GOD) ************************************************************************************************ |
6106 | 28 // Reference number |
6106 | 28 // Reference number |
6107 | 0.35 // Height |
6107 | 0.35 // Height |
6108 | 250 // Points value |
6108 | 250 // Points value |
6109 | 15 // Hit points |
6109 | 15 // Hit points |
6110 | 2,4031,4030 // Exploding noises |
6110 | 2,4031,4030 // Exploding noises |
Line 6128... | Line 6128... | ||
6128 | 0 // Sounds |
6128 | 0 // Sounds |
6129 | 3 // Number of sequences for this action |
6129 | 3 // Number of sequences for this action |
6130 | 90,8 // Max bearing, sequence index |
6130 | 90,8 // Max bearing, sequence index |
6131 | 270,4 // Max bearing, sequence index |
6131 | 270,4 // Max bearing, sequence index |
6132 | 360,8 // Max bearing, sequence index |
6132 | 360,8 // Max bearing, sequence index |
6133 | // |
6133 | // Action #1 - turn frightened and run like fuck |
6134 | 1,100 // Danger level, percentage chance |
6134 | 1,100 // Danger level, percentage chance |
6135 | 0,0.0008 // Initial speed, looping speed |
6135 | 0,0.0008 // Initial speed, looping speed |
6136 | 0.05 // Reaction time for this action |
6136 | 0.05 // Reaction time for this action |
6137 | 1,4003 // Sounds |
6137 | 1,4003 // Sounds |
6138 | 4 // Number of sequences for this action |
6138 | 4 // Number of sequences for this action |
6139 | 90,0 // Max bearing, sequence index |
6139 | 90,0 // Max bearing, sequence index |
6140 | 180,1 // Max bearing, sequence index |
6140 | 180,1 // Max bearing, sequence index |
6141 | 270,2 // Max bearing, sequence index |
6141 | 270,2 // Max bearing, sequence index |
6142 | 360,3 // Max bearing, sequence index |
6142 | 360,3 // Max bearing, sequence index |
6143 | // |
6143 | // Action #2 - fatal car collision |
6144 | 1000,0 // Danger level, percentage chance |
6144 | 1000,0 // Danger level, percentage chance |
6145 | 0,0 // Initial speed, looping speed |
6145 | 0,0 // Initial speed, looping speed |
6146 | 0 // Reaction time for this action |
6146 | 0 // Reaction time for this action |
6147 | 1,4013 // Sounds |
6147 | 1,4013 // Sounds |
6148 | 1 // Number of sequences for this action |
6148 | 1 // Number of sequences for this action |
6149 | 360,5 // Max bearing, sequence index |
6149 | 360,5 // Max bearing, sequence index |
6150 | // |
6150 | // Action #3 - turning into giblets |
6151 | 1000,0 // Danger level, percentage chance |
6151 | 1000,0 // Danger level, percentage chance |
6152 | 0,0 // Initial speed, looping speed |
6152 | 0,0 // Initial speed, looping speed |
6153 | 0 // Reaction time for this action |
6153 | 0 // Reaction time for this action |
6154 | 0 // Sounds |
6154 | 0 // Sounds |
6155 | 1 // Number of sequences for this action |
6155 | 1 // Number of sequences for this action |
Line 6166... | Line 6166... | ||
6166 | 0,0 // Initial speed, looping speed |
6166 | 0,0 // Initial speed, looping speed |
6167 | 0 // Reaction time for this action |
6167 | 0 // Reaction time for this action |
6168 | 1,4013 // Sounds |
6168 | 1,4013 // Sounds |
6169 | 1 // Number of sequences for this action |
6169 | 1 // Number of sequences for this action |
6170 | 360,5 // Max bearing, sequence index |
6170 | 360,5 // Max bearing, sequence index |
6171 | // |
6171 | // Action #6 - non-fatal ground collision |
6172 | 1000,0 // Danger level, percentage chance |
6172 | 1000,0 // Danger level, percentage chance |
6173 | 0,0 // Initial speed, looping speed |
6173 | 0,0 // Initial speed, looping speed |
6174 | 0 // Reaction time for this action |
6174 | 0 // Reaction time for this action |
6175 | 1,4003 // Sounds |
6175 | 1,4003 // Sounds |
6176 | 1 // Number of sequences for this action |
6176 | 1 // Number of sequences for this action |
6177 | 360,7 // Max bearing, sequence index |
6177 | 360,7 // Max bearing, sequence index |
6178 | 9 // Number of sequences |
6178 | 9 // Number of sequences |
6179 | // |
6179 | // Sequence #0 - turn frightened and run away to their right |
6180 | collide // Include this frame in collision calcs |
6180 | collide // Include this frame in collision calcs |
6181 | speed // Frame rate type |
6181 | speed // Frame rate type |
6182 | 0.06,8 // Min frame rate, max frame rate, |
6182 | 0.06,8 // Min frame rate, max frame rate, |
6183 | 4 // Number of initial frames |
6183 | 4 // Number of initial frames |
6184 | RO5SHK.PIX |
6184 | RO5SHK.PIX |
Line 6196... | Line 6196... | ||
6196 | 0,0,flipped |
6196 | 0,0,flipped |
6197 | RO5RUNA3.PIX |
6197 | RO5RUNA3.PIX |
6198 | 0,0,flipped |
6198 | 0,0,flipped |
6199 | RO5RUNA2.PIX |
6199 | RO5RUNA2.PIX |
6200 | 0,0,flipped |
6200 | 0,0,flipped |
6201 | // |
6201 | // Sequence #1 - turn frightened and run towards to their left |
6202 | collide // Include this frame in collision calcs |
6202 | collide // Include this frame in collision calcs |
6203 | speed // Frame rate type |
6203 | speed // Frame rate type |
6204 | 0.06,8 // Min frame rate, max frame rate, |
6204 | 0.06,8 // Min frame rate, max frame rate, |
6205 | 4 // Number of initial frames |
6205 | 4 // Number of initial frames |
6206 | RO5SHK.PIX |
6206 | RO5SHK.PIX |
Line 6218... | Line 6218... | ||
6218 | 0,0,not flipped |
6218 | 0,0,not flipped |
6219 | RO5RUNT3.PIX |
6219 | RO5RUNT3.PIX |
6220 | 0,0,not flipped |
6220 | 0,0,not flipped |
6221 | RO5RUNT2.PIX |
6221 | RO5RUNT2.PIX |
6222 | 0,0,not flipped |
6222 | 0,0,not flipped |
6223 | // |
6223 | // Sequence #2 - turn frightened and run towards to their right |
6224 | collide // Include this frame in collision calcs |
6224 | collide // Include this frame in collision calcs |
6225 | speed // Frame rate type |
6225 | speed // Frame rate type |
6226 | 0.06,8 // Min frame rate, max frame rate, |
6226 | 0.06,8 // Min frame rate, max frame rate, |
6227 | 4 // Number of initial frames |
6227 | 4 // Number of initial frames |
6228 | RO5SHK.PIX |
6228 | RO5SHK.PIX |
Line 6272... | Line 6272... | ||
6272 | 2 // Number of looping frames |
6272 | 2 // Number of looping frames |
6273 | RO5STL1.PIX |
6273 | RO5STL1.PIX |
6274 | 0,0,flipped |
6274 | 0,0,flipped |
6275 | RO5STL2.PIX |
6275 | RO5STL2.PIX |
6276 | 0,0,flipped |
6276 | 0,0,flipped |
6277 | // |
6277 | // Sequence #5 - fatal collision with car |
6278 | don't collide // Exclude this frame in collision calcs |
6278 | don't collide // Exclude this frame in collision calcs |
6279 | variable // Frame rate type |
6279 | variable // Frame rate type |
6280 | 12,12 // Min frame rate, max frame rate, |
6280 | 12,12 // Min frame rate, max frame rate, |
6281 | 4 // Number of initial frames |
6281 | 4 // Number of initial frames |
6282 | RO5HIT1.PIX |
6282 | RO5HIT1.PIX |
Line 6297... | Line 6297... | ||
6297 | fixed // Frame rate type |
6297 | fixed // Frame rate type |
6298 | 1 // Number of initial frames |
6298 | 1 // Number of initial frames |
6299 | GCHUNKS1.PIX |
6299 | GCHUNKS1.PIX |
6300 | 0,0,not flipped |
6300 | 0,0,not flipped |
6301 | 0 // Number of looping frames |
6301 | 0 // Number of looping frames |
6302 | // |
6302 | // Sequence #7 - non-fatal collision with car |
6303 | collide // Include this frame in collision calcs |
6303 | collide // Include this frame in collision calcs |
6304 | variable // Frame rate type |
6304 | variable // Frame rate type |
6305 | 12,12 // Min frame rate, max frame rate, |
6305 | 12,12 // Min frame rate, max frame rate, |
6306 | 2 // Number of initial frames |
6306 | 2 // Number of initial frames |
6307 | RO5HIT1.PIX |
6307 | RO5HIT1.PIX |
6308 | 0,0,not flipped |
6308 | 0,0,not flipped |
6309 | RO5HIT2.PIX |
6309 | RO5HIT2.PIX |
6310 | 0,0,not flipped |
6310 | 0,0,not flipped |
6311 | 0 // Number of looping frames |
6311 | 0 // Number of looping frames |
6312 | // |
6312 | // Sequence #8 - stationary, looking the other way from side to side |
6313 | collide // Include this frame in collision calcs |
6313 | collide // Include this frame in collision calcs |
6314 | variable // Frame rate type |
6314 | variable // Frame rate type |
6315 | 1,6 // Min frame rate, max frame rate, |
6315 | 1,6 // Min frame rate, max frame rate, |
6316 | 0 // Number of initial frames |
6316 | 0 // Number of initial frames |
6317 | 2 // Number of looping frames |
6317 | 2 // Number of looping frames |
6318 | RO5BAK1.PIX |
6318 | RO5BAK1.PIX |
6319 | 0,0,not flipped |
6319 | 0,0,not flipped |
6320 | RO5BAK2.PIX |
6320 | RO5BAK2.PIX |
6321 | 0,0,flipped |
6321 | 0,0,flipped |
6322 | NEXT PEDESTRIAN |
6322 | NEXT PEDESTRIAN |
6323 | // |
6323 | // **************** RO6 (FORMERLY RED) ************************************************************************************************ |
6324 | 30 // Reference number |
6324 | 30 // Reference number |
6325 | 0.35 // Height |
6325 | 0.35 // Height |
6326 | 250 // Points value |
6326 | 250 // Points value |
6327 | 15 // Hit points |
6327 | 15 // Hit points |
6328 | 2,4031,4030 // Exploding noises |
6328 | 2,4031,4030 // Exploding noises |
Line 6346... | Line 6346... | ||
6346 | 0 // Sounds |
6346 | 0 // Sounds |
6347 | 3 // Number of sequences for this action |
6347 | 3 // Number of sequences for this action |
6348 | 90,8 // Max bearing, sequence index |
6348 | 90,8 // Max bearing, sequence index |
6349 | 270,4 // Max bearing, sequence index |
6349 | 270,4 // Max bearing, sequence index |
6350 | 360,8 // Max bearing, sequence index |
6350 | 360,8 // Max bearing, sequence index |
6351 | // |
6351 | // Action #1 - turn frightened and run like fuck |
6352 | 1,100 // Danger level, percentage chance |
6352 | 1,100 // Danger level, percentage chance |
6353 | 0,0.0008 // Initial speed, looping speed |
6353 | 0,0.0008 // Initial speed, looping speed |
6354 | 0.05 // Reaction time for this action |
6354 | 0.05 // Reaction time for this action |
6355 | 1,4003 // Sounds |
6355 | 1,4003 // Sounds |
6356 | 4 // Number of sequences for this action |
6356 | 4 // Number of sequences for this action |
6357 | 90,0 // Max bearing, sequence index |
6357 | 90,0 // Max bearing, sequence index |
6358 | 180,1 // Max bearing, sequence index |
6358 | 180,1 // Max bearing, sequence index |
6359 | 270,2 // Max bearing, sequence index |
6359 | 270,2 // Max bearing, sequence index |
6360 | 360,3 // Max bearing, sequence index |
6360 | 360,3 // Max bearing, sequence index |
6361 | // |
6361 | // Action #2 - fatal car collision |
6362 | 1000,0 // Danger level, percentage chance |
6362 | 1000,0 // Danger level, percentage chance |
6363 | 0,0 // Initial speed, looping speed |
6363 | 0,0 // Initial speed, looping speed |
6364 | 0 // Reaction time for this action |
6364 | 0 // Reaction time for this action |
6365 | 1,4013 // Sounds |
6365 | 1,4013 // Sounds |
6366 | 1 // Number of sequences for this action |
6366 | 1 // Number of sequences for this action |
6367 | 360,5 // Max bearing, sequence index |
6367 | 360,5 // Max bearing, sequence index |
6368 | // |
6368 | // Action #3 - turning into giblets |
6369 | 1000,0 // Danger level, percentage chance |
6369 | 1000,0 // Danger level, percentage chance |
6370 | 0,0 // Initial speed, looping speed |
6370 | 0,0 // Initial speed, looping speed |
6371 | 0 // Reaction time for this action |
6371 | 0 // Reaction time for this action |
6372 | 0 // Sounds |
6372 | 0 // Sounds |
6373 | 1 // Number of sequences for this action |
6373 | 1 // Number of sequences for this action |
Line 6384... | Line 6384... | ||
6384 | 0,0 // Initial speed, looping speed |
6384 | 0,0 // Initial speed, looping speed |
6385 | 0 // Reaction time for this action |
6385 | 0 // Reaction time for this action |
6386 | 1,4013 // Sounds |
6386 | 1,4013 // Sounds |
6387 | 1 // Number of sequences for this action |
6387 | 1 // Number of sequences for this action |
6388 | 360,5 // Max bearing, sequence index |
6388 | 360,5 // Max bearing, sequence index |
6389 | // |
6389 | // Action #6 - non-fatal ground collision |
6390 | 1000,0 // Danger level, percentage chance |
6390 | 1000,0 // Danger level, percentage chance |
6391 | 0,0 // Initial speed, looping speed |
6391 | 0,0 // Initial speed, looping speed |
6392 | 0 // Reaction time for this action |
6392 | 0 // Reaction time for this action |
6393 | 1,4003 // Sounds |
6393 | 1,4003 // Sounds |
6394 | 1 // Number of sequences for this action |
6394 | 1 // Number of sequences for this action |
6395 | 360,7 // Max bearing, sequence index |
6395 | 360,7 // Max bearing, sequence index |
6396 | 9 // Number of sequences |
6396 | 9 // Number of sequences |
6397 | // |
6397 | // Sequence #0 - turn frightened and run away to their right |
6398 | collide // Include this frame in collision calcs |
6398 | collide // Include this frame in collision calcs |
6399 | speed // Frame rate type |
6399 | speed // Frame rate type |
6400 | 0.06,8 // Min frame rate, max frame rate, |
6400 | 0.06,8 // Min frame rate, max frame rate, |
6401 | 4 // Number of initial frames |
6401 | 4 // Number of initial frames |
6402 | RO6SHK.PIX |
6402 | RO6SHK.PIX |
Line 6414... | Line 6414... | ||
6414 | 0,0,flipped |
6414 | 0,0,flipped |
6415 | RO6RUNA3.PIX |
6415 | RO6RUNA3.PIX |
6416 | 0,0,flipped |
6416 | 0,0,flipped |
6417 | RO6RUNA2.PIX |
6417 | RO6RUNA2.PIX |
6418 | 0,0,flipped |
6418 | 0,0,flipped |
6419 | // |
6419 | // Sequence #1 - turn frightened and run towards to their left |
6420 | collide // Include this frame in collision calcs |
6420 | collide // Include this frame in collision calcs |
6421 | speed // Frame rate type |
6421 | speed // Frame rate type |
6422 | 0.06,8 // Min frame rate, max frame rate, |
6422 | 0.06,8 // Min frame rate, max frame rate, |
6423 | 4 // Number of initial frames |
6423 | 4 // Number of initial frames |
6424 | RO6SHK.PIX |
6424 | RO6SHK.PIX |
Line 6436... | Line 6436... | ||
6436 | 0,0,not flipped |
6436 | 0,0,not flipped |
6437 | RO6RUNT3.PIX |
6437 | RO6RUNT3.PIX |
6438 | 0,0,not flipped |
6438 | 0,0,not flipped |
6439 | RO6RUNT2.PIX |
6439 | RO6RUNT2.PIX |
6440 | 0,0,not flipped |
6440 | 0,0,not flipped |
6441 | // |
6441 | // Sequence #2 - turn frightened and run towards to their right |
6442 | collide // Include this frame in collision calcs |
6442 | collide // Include this frame in collision calcs |
6443 | speed // Frame rate type |
6443 | speed // Frame rate type |
6444 | 0.06,8 // Min frame rate, max frame rate, |
6444 | 0.06,8 // Min frame rate, max frame rate, |
6445 | 4 // Number of initial frames |
6445 | 4 // Number of initial frames |
6446 | RO6SHK.PIX |
6446 | RO6SHK.PIX |
Line 6490... | Line 6490... | ||
6490 | 2 // Number of looping frames |
6490 | 2 // Number of looping frames |
6491 | RO6STL1.PIX |
6491 | RO6STL1.PIX |
6492 | 0,0,flipped |
6492 | 0,0,flipped |
6493 | RO6STL2.PIX |
6493 | RO6STL2.PIX |
6494 | 0,0,flipped |
6494 | 0,0,flipped |
6495 | // |
6495 | // Sequence #5 - fatal collision with car |
6496 | don't collide // Exclude this frame in collision calcs |
6496 | don't collide // Exclude this frame in collision calcs |
6497 | variable // Frame rate type |
6497 | variable // Frame rate type |
6498 | 12,12 // Min frame rate, max frame rate, |
6498 | 12,12 // Min frame rate, max frame rate, |
6499 | 4 // Number of initial frames |
6499 | 4 // Number of initial frames |
6500 | RO6HIT1.PIX |
6500 | RO6HIT1.PIX |
Line 6515... | Line 6515... | ||
6515 | fixed // Frame rate type |
6515 | fixed // Frame rate type |
6516 | 1 // Number of initial frames |
6516 | 1 // Number of initial frames |
6517 | GCHUNKS1.PIX |
6517 | GCHUNKS1.PIX |
6518 | 0,0,not flipped |
6518 | 0,0,not flipped |
6519 | 0 // Number of looping frames |
6519 | 0 // Number of looping frames |
6520 | // |
6520 | // Sequence #7 - non-fatal collision with car |
6521 | collide // Include this frame in collision calcs |
6521 | collide // Include this frame in collision calcs |
6522 | variable // Frame rate type |
6522 | variable // Frame rate type |
6523 | 12,12 // Min frame rate, max frame rate, |
6523 | 12,12 // Min frame rate, max frame rate, |
6524 | 2 // Number of initial frames |
6524 | 2 // Number of initial frames |
6525 | RO6HIT1.PIX |
6525 | RO6HIT1.PIX |
6526 | 0,0,not flipped |
6526 | 0,0,not flipped |
6527 | RO6HIT2.PIX |
6527 | RO6HIT2.PIX |
6528 | 0,0,not flipped |
6528 | 0,0,not flipped |
6529 | 0 // Number of looping frames |
6529 | 0 // Number of looping frames |
6530 | // |
6530 | // Sequence #8 - stationary, looking the other way from side to side |
6531 | collide // Include this frame in collision calcs |
6531 | collide // Include this frame in collision calcs |
6532 | variable // Frame rate type |
6532 | variable // Frame rate type |
6533 | 1,6 // Min frame rate, max frame rate, |
6533 | 1,6 // Min frame rate, max frame rate, |
6534 | 0 // Number of initial frames |
6534 | 0 // Number of initial frames |
6535 | 2 // Number of looping frames |
6535 | 2 // Number of looping frames |
6536 | RO6BAK1.PIX |
6536 | RO6BAK1.PIX |
6537 | 0,0,not flipped |
6537 | 0,0,not flipped |
6538 | RO6BAK2.PIX |
6538 | RO6BAK2.PIX |
6539 | 0,0,flipped |
6539 | 0,0,flipped |
6540 | NEXT PEDESTRIAN |
6540 | NEXT PEDESTRIAN |
6541 | // |
6541 | // **************** RO7 (FORMERLY KEL (THE BITCH)) ***************************************************************************************** |
6542 | 31 // Reference number |
6542 | 31 // Reference number |
6543 | 0.35 // Height |
6543 | 0.35 // Height |
6544 | 250 // Points value |
6544 | 250 // Points value |
6545 | 15 // Hit points |
6545 | 15 // Hit points |
6546 | 2,4031,4030 // Exploding noises |
6546 | 2,4031,4030 // Exploding noises |
Line 6564... | Line 6564... | ||
6564 | 0 // Sounds |
6564 | 0 // Sounds |
6565 | 3 // Number of sequences for this action |
6565 | 3 // Number of sequences for this action |
6566 | 90,8 // Max bearing, sequence index |
6566 | 90,8 // Max bearing, sequence index |
6567 | 270,4 // Max bearing, sequence index |
6567 | 270,4 // Max bearing, sequence index |
6568 | 360,8 // Max bearing, sequence index |
6568 | 360,8 // Max bearing, sequence index |
6569 | // |
6569 | // Action #1 - turn frightened and run like fuck |
6570 | 1,100 // Danger level, percentage chance |
6570 | 1,100 // Danger level, percentage chance |
6571 | 0,0.0008 // Initial speed, looping speed |
6571 | 0,0.0008 // Initial speed, looping speed |
6572 | 0.05 // Reaction time for this action |
6572 | 0.05 // Reaction time for this action |
6573 | 1,4003 // Sounds |
6573 | 1,4003 // Sounds |
6574 | 4 // Number of sequences for this action |
6574 | 4 // Number of sequences for this action |
6575 | 90,0 // Max bearing, sequence index |
6575 | 90,0 // Max bearing, sequence index |
6576 | 180,1 // Max bearing, sequence index |
6576 | 180,1 // Max bearing, sequence index |
6577 | 270,2 // Max bearing, sequence index |
6577 | 270,2 // Max bearing, sequence index |
6578 | 360,3 // Max bearing, sequence index |
6578 | 360,3 // Max bearing, sequence index |
6579 | // |
6579 | // Action #2 - fatal car collision |
6580 | 1000,0 // Danger level, percentage chance |
6580 | 1000,0 // Danger level, percentage chance |
6581 | 0,0 // Initial speed, looping speed |
6581 | 0,0 // Initial speed, looping speed |
6582 | 0 // Reaction time for this action |
6582 | 0 // Reaction time for this action |
6583 | 1,4013 // Sounds |
6583 | 1,4013 // Sounds |
6584 | 1 // Number of sequences for this action |
6584 | 1 // Number of sequences for this action |
6585 | 360,5 // Max bearing, sequence index |
6585 | 360,5 // Max bearing, sequence index |
6586 | // |
6586 | // Action #3 - turning into giblets |
6587 | 1000,0 // Danger level, percentage chance |
6587 | 1000,0 // Danger level, percentage chance |
6588 | 0,0 // Initial speed, looping speed |
6588 | 0,0 // Initial speed, looping speed |
6589 | 0 // Reaction time for this action |
6589 | 0 // Reaction time for this action |
6590 | 0 // Sounds |
6590 | 0 // Sounds |
6591 | 1 // Number of sequences for this action |
6591 | 1 // Number of sequences for this action |
Line 6602... | Line 6602... | ||
6602 | 0,0 // Initial speed, looping speed |
6602 | 0,0 // Initial speed, looping speed |
6603 | 0 // Reaction time for this action |
6603 | 0 // Reaction time for this action |
6604 | 1,4013 // Sounds |
6604 | 1,4013 // Sounds |
6605 | 1 // Number of sequences for this action |
6605 | 1 // Number of sequences for this action |
6606 | 360,5 // Max bearing, sequence index |
6606 | 360,5 // Max bearing, sequence index |
6607 | // |
6607 | // Action #6 - non-fatal ground collision |
6608 | 1000,0 // Danger level, percentage chance |
6608 | 1000,0 // Danger level, percentage chance |
6609 | 0,0 // Initial speed, looping speed |
6609 | 0,0 // Initial speed, looping speed |
6610 | 0 // Reaction time for this action |
6610 | 0 // Reaction time for this action |
6611 | 1,4003 // Sounds |
6611 | 1,4003 // Sounds |
6612 | 1 // Number of sequences for this action |
6612 | 1 // Number of sequences for this action |
6613 | 360,7 // Max bearing, sequence index |
6613 | 360,7 // Max bearing, sequence index |
6614 | 9 // Number of sequences |
6614 | 9 // Number of sequences |
6615 | // |
6615 | // Sequence #0 - turn frightened and run away to their right |
6616 | collide // Include this frame in collision calcs |
6616 | collide // Include this frame in collision calcs |
6617 | speed // Frame rate type |
6617 | speed // Frame rate type |
6618 | 0.06,8 // Min frame rate, max frame rate, |
6618 | 0.06,8 // Min frame rate, max frame rate, |
6619 | 4 // Number of initial frames |
6619 | 4 // Number of initial frames |
6620 | RO7SHK.PIX |
6620 | RO7SHK.PIX |
Line 6632... | Line 6632... | ||
6632 | 0,0,flipped |
6632 | 0,0,flipped |
6633 | RO7RUNA3.PIX |
6633 | RO7RUNA3.PIX |
6634 | 0,0,flipped |
6634 | 0,0,flipped |
6635 | RO7RUNA2.PIX |
6635 | RO7RUNA2.PIX |
6636 | 0,0,flipped |
6636 | 0,0,flipped |
6637 | // |
6637 | // Sequence #1 - turn frightened and run towards to their left |
6638 | collide // Include this frame in collision calcs |
6638 | collide // Include this frame in collision calcs |
6639 | speed // Frame rate type |
6639 | speed // Frame rate type |
6640 | 0.06,8 // Min frame rate, max frame rate, |
6640 | 0.06,8 // Min frame rate, max frame rate, |
6641 | 4 // Number of initial frames |
6641 | 4 // Number of initial frames |
6642 | RO7SHK.PIX |
6642 | RO7SHK.PIX |
Line 6654... | Line 6654... | ||
6654 | 0,0,not flipped |
6654 | 0,0,not flipped |
6655 | RO7RUNT3.PIX |
6655 | RO7RUNT3.PIX |
6656 | 0,0,not flipped |
6656 | 0,0,not flipped |
6657 | RO7RUNT2.PIX |
6657 | RO7RUNT2.PIX |
6658 | 0,0,not flipped |
6658 | 0,0,not flipped |
6659 | // |
6659 | // Sequence #2 - turn frightened and run towards to their right |
6660 | collide // Include this frame in collision calcs |
6660 | collide // Include this frame in collision calcs |
6661 | speed // Frame rate type |
6661 | speed // Frame rate type |
6662 | 0.06,8 // Min frame rate, max frame rate, |
6662 | 0.06,8 // Min frame rate, max frame rate, |
6663 | 4 // Number of initial frames |
6663 | 4 // Number of initial frames |
6664 | RO7SHK.PIX |
6664 | RO7SHK.PIX |
Line 6708... | Line 6708... | ||
6708 | 2 // Number of looping frames |
6708 | 2 // Number of looping frames |
6709 | RO7STL1.PIX |
6709 | RO7STL1.PIX |
6710 | 0,0,flipped |
6710 | 0,0,flipped |
6711 | RO7STL2.PIX |
6711 | RO7STL2.PIX |
6712 | 0,0,flipped |
6712 | 0,0,flipped |
6713 | // |
6713 | // Sequence #5 - fatal collision with car |
6714 | don't collide // Exclude this frame in collision calcs |
6714 | don't collide // Exclude this frame in collision calcs |
6715 | variable // Frame rate type |
6715 | variable // Frame rate type |
6716 | 12,12 // Min frame rate, max frame rate, |
6716 | 12,12 // Min frame rate, max frame rate, |
6717 | 4 // Number of initial frames |
6717 | 4 // Number of initial frames |
6718 | RO7HIT1.PIX |
6718 | RO7HIT1.PIX |
Line 6733... | Line 6733... | ||
6733 | fixed // Frame rate type |
6733 | fixed // Frame rate type |
6734 | 1 // Number of initial frames |
6734 | 1 // Number of initial frames |
6735 | GCHUNKS1.PIX |
6735 | GCHUNKS1.PIX |
6736 | 0,0,not flipped |
6736 | 0,0,not flipped |
6737 | 0 // Number of looping frames |
6737 | 0 // Number of looping frames |
6738 | // |
6738 | // Sequence #7 - non-fatal collision with car |
6739 | collide // Include this frame in collision calcs |
6739 | collide // Include this frame in collision calcs |
6740 | variable // Frame rate type |
6740 | variable // Frame rate type |
6741 | 12,12 // Min frame rate, max frame rate, |
6741 | 12,12 // Min frame rate, max frame rate, |
6742 | 2 // Number of initial frames |
6742 | 2 // Number of initial frames |
6743 | RO7HIT1.PIX |
6743 | RO7HIT1.PIX |
6744 | 0,0,not flipped |
6744 | 0,0,not flipped |
6745 | RO7HIT2.PIX |
6745 | RO7HIT2.PIX |
6746 | 0,0,not flipped |
6746 | 0,0,not flipped |
6747 | 0 // Number of looping frames |
6747 | 0 // Number of looping frames |
6748 | // |
6748 | // Sequence #8 - stationary, looking the other way from side to side |
6749 | collide // Include this frame in collision calcs |
6749 | collide // Include this frame in collision calcs |
6750 | variable // Frame rate type |
6750 | variable // Frame rate type |
6751 | 1,6 // Min frame rate, max frame rate, |
6751 | 1,6 // Min frame rate, max frame rate, |
6752 | 0 // Number of initial frames |
6752 | 0 // Number of initial frames |
6753 | 2 // Number of looping frames |
6753 | 2 // Number of looping frames |
6754 | RO7BAK1.PIX |
6754 | RO7BAK1.PIX |
6755 | 0,0,not flipped |
6755 | 0,0,not flipped |
6756 | RO7BAK2.PIX |
6756 | RO7BAK2.PIX |
6757 | 0,0,flipped |
6757 | 0,0,flipped |
6758 | NEXT PEDESTRIAN |
6758 | NEXT PEDESTRIAN |
6759 | // |
6759 | // **************** RO8 (FORMERLY BAT) ************************************************************************************************* |
6760 | 29 // Reference number |
6760 | 29 // Reference number |
6761 | 0.35 // Height |
6761 | 0.35 // Height |
6762 | 250 // Points value |
6762 | 250 // Points value |
6763 | 15 // Hit points |
6763 | 15 // Hit points |
6764 | 2,4031,4030 // Exploding noises |
6764 | 2,4031,4030 // Exploding noises |
Line 6782... | Line 6782... | ||
6782 | 0 // Sounds |
6782 | 0 // Sounds |
6783 | 3 // Number of sequences for this action |
6783 | 3 // Number of sequences for this action |
6784 | 90,8 // Max bearing, sequence index |
6784 | 90,8 // Max bearing, sequence index |
6785 | 270,4 // Max bearing, sequence index |
6785 | 270,4 // Max bearing, sequence index |
6786 | 360,8 // Max bearing, sequence index |
6786 | 360,8 // Max bearing, sequence index |
6787 | // |
6787 | // Action #1 - turn frightened and run like fuck |
6788 | 1,100 // Danger level, percentage chance |
6788 | 1,100 // Danger level, percentage chance |
6789 | 0,0.0008 // Initial speed, looping speed |
6789 | 0,0.0008 // Initial speed, looping speed |
6790 | 0.05 // Reaction time for this action |
6790 | 0.05 // Reaction time for this action |
6791 | 1,4003 // Sounds |
6791 | 1,4003 // Sounds |
6792 | 4 // Number of sequences for this action |
6792 | 4 // Number of sequences for this action |
6793 | 90,0 // Max bearing, sequence index |
6793 | 90,0 // Max bearing, sequence index |
6794 | 180,1 // Max bearing, sequence index |
6794 | 180,1 // Max bearing, sequence index |
6795 | 270,2 // Max bearing, sequence index |
6795 | 270,2 // Max bearing, sequence index |
6796 | 360,3 // Max bearing, sequence index |
6796 | 360,3 // Max bearing, sequence index |
6797 | // |
6797 | // Action #2 - fatal car collision |
6798 | 1000,0 // Danger level, percentage chance |
6798 | 1000,0 // Danger level, percentage chance |
6799 | 0,0 // Initial speed, looping speed |
6799 | 0,0 // Initial speed, looping speed |
6800 | 0 // Reaction time for this action |
6800 | 0 // Reaction time for this action |
6801 | 1,4013 // Sounds |
6801 | 1,4013 // Sounds |
6802 | 1 // Number of sequences for this action |
6802 | 1 // Number of sequences for this action |
6803 | 360,5 // Max bearing, sequence index |
6803 | 360,5 // Max bearing, sequence index |
6804 | // |
6804 | // Action #3 - turning into giblets |
6805 | 1000,0 // Danger level, percentage chance |
6805 | 1000,0 // Danger level, percentage chance |
6806 | 0,0 // Initial speed, looping speed |
6806 | 0,0 // Initial speed, looping speed |
6807 | 0 // Reaction time for this action |
6807 | 0 // Reaction time for this action |
6808 | 0 // Sounds |
6808 | 0 // Sounds |
6809 | 1 // Number of sequences for this action |
6809 | 1 // Number of sequences for this action |
Line 6820... | Line 6820... | ||
6820 | 0,0 // Initial speed, looping speed |
6820 | 0,0 // Initial speed, looping speed |
6821 | 0 // Reaction time for this action |
6821 | 0 // Reaction time for this action |
6822 | 1,4013 // Sounds |
6822 | 1,4013 // Sounds |
6823 | 1 // Number of sequences for this action |
6823 | 1 // Number of sequences for this action |
6824 | 360,5 // Max bearing, sequence index |
6824 | 360,5 // Max bearing, sequence index |
6825 | // |
6825 | // Action #6 - non-fatal ground collision |
6826 | 1000,0 // Danger level, percentage chance |
6826 | 1000,0 // Danger level, percentage chance |
6827 | 0,0 // Initial speed, looping speed |
6827 | 0,0 // Initial speed, looping speed |
6828 | 0 // Reaction time for this action |
6828 | 0 // Reaction time for this action |
6829 | 1,4003 // Sounds |
6829 | 1,4003 // Sounds |
6830 | 1 // Number of sequences for this action |
6830 | 1 // Number of sequences for this action |
6831 | 360,7 // Max bearing, sequence index |
6831 | 360,7 // Max bearing, sequence index |
6832 | 9 // Number of sequences |
6832 | 9 // Number of sequences |
6833 | // |
6833 | // Sequence #0 - turn frightened and run away to their right |
6834 | collide // Include this frame in collision calcs |
6834 | collide // Include this frame in collision calcs |
6835 | speed // Frame rate type |
6835 | speed // Frame rate type |
6836 | 0.06,8 // Min frame rate, max frame rate, |
6836 | 0.06,8 // Min frame rate, max frame rate, |
6837 | 4 // Number of initial frames |
6837 | 4 // Number of initial frames |
6838 | RO8SHK.PIX |
6838 | RO8SHK.PIX |
Line 6850... | Line 6850... | ||
6850 | 0,0,flipped |
6850 | 0,0,flipped |
6851 | RO8RUNA3.PIX |
6851 | RO8RUNA3.PIX |
6852 | 0,0,flipped |
6852 | 0,0,flipped |
6853 | RO8RUNA2.PIX |
6853 | RO8RUNA2.PIX |
6854 | 0,0,flipped |
6854 | 0,0,flipped |
6855 | // |
6855 | // Sequence #1 - turn frightened and run towards to their left |
6856 | collide // Include this frame in collision calcs |
6856 | collide // Include this frame in collision calcs |
6857 | speed // Frame rate type |
6857 | speed // Frame rate type |
6858 | 0.06,8 // Min frame rate, max frame rate, |
6858 | 0.06,8 // Min frame rate, max frame rate, |
6859 | 4 // Number of initial frames |
6859 | 4 // Number of initial frames |
6860 | RO8SHK.PIX |
6860 | RO8SHK.PIX |
Line 6872... | Line 6872... | ||
6872 | 0,0,not flipped |
6872 | 0,0,not flipped |
6873 | RO8RUNT3.PIX |
6873 | RO8RUNT3.PIX |
6874 | 0,0,not flipped |
6874 | 0,0,not flipped |
6875 | RO8RUNT2.PIX |
6875 | RO8RUNT2.PIX |
6876 | 0,0,not flipped |
6876 | 0,0,not flipped |
6877 | // |
6877 | // Sequence #2 - turn frightened and run towards to their right |
6878 | collide // Include this frame in collision calcs |
6878 | collide // Include this frame in collision calcs |
6879 | speed // Frame rate type |
6879 | speed // Frame rate type |
6880 | 0.06,8 // Min frame rate, max frame rate, |
6880 | 0.06,8 // Min frame rate, max frame rate, |
6881 | 4 // Number of initial frames |
6881 | 4 // Number of initial frames |
6882 | RO8SHK.PIX |
6882 | RO8SHK.PIX |
Line 6926... | Line 6926... | ||
6926 | 2 // Number of looping frames |
6926 | 2 // Number of looping frames |
6927 | RO8STL1.PIX |
6927 | RO8STL1.PIX |
6928 | 0,0,flipped |
6928 | 0,0,flipped |
6929 | RO8STL2.PIX |
6929 | RO8STL2.PIX |
6930 | 0,0,flipped |
6930 | 0,0,flipped |
6931 | // |
6931 | // Sequence #5 - fatal collision with car |
6932 | don't collide // Exclude this frame in collision calcs |
6932 | don't collide // Exclude this frame in collision calcs |
6933 | variable // Frame rate type |
6933 | variable // Frame rate type |
6934 | 12,12 // Min frame rate, max frame rate, |
6934 | 12,12 // Min frame rate, max frame rate, |
6935 | 4 // Number of initial frames |
6935 | 4 // Number of initial frames |
6936 | RO8HIT1.PIX |
6936 | RO8HIT1.PIX |
Line 6951... | Line 6951... | ||
6951 | fixed // Frame rate type |
6951 | fixed // Frame rate type |
6952 | 1 // Number of initial frames |
6952 | 1 // Number of initial frames |
6953 | GCHUNKS1.PIX |
6953 | GCHUNKS1.PIX |
6954 | 0,0,not flipped |
6954 | 0,0,not flipped |
6955 | 0 // Number of looping frames |
6955 | 0 // Number of looping frames |
6956 | // |
6956 | // Sequence #7 - non-fatal collision with car |
6957 | collide // Include this frame in collision calcs |
6957 | collide // Include this frame in collision calcs |
6958 | variable // Frame rate type |
6958 | variable // Frame rate type |
6959 | 12,12 // Min frame rate, max frame rate, |
6959 | 12,12 // Min frame rate, max frame rate, |
6960 | 2 // Number of initial frames |
6960 | 2 // Number of initial frames |
6961 | RO8HIT1.PIX |
6961 | RO8HIT1.PIX |
6962 | 0,0,not flipped |
6962 | 0,0,not flipped |
6963 | RO8HIT2.PIX |
6963 | RO8HIT2.PIX |
6964 | 0,0,not flipped |
6964 | 0,0,not flipped |
6965 | 0 // Number of looping frames |
6965 | 0 // Number of looping frames |
6966 | // |
6966 | // Sequence #8 - stationary, looking the other way from side to side |
6967 | collide // Include this frame in collision calcs |
6967 | collide // Include this frame in collision calcs |
6968 | variable // Frame rate type |
6968 | variable // Frame rate type |
6969 | 1,6 // Min frame rate, max frame rate, |
6969 | 1,6 // Min frame rate, max frame rate, |
6970 | 0 // Number of initial frames |
6970 | 0 // Number of initial frames |
6971 | 2 // Number of looping frames |
6971 | 2 // Number of looping frames |
6972 | RO8BAK1.PIX |
6972 | RO8BAK1.PIX |
6973 | 0,0,not flipped |
6973 | 0,0,not flipped |
6974 | RO8BAK2.PIX |
6974 | RO8BAK2.PIX |
6975 | 0,0,flipped |
6975 | 0,0,flipped |
6976 | NEXT PEDESTRIAN |
6976 | NEXT PEDESTRIAN |
6977 | // |
6977 | //----------------------------------------------------------------------------------------------------------------- |
6978 | // |
6978 | // END OF ACTUAL PEDS |
6979 | // |
6979 | //----------------------------------------------------------------------------------------------------------------- |
6980 | // |
6980 | // **************** BARREL ***************************************************************************************** |
6981 | 100 // Reference number |
6981 | 100 // Reference number |
6982 | 0.19 // Height |
6982 | 0.19 // Height |
6983 | 0 // Points value |
6983 | 0 // Points value |
6984 | 0.0001 // Hit points |
6984 | 0.0001 // Hit points |
6985 | 1,5400 // Exploding noises |
6985 | 1,5400 // Exploding noises |
Line 6994... | Line 6994... | ||
6994 | -1 // Index of after-non-fatal-impact action |
6994 | -1 // Index of after-non-fatal-impact action |
6995 | -1 // Index of fatal falling action |
6995 | -1 // Index of fatal falling action |
6996 | -1 // Index of non-fatal falling action |
6996 | -1 // Index of non-fatal falling action |
6997 | -1 // Index of giblets action |
6997 | -1 // Index of giblets action |
6998 | 2 // Number of actions |
6998 | 2 // Number of actions |
6999 | // |
6999 | // Action #0 - standing there |
7000 | 0,100 // Danger level, percentage chance |
7000 | 0,100 // Danger level, percentage chance |
7001 | 0,0 // Initial speed, looping speed |
7001 | 0,0 // Initial speed, looping speed |
7002 | 0 // Reaction time for this action |
7002 | 0 // Reaction time for this action |
7003 | 0 // Sounds |
7003 | 0 // Sounds |
7004 | 3 // Number of sequences for this action |
7004 | 3 // Number of sequences for this action |
7005 | 10,0 // Max bearing, sequence index |
7005 | 10,0 // Max bearing, sequence index |
7006 | 350,1 // Max bearing, sequence index |
7006 | 350,1 // Max bearing, sequence index |
7007 | 360,0 // Max bearing, sequence index |
7007 | 360,0 // Max bearing, sequence index |
7008 | // |
7008 | // Action #1 - exploding |
7009 | 1000,0 // Danger level, percentage chance |
7009 | 1000,0 // Danger level, percentage chance |
7010 | 0,0 // Initial speed, looping speed |
7010 | 0,0 // Initial speed, looping speed |
7011 | 0 // Reaction time for this action |
7011 | 0 // Reaction time for this action |
7012 | 0 // Sounds |
7012 | 0 // Sounds |
7013 | 1 // Number of sequences for this action |
7013 | 1 // Number of sequences for this action |
7014 | 360,2 // Max bearing, sequence index |
7014 | 360,2 // Max bearing, sequence index |
7015 | 3 // Number of sequences |
7015 | 3 // Number of sequences |
7016 | // |
7016 | // Sequence #0 - standing there |
7017 | collide // Include this frame in collision calcs |
7017 | collide // Include this frame in collision calcs |
7018 | fixed // Frame rate type |
7018 | fixed // Frame rate type |
7019 | 1 // Number of initial frames |
7019 | 1 // Number of initial frames |
7020 | OGDRUM1.PIX |
7020 | OGDRUM1.PIX |
7021 | 0,0,flipped |
7021 | 0,0,flipped |
7022 | 0 // Number of looping frames |
7022 | 0 // Number of looping frames |
7023 | // |
7023 | // Sequence #1 - standing there |
7024 | collide // Include this frame in collision calcs |
7024 | collide // Include this frame in collision calcs |
7025 | fixed // Frame rate type |
7025 | fixed // Frame rate type |
7026 | 1 // Number of initial frames |
7026 | 1 // Number of initial frames |
7027 | OGDRUM2.PIX |
7027 | OGDRUM2.PIX |
7028 | 0,0,flipped |
7028 | 0,0,flipped |
Line 7064... | Line 7064... | ||
7064 | -1 // Index of after-non-fatal-impact action |
7064 | -1 // Index of after-non-fatal-impact action |
7065 | -1 // Index of fatal falling action |
7065 | -1 // Index of fatal falling action |
7066 | -1 // Index of non-fatal falling action |
7066 | -1 // Index of non-fatal falling action |
7067 | -1 // Index of giblets action |
7067 | -1 // Index of giblets action |
7068 | 2 // Number of actions |
7068 | 2 // Number of actions |
7069 | // |
7069 | // Action #0 - standing there |
7070 | 0,100 // Danger level, percentage chance |
7070 | 0,100 // Danger level, percentage chance |
7071 | 0,0 // Initial speed, looping speed |
7071 | 0,0 // Initial speed, looping speed |
7072 | 0 // Reaction time for this action |
7072 | 0 // Reaction time for this action |
7073 | 0 // Sounds |
7073 | 0 // Sounds |
7074 | 3 // Number of sequences for this action |
7074 | 3 // Number of sequences for this action |
7075 | 10,0 // Max bearing, sequence index |
7075 | 10,0 // Max bearing, sequence index |
7076 | 350,1 // Max bearing, sequence index |
7076 | 350,1 // Max bearing, sequence index |
7077 | 360,0 // Max bearing, sequence index |
7077 | 360,0 // Max bearing, sequence index |
7078 | // |
7078 | // Action #1 - exploding |
7079 | 1000,0 // Danger level, percentage chance |
7079 | 1000,0 // Danger level, percentage chance |
7080 | 0,0 // Initial speed, looping speed |
7080 | 0,0 // Initial speed, looping speed |
7081 | 0 // Reaction time for this action |
7081 | 0 // Reaction time for this action |
7082 | 0 // Sounds |
7082 | 0 // Sounds |
7083 | 1 // Number of sequences for this action |
7083 | 1 // Number of sequences for this action |
7084 | 360,2 // Max bearing, sequence index |
7084 | 360,2 // Max bearing, sequence index |
7085 | 3 // Number of sequences |
7085 | 3 // Number of sequences |
7086 | // |
7086 | // Sequence #0 - standing there |
7087 | collide // Include this frame in collision calcs |
7087 | collide // Include this frame in collision calcs |
7088 | fixed // Frame rate type |
7088 | fixed // Frame rate type |
7089 | 1 // Number of initial frames |
7089 | 1 // Number of initial frames |
7090 | OGDRUM1.PIX |
7090 | OGDRUM1.PIX |
7091 | 0,0,flipped |
7091 | 0,0,flipped |
7092 | 0 // Number of looping frames |
7092 | 0 // Number of looping frames |
7093 | // |
7093 | // Sequence #1 - standing there |
7094 | collide // Include this frame in collision calcs |
7094 | collide // Include this frame in collision calcs |
7095 | fixed // Frame rate type |
7095 | fixed // Frame rate type |
7096 | 1 // Number of initial frames |
7096 | 1 // Number of initial frames |
7097 | OGDRUM2.PIX |
7097 | OGDRUM2.PIX |
7098 | 0,0,flipped |
7098 | 0,0,flipped |
Line 7134... | Line 7134... | ||
7134 | -1 // Index of after-non-fatal-impact action |
7134 | -1 // Index of after-non-fatal-impact action |
7135 | -1 // Index of fatal falling action |
7135 | -1 // Index of fatal falling action |
7136 | -1 // Index of non-fatal falling action |
7136 | -1 // Index of non-fatal falling action |
7137 | -1 // Index of giblets action |
7137 | -1 // Index of giblets action |
7138 | 2 // Number of actions |
7138 | 2 // Number of actions |
7139 | // |
7139 | // Action #0 - standing there |
7140 | 0,100 // Danger level, percentage chance |
7140 | 0,100 // Danger level, percentage chance |
7141 | 0,0 // Initial speed, looping speed |
7141 | 0,0 // Initial speed, looping speed |
7142 | 0 // Reaction time for this action |
7142 | 0 // Reaction time for this action |
7143 | 0 // Sounds |
7143 | 0 // Sounds |
7144 | 3 // Number of sequences for this action |
7144 | 3 // Number of sequences for this action |
7145 | 10,0 // Max bearing, sequence index |
7145 | 10,0 // Max bearing, sequence index |
7146 | 350,1 // Max bearing, sequence index |
7146 | 350,1 // Max bearing, sequence index |
7147 | 360,0 // Max bearing, sequence index |
7147 | 360,0 // Max bearing, sequence index |
7148 | // |
7148 | // Action #1 - exploding |
7149 | 1000,0 // Danger level, percentage chance |
7149 | 1000,0 // Danger level, percentage chance |
7150 | 0,0 // Initial speed, looping speed |
7150 | 0,0 // Initial speed, looping speed |
7151 | 0 // Reaction time for this action |
7151 | 0 // Reaction time for this action |
7152 | 0 // Sounds |
7152 | 0 // Sounds |
7153 | 1 // Number of sequences for this action |
7153 | 1 // Number of sequences for this action |
7154 | 360,2 // Max bearing, sequence index |
7154 | 360,2 // Max bearing, sequence index |
7155 | 3 // Number of sequences |
7155 | 3 // Number of sequences |
7156 | // |
7156 | // Sequence #0 - standing there |
7157 | collide // Include this frame in collision calcs |
7157 | collide // Include this frame in collision calcs |
7158 | fixed // Frame rate type |
7158 | fixed // Frame rate type |
7159 | 1 // Number of initial frames |
7159 | 1 // Number of initial frames |
7160 | ORDRUM1.PIX |
7160 | ORDRUM1.PIX |
7161 | 0,0,flipped |
7161 | 0,0,flipped |
7162 | 0 // Number of looping frames |
7162 | 0 // Number of looping frames |
7163 | // |
7163 | // Sequence #1 - standing there |
7164 | collide // Include this frame in collision calcs |
7164 | collide // Include this frame in collision calcs |
7165 | fixed // Frame rate type |
7165 | fixed // Frame rate type |
7166 | 1 // Number of initial frames |
7166 | 1 // Number of initial frames |
7167 | ORDRUM2.PIX |
7167 | ORDRUM2.PIX |
7168 | 0,0,flipped |
7168 | 0,0,flipped |
Line 7204... | Line 7204... | ||
7204 | -1 // Index of after-non-fatal-impact action |
7204 | -1 // Index of after-non-fatal-impact action |
7205 | -1 // Index of fatal falling action |
7205 | -1 // Index of fatal falling action |
7206 | -1 // Index of non-fatal falling action |
7206 | -1 // Index of non-fatal falling action |
7207 | -1 // Index of giblets action |
7207 | -1 // Index of giblets action |
7208 | 2 // Number of actions |
7208 | 2 // Number of actions |
7209 | // |
7209 | // Action #0 - standing there |
7210 | 0,100 // Danger level, percentage chance |
7210 | 0,100 // Danger level, percentage chance |
7211 | 0,0 // Initial speed, looping speed |
7211 | 0,0 // Initial speed, looping speed |
7212 | 0 // Reaction time for this action |
7212 | 0 // Reaction time for this action |
7213 | 0 // Sounds |
7213 | 0 // Sounds |
7214 | 3 // Number of sequences for this action |
7214 | 3 // Number of sequences for this action |
7215 | 10,0 // Max bearing, sequence index |
7215 | 10,0 // Max bearing, sequence index |
7216 | 350,1 // Max bearing, sequence index |
7216 | 350,1 // Max bearing, sequence index |
7217 | 360,0 // Max bearing, sequence index |
7217 | 360,0 // Max bearing, sequence index |
7218 | // |
7218 | // Action #1 - exploding |
7219 | 1000,0 // Danger level, percentage chance |
7219 | 1000,0 // Danger level, percentage chance |
7220 | 0,0 // Initial speed, looping speed |
7220 | 0,0 // Initial speed, looping speed |
7221 | 0 // Reaction time for this action |
7221 | 0 // Reaction time for this action |
7222 | 0 // Sounds |
7222 | 0 // Sounds |
7223 | 1 // Number of sequences for this action |
7223 | 1 // Number of sequences for this action |
7224 | 360,2 // Max bearing, sequence index |
7224 | 360,2 // Max bearing, sequence index |
7225 | 3 // Number of sequences |
7225 | 3 // Number of sequences |
7226 | // |
7226 | // Sequence #0 - standing there |
7227 | collide // Include this frame in collision calcs |
7227 | collide // Include this frame in collision calcs |
7228 | fixed // Frame rate type |
7228 | fixed // Frame rate type |
7229 | 1 // Number of initial frames |
7229 | 1 // Number of initial frames |
7230 | ORDRUM1.PIX |
7230 | ORDRUM1.PIX |
7231 | 0,0,flipped |
7231 | 0,0,flipped |
7232 | 0 // Number of looping frames |
7232 | 0 // Number of looping frames |
7233 | // |
7233 | // Sequence #1 - standing there |
7234 | collide // Include this frame in collision calcs |
7234 | collide // Include this frame in collision calcs |
7235 | fixed // Frame rate type |
7235 | fixed // Frame rate type |
7236 | 1 // Number of initial frames |
7236 | 1 // Number of initial frames |
7237 | ORDRUM2.PIX |
7237 | ORDRUM2.PIX |
7238 | 0,0,flipped |
7238 | 0,0,flipped |
Line 7274... | Line 7274... | ||
7274 | -1 // Index of after-non-fatal-impact action |
7274 | -1 // Index of after-non-fatal-impact action |
7275 | -1 // Index of fatal falling action |
7275 | -1 // Index of fatal falling action |
7276 | -1 // Index of non-fatal falling action |
7276 | -1 // Index of non-fatal falling action |
7277 | -1 // Index of giblets action |
7277 | -1 // Index of giblets action |
7278 | 2 // Number of actions |
7278 | 2 // Number of actions |
7279 | // |
7279 | // Action #0 - standing there |
7280 | 0,100 // Danger level, percentage chance |
7280 | 0,100 // Danger level, percentage chance |
7281 | 0,0 // Initial speed, looping speed |
7281 | 0,0 // Initial speed, looping speed |
7282 | 0 // Reaction time for this action |
7282 | 0 // Reaction time for this action |
7283 | 0 // Sounds |
7283 | 0 // Sounds |
7284 | 3 // Number of sequences for this action |
7284 | 3 // Number of sequences for this action |
7285 | 10,0 // Max bearing, sequence index |
7285 | 10,0 // Max bearing, sequence index |
7286 | 350,1 // Max bearing, sequence index |
7286 | 350,1 // Max bearing, sequence index |
7287 | 360,0 // Max bearing, sequence index |
7287 | 360,0 // Max bearing, sequence index |
7288 | // |
7288 | // Action #1 - exploding |
7289 | 1000,0 // Danger level, percentage chance |
7289 | 1000,0 // Danger level, percentage chance |
7290 | 0,0 // Initial speed, looping speed |
7290 | 0,0 // Initial speed, looping speed |
7291 | 0 // Reaction time for this action |
7291 | 0 // Reaction time for this action |
7292 | 0 // Sounds |
7292 | 0 // Sounds |
7293 | 1 // Number of sequences for this action |
7293 | 1 // Number of sequences for this action |
7294 | 360,2 // Max bearing, sequence index |
7294 | 360,2 // Max bearing, sequence index |
7295 | 3 // Number of sequences |
7295 | 3 // Number of sequences |
7296 | // |
7296 | // Sequence #0 - standing there |
7297 | collide // Include this frame in collision calcs |
7297 | collide // Include this frame in collision calcs |
7298 | fixed // Frame rate type |
7298 | fixed // Frame rate type |
7299 | 1 // Number of initial frames |
7299 | 1 // Number of initial frames |
7300 | ORDRUM1.PIX |
7300 | ORDRUM1.PIX |
7301 | 0,0,flipped |
7301 | 0,0,flipped |
7302 | 0 // Number of looping frames |
7302 | 0 // Number of looping frames |
7303 | // |
7303 | // Sequence #1 - standing there |
7304 | collide // Include this frame in collision calcs |
7304 | collide // Include this frame in collision calcs |
7305 | fixed // Frame rate type |
7305 | fixed // Frame rate type |
7306 | 1 // Number of initial frames |
7306 | 1 // Number of initial frames |
7307 | ORDRUM2.PIX |
7307 | ORDRUM2.PIX |
7308 | 0,0,flipped |
7308 | 0,0,flipped |
Line 7344... | Line 7344... | ||
7344 | -1 // Index of after-non-fatal-impact action |
7344 | -1 // Index of after-non-fatal-impact action |
7345 | -1 // Index of fatal falling action |
7345 | -1 // Index of fatal falling action |
7346 | -1 // Index of non-fatal falling action |
7346 | -1 // Index of non-fatal falling action |
7347 | -1 // Index of giblets action |
7347 | -1 // Index of giblets action |
7348 | 2 // Number of actions |
7348 | 2 // Number of actions |
7349 | // |
7349 | // Action #0 - standing there |
7350 | 0,100 // Danger level, percentage chance |
7350 | 0,100 // Danger level, percentage chance |
7351 | 0,0 // Initial speed, looping speed |
7351 | 0,0 // Initial speed, looping speed |
7352 | 0 // Reaction time for this action |
7352 | 0 // Reaction time for this action |
7353 | 0 // Sounds |
7353 | 0 // Sounds |
7354 | 3 // Number of sequences for this action |
7354 | 3 // Number of sequences for this action |
7355 | 10,0 // Max bearing, sequence index |
7355 | 10,0 // Max bearing, sequence index |
7356 | 350,1 // Max bearing, sequence index |
7356 | 350,1 // Max bearing, sequence index |
7357 | 360,0 // Max bearing, sequence index |
7357 | 360,0 // Max bearing, sequence index |
7358 | // |
7358 | // Action #1 - exploding |
7359 | 1000,0 // Danger level, percentage chance |
7359 | 1000,0 // Danger level, percentage chance |
7360 | 0,0 // Initial speed, looping speed |
7360 | 0,0 // Initial speed, looping speed |
7361 | 0 // Reaction time for this action |
7361 | 0 // Reaction time for this action |
7362 | 0 // Sounds |
7362 | 0 // Sounds |
7363 | 1 // Number of sequences for this action |
7363 | 1 // Number of sequences for this action |
7364 | 360,2 // Max bearing, sequence index |
7364 | 360,2 // Max bearing, sequence index |
7365 | 3 // Number of sequences |
7365 | 3 // Number of sequences |
7366 | // |
7366 | // Sequence #0 - standing there |
7367 | collide // Include this frame in collision calcs |
7367 | collide // Include this frame in collision calcs |
7368 | fixed // Frame rate type |
7368 | fixed // Frame rate type |
7369 | 1 // Number of initial frames |
7369 | 1 // Number of initial frames |
7370 | OCYLNDR1.PIX |
7370 | OCYLNDR1.PIX |
7371 | 0,0,flipped |
7371 | 0,0,flipped |
7372 | 0 // Number of looping frames |
7372 | 0 // Number of looping frames |
7373 | // |
7373 | // Sequence #1 - standing there |
7374 | collide // Include this frame in collision calcs |
7374 | collide // Include this frame in collision calcs |
7375 | fixed // Frame rate type |
7375 | fixed // Frame rate type |
7376 | 1 // Number of initial frames |
7376 | 1 // Number of initial frames |
7377 | OCYLNDR2.PIX |
7377 | OCYLNDR2.PIX |
7378 | 0,0,flipped |
7378 | 0,0,flipped |
Line 7414... | Line 7414... | ||
7414 | -1 // Index of after-non-fatal-impact action |
7414 | -1 // Index of after-non-fatal-impact action |
7415 | -1 // Index of fatal falling action |
7415 | -1 // Index of fatal falling action |
7416 | -1 // Index of non-fatal falling action |
7416 | -1 // Index of non-fatal falling action |
7417 | -1 // Index of giblets action |
7417 | -1 // Index of giblets action |
7418 | 2 // Number of actions |
7418 | 2 // Number of actions |
7419 | // |
7419 | // Action #0 - standing there |
7420 | 0,100 // Danger level, percentage chance |
7420 | 0,100 // Danger level, percentage chance |
7421 | 0,0 // Initial speed, looping speed |
7421 | 0,0 // Initial speed, looping speed |
7422 | 0 // Reaction time for this action |
7422 | 0 // Reaction time for this action |
7423 | 0 // Sounds |
7423 | 0 // Sounds |
7424 | 3 // Number of sequences for this action |
7424 | 3 // Number of sequences for this action |
7425 | 10,0 // Max bearing, sequence index |
7425 | 10,0 // Max bearing, sequence index |
7426 | 350,1 // Max bearing, sequence index |
7426 | 350,1 // Max bearing, sequence index |
7427 | 360,0 // Max bearing, sequence index |
7427 | 360,0 // Max bearing, sequence index |
7428 | // |
7428 | // Action #1 - exploding |
7429 | 1000,0 // Danger level, percentage chance |
7429 | 1000,0 // Danger level, percentage chance |
7430 | 0,0 // Initial speed, looping speed |
7430 | 0,0 // Initial speed, looping speed |
7431 | 0 // Reaction time for this action |
7431 | 0 // Reaction time for this action |
7432 | 0 // Sounds |
7432 | 0 // Sounds |
7433 | 1 // Number of sequences for this action |
7433 | 1 // Number of sequences for this action |
7434 | 360,2 // Max bearing, sequence index |
7434 | 360,2 // Max bearing, sequence index |
7435 | 3 // Number of sequences |
7435 | 3 // Number of sequences |
7436 | // |
7436 | // Sequence #0 - standing there |
7437 | collide // Include this frame in collision calcs |
7437 | collide // Include this frame in collision calcs |
7438 | fixed // Frame rate type |
7438 | fixed // Frame rate type |
7439 | 1 // Number of initial frames |
7439 | 1 // Number of initial frames |
7440 | OCYLNDR1.PIX |
7440 | OCYLNDR1.PIX |
7441 | 0,0,flipped |
7441 | 0,0,flipped |
7442 | 0 // Number of looping frames |
7442 | 0 // Number of looping frames |
7443 | // |
7443 | // Sequence #1 - standing there |
7444 | collide // Include this frame in collision calcs |
7444 | collide // Include this frame in collision calcs |
7445 | fixed // Frame rate type |
7445 | fixed // Frame rate type |
7446 | 1 // Number of initial frames |
7446 | 1 // Number of initial frames |
7447 | OCYLNDR2.PIX |
7447 | OCYLNDR2.PIX |
7448 | 0,0,flipped |
7448 | 0,0,flipped |
Line 7484... | Line 7484... | ||
7484 | -1 // Index of after-non-fatal-impact action |
7484 | -1 // Index of after-non-fatal-impact action |
7485 | -1 // Index of fatal falling action |
7485 | -1 // Index of fatal falling action |
7486 | -1 // Index of non-fatal falling action |
7486 | -1 // Index of non-fatal falling action |
7487 | -1 // Index of giblets action |
7487 | -1 // Index of giblets action |
7488 | 2 // Number of actions |
7488 | 2 // Number of actions |
7489 | // |
7489 | // Action #0 - standing there |
7490 | 0,100 // Danger level, percentage chance |
7490 | 0,100 // Danger level, percentage chance |
7491 | 0,0 // Initial speed, looping speed |
7491 | 0,0 // Initial speed, looping speed |
7492 | 0 // Reaction time for this action |
7492 | 0 // Reaction time for this action |
7493 | 0 // Sounds |
7493 | 0 // Sounds |
7494 | 3 // Number of sequences for this action |
7494 | 3 // Number of sequences for this action |
7495 | 10,0 // Max bearing, sequence index |
7495 | 10,0 // Max bearing, sequence index |
7496 | 350,1 // Max bearing, sequence index |
7496 | 350,1 // Max bearing, sequence index |
7497 | 360,0 // Max bearing, sequence index |
7497 | 360,0 // Max bearing, sequence index |
7498 | // |
7498 | // Action #1 - exploding |
7499 | 1000,0 // Danger level, percentage chance |
7499 | 1000,0 // Danger level, percentage chance |
7500 | 0,0 // Initial speed, looping speed |
7500 | 0,0 // Initial speed, looping speed |
7501 | 0 // Reaction time for this action |
7501 | 0 // Reaction time for this action |
7502 | 0 // Sounds |
7502 | 0 // Sounds |
7503 | 1 // Number of sequences for this action |
7503 | 1 // Number of sequences for this action |
7504 | 360,2 // Max bearing, sequence index |
7504 | 360,2 // Max bearing, sequence index |
7505 | 3 // Number of sequences |
7505 | 3 // Number of sequences |
7506 | // |
7506 | // Sequence #0 - standing there |
7507 | collide // Include this frame in collision calcs |
7507 | collide // Include this frame in collision calcs |
7508 | fixed // Frame rate type |
7508 | fixed // Frame rate type |
7509 | 1 // Number of initial frames |
7509 | 1 // Number of initial frames |
7510 | OTYRES1.PIX |
7510 | OTYRES1.PIX |
7511 | 0,0,flipped |
7511 | 0,0,flipped |
7512 | 0 // Number of looping frames |
7512 | 0 // Number of looping frames |
7513 | // |
7513 | // Sequence #1 - standing there |
7514 | collide // Include this frame in collision calcs |
7514 | collide // Include this frame in collision calcs |
7515 | fixed // Frame rate type |
7515 | fixed // Frame rate type |
7516 | 1 // Number of initial frames |
7516 | 1 // Number of initial frames |
7517 | OTYRES2.PIX |
7517 | OTYRES2.PIX |
7518 | 0,0,flipped |
7518 | 0,0,flipped |
Line 7554... | Line 7554... | ||
7554 | -1 // Index of after-non-fatal-impact action |
7554 | -1 // Index of after-non-fatal-impact action |
7555 | -1 // Index of fatal falling action |
7555 | -1 // Index of fatal falling action |
7556 | -1 // Index of non-fatal falling action |
7556 | -1 // Index of non-fatal falling action |
7557 | -1 // Index of giblets action |
7557 | -1 // Index of giblets action |
7558 | 2 // Number of actions |
7558 | 2 // Number of actions |
7559 | // |
7559 | // Action #0 - standing there |
7560 | 0,100 // Danger level, percentage chance |
7560 | 0,100 // Danger level, percentage chance |
7561 | 0,0 // Initial speed, looping speed |
7561 | 0,0 // Initial speed, looping speed |
7562 | 0 // Reaction time for this action |
7562 | 0 // Reaction time for this action |
7563 | 0 // Sounds |
7563 | 0 // Sounds |
7564 | 3 // Number of sequences for this action |
7564 | 3 // Number of sequences for this action |
7565 | 10,0 // Max bearing, sequence index |
7565 | 10,0 // Max bearing, sequence index |
7566 | 350,1 // Max bearing, sequence index |
7566 | 350,1 // Max bearing, sequence index |
7567 | 360,0 // Max bearing, sequence index |
7567 | 360,0 // Max bearing, sequence index |
7568 | // |
7568 | // Action #1 - exploding |
7569 | 1000,0 // Danger level, percentage chance |
7569 | 1000,0 // Danger level, percentage chance |
7570 | 0,0 // Initial speed, looping speed |
7570 | 0,0 // Initial speed, looping speed |
7571 | 0 // Reaction time for this action |
7571 | 0 // Reaction time for this action |
7572 | 0 // Sounds |
7572 | 0 // Sounds |
7573 | 1 // Number of sequences for this action |
7573 | 1 // Number of sequences for this action |
7574 | 360,2 // Max bearing, sequence index |
7574 | 360,2 // Max bearing, sequence index |
7575 | 3 // Number of sequences |
7575 | 3 // Number of sequences |
7576 | // |
7576 | // Sequence #0 - standing there |
7577 | collide // Include this frame in collision calcs |
7577 | collide // Include this frame in collision calcs |
7578 | fixed // Frame rate type |
7578 | fixed // Frame rate type |
7579 | 1 // Number of initial frames |
7579 | 1 // Number of initial frames |
7580 | OYDRUM1.PIX |
7580 | OYDRUM1.PIX |
7581 | 0,0,flipped |
7581 | 0,0,flipped |
7582 | 0 // Number of looping frames |
7582 | 0 // Number of looping frames |
7583 | // |
7583 | // Sequence #1 - standing there |
7584 | collide // Include this frame in collision calcs |
7584 | collide // Include this frame in collision calcs |
7585 | fixed // Frame rate type |
7585 | fixed // Frame rate type |
7586 | 1 // Number of initial frames |
7586 | 1 // Number of initial frames |
7587 | OYDRUM2.PIX |
7587 | OYDRUM2.PIX |
7588 | 0,0,flipped |
7588 | 0,0,flipped |
Line 7624... | Line 7624... | ||
7624 | -1 // Index of after-non-fatal-impact action |
7624 | -1 // Index of after-non-fatal-impact action |
7625 | -1 // Index of fatal falling action |
7625 | -1 // Index of fatal falling action |
7626 | -1 // Index of non-fatal falling action |
7626 | -1 // Index of non-fatal falling action |
7627 | -1 // Index of giblets action |
7627 | -1 // Index of giblets action |
7628 | 2 // Number of actions |
7628 | 2 // Number of actions |
7629 | // |
7629 | // Action #0 - standing there |
7630 | 0,100 // Danger level, percentage chance |
7630 | 0,100 // Danger level, percentage chance |
7631 | 0,0 // Initial speed, looping speed |
7631 | 0,0 // Initial speed, looping speed |
7632 | 0 // Reaction time for this action |
7632 | 0 // Reaction time for this action |
7633 | 0 // Sounds |
7633 | 0 // Sounds |
7634 | 3 // Number of sequences for this action |
7634 | 3 // Number of sequences for this action |
7635 | 10,0 // Max bearing, sequence index |
7635 | 10,0 // Max bearing, sequence index |
7636 | 350,1 // Max bearing, sequence index |
7636 | 350,1 // Max bearing, sequence index |
7637 | 360,0 // Max bearing, sequence index |
7637 | 360,0 // Max bearing, sequence index |
7638 | // |
7638 | // Action #1 - exploding |
7639 | 1000,0 // Danger level, percentage chance |
7639 | 1000,0 // Danger level, percentage chance |
7640 | 0,0 // Initial speed, looping speed |
7640 | 0,0 // Initial speed, looping speed |
7641 | 0 // Reaction time for this action |
7641 | 0 // Reaction time for this action |
7642 | 0 // Sounds |
7642 | 0 // Sounds |
7643 | 1 // Number of sequences for this action |
7643 | 1 // Number of sequences for this action |
7644 | 360,2 // Max bearing, sequence index |
7644 | 360,2 // Max bearing, sequence index |
7645 | 3 // Number of sequences |
7645 | 3 // Number of sequences |
7646 | // |
7646 | // Sequence #0 - standing there |
7647 | collide // Include this frame in collision calcs |
7647 | collide // Include this frame in collision calcs |
7648 | fixed // Frame rate type |
7648 | fixed // Frame rate type |
7649 | 1 // Number of initial frames |
7649 | 1 // Number of initial frames |
7650 | OYDRUM1.PIX |
7650 | OYDRUM1.PIX |
7651 | 0,0,flipped |
7651 | 0,0,flipped |
7652 | 0 // Number of looping frames |
7652 | 0 // Number of looping frames |
7653 | // |
7653 | // Sequence #1 - standing there |
7654 | collide // Include this frame in collision calcs |
7654 | collide // Include this frame in collision calcs |
7655 | fixed // Frame rate type |
7655 | fixed // Frame rate type |
7656 | 1 // Number of initial frames |
7656 | 1 // Number of initial frames |
7657 | OYDRUM2.PIX |
7657 | OYDRUM2.PIX |
7658 | 0,0,flipped |
7658 | 0,0,flipped |
Line 7694... | Line 7694... | ||
7694 | -1 // Index of after-non-fatal-impact action |
7694 | -1 // Index of after-non-fatal-impact action |
7695 | -1 // Index of fatal falling action |
7695 | -1 // Index of fatal falling action |
7696 | -1 // Index of non-fatal falling action |
7696 | -1 // Index of non-fatal falling action |
7697 | -1 // Index of giblets action |
7697 | -1 // Index of giblets action |
7698 | 2 // Number of actions |
7698 | 2 // Number of actions |
7699 | // |
7699 | // Action #0 - standing there |
7700 | 0,100 // Danger level, percentage chance |
7700 | 0,100 // Danger level, percentage chance |
7701 | 0,0 // Initial speed, looping speed |
7701 | 0,0 // Initial speed, looping speed |
7702 | 0 // Reaction time for this action |
7702 | 0 // Reaction time for this action |
7703 | 0 // Sounds |
7703 | 0 // Sounds |
7704 | 3 // Number of sequences for this action |
7704 | 3 // Number of sequences for this action |
7705 | 10,0 // Max bearing, sequence index |
7705 | 10,0 // Max bearing, sequence index |
7706 | 350,1 // Max bearing, sequence index |
7706 | 350,1 // Max bearing, sequence index |
7707 | 360,0 // Max bearing, sequence index |
7707 | 360,0 // Max bearing, sequence index |
7708 | // |
7708 | // Action #1 - exploding |
7709 | 1000,0 // Danger level, percentage chance |
7709 | 1000,0 // Danger level, percentage chance |
7710 | 0,0 // Initial speed, looping speed |
7710 | 0,0 // Initial speed, looping speed |
7711 | 0 // Reaction time for this action |
7711 | 0 // Reaction time for this action |
7712 | 0 // Sounds |
7712 | 0 // Sounds |
7713 | 1 // Number of sequences for this action |
7713 | 1 // Number of sequences for this action |
7714 | 360,2 // Max bearing, sequence index |
7714 | 360,2 // Max bearing, sequence index |
7715 | 3 // Number of sequences |
7715 | 3 // Number of sequences |
7716 | // |
7716 | // Sequence #0 - standing there |
7717 | collide // Include this frame in collision calcs |
7717 | collide // Include this frame in collision calcs |
7718 | fixed // Frame rate type |
7718 | fixed // Frame rate type |
7719 | 1 // Number of initial frames |
7719 | 1 // Number of initial frames |
7720 | OGDRUM1.PIX |
7720 | OGDRUM1.PIX |
7721 | 0,0,flipped |
7721 | 0,0,flipped |
7722 | 0 // Number of looping frames |
7722 | 0 // Number of looping frames |
7723 | // |
7723 | // Sequence #1 - standing there |
7724 | collide // Include this frame in collision calcs |
7724 | collide // Include this frame in collision calcs |
7725 | fixed // Frame rate type |
7725 | fixed // Frame rate type |
7726 | 1 // Number of initial frames |
7726 | 1 // Number of initial frames |
7727 | OGDRUM1.PIX |
7727 | OGDRUM1.PIX |
7728 | 0,0,flipped |
7728 | 0,0,flipped |
Line 7764... | Line 7764... | ||
7764 | -1 // Index of after-non-fatal-impact action |
7764 | -1 // Index of after-non-fatal-impact action |
7765 | -1 // Index of fatal falling action |
7765 | -1 // Index of fatal falling action |
7766 | -1 // Index of non-fatal falling action |
7766 | -1 // Index of non-fatal falling action |
7767 | -1 // Index of giblets action |
7767 | -1 // Index of giblets action |
7768 | 2 // Number of actions |
7768 | 2 // Number of actions |
7769 | // |
7769 | // Action #0 - standing there |
7770 | 0,100 // Danger level, percentage chance |
7770 | 0,100 // Danger level, percentage chance |
7771 | 0,0 // Initial speed, looping speed |
7771 | 0,0 // Initial speed, looping speed |
7772 | 0 // Reaction time for this action |
7772 | 0 // Reaction time for this action |
7773 | 0 // Sounds |
7773 | 0 // Sounds |
7774 | 3 // Number of sequences for this action |
7774 | 3 // Number of sequences for this action |
7775 | 10,0 // Max bearing, sequence index |
7775 | 10,0 // Max bearing, sequence index |
7776 | 350,1 // Max bearing, sequence index |
7776 | 350,1 // Max bearing, sequence index |
7777 | 360,0 // Max bearing, sequence index |
7777 | 360,0 // Max bearing, sequence index |
7778 | // |
7778 | // Action #1 - exploding |
7779 | 1000,0 // Danger level, percentage chance |
7779 | 1000,0 // Danger level, percentage chance |
7780 | 0,0 // Initial speed, looping speed |
7780 | 0,0 // Initial speed, looping speed |
7781 | 0 // Reaction time for this action |
7781 | 0 // Reaction time for this action |
7782 | 0 // Sounds |
7782 | 0 // Sounds |
7783 | 1 // Number of sequences for this action |
7783 | 1 // Number of sequences for this action |
7784 | 360,2 // Max bearing, sequence index |
7784 | 360,2 // Max bearing, sequence index |
7785 | 3 // Number of sequences |
7785 | 3 // Number of sequences |
7786 | // |
7786 | // Sequence #0 - standing there |
7787 | collide // Include this frame in collision calcs |
7787 | collide // Include this frame in collision calcs |
7788 | fixed // Frame rate type |
7788 | fixed // Frame rate type |
7789 | 1 // Number of initial frames |
7789 | 1 // Number of initial frames |
7790 | OCYLNDR1.PIX |
7790 | OCYLNDR1.PIX |
7791 | 0,0,flipped |
7791 | 0,0,flipped |
7792 | 0 // Number of looping frames |
7792 | 0 // Number of looping frames |
7793 | // |
7793 | // Sequence #1 - standing there |
7794 | collide // Include this frame in collision calcs |
7794 | collide // Include this frame in collision calcs |
7795 | fixed // Frame rate type |
7795 | fixed // Frame rate type |
7796 | 1 // Number of initial frames |
7796 | 1 // Number of initial frames |
7797 | OCYLNDR2.PIX |
7797 | OCYLNDR2.PIX |
7798 | 0,0,flipped |
7798 | 0,0,flipped |
Line 7834... | Line 7834... | ||
7834 | -1 // Index of after-non-fatal-impact action |
7834 | -1 // Index of after-non-fatal-impact action |
7835 | -1 // Index of fatal falling action |
7835 | -1 // Index of fatal falling action |
7836 | -1 // Index of non-fatal falling action |
7836 | -1 // Index of non-fatal falling action |
7837 | -1 // Index of giblets action |
7837 | -1 // Index of giblets action |
7838 | 2 // Number of actions |
7838 | 2 // Number of actions |
7839 | // |
7839 | // Action #0 - standing there |
7840 | 0,100 // Danger level, percentage chance |
7840 | 0,100 // Danger level, percentage chance |
7841 | 0,0 // Initial speed, looping speed |
7841 | 0,0 // Initial speed, looping speed |
7842 | 0 // Reaction time for this action |
7842 | 0 // Reaction time for this action |
7843 | 0 // Sounds |
7843 | 0 // Sounds |
7844 | 3 // Number of sequences for this action |
7844 | 3 // Number of sequences for this action |
7845 | 10,0 // Max bearing, sequence index |
7845 | 10,0 // Max bearing, sequence index |
7846 | 350,1 // Max bearing, sequence index |
7846 | 350,1 // Max bearing, sequence index |
7847 | 360,0 // Max bearing, sequence index |
7847 | 360,0 // Max bearing, sequence index |
7848 | // |
7848 | // Action #1 - exploding |
7849 | 1000,0 // Danger level, percentage chance |
7849 | 1000,0 // Danger level, percentage chance |
7850 | 0,0 // Initial speed, looping speed |
7850 | 0,0 // Initial speed, looping speed |
7851 | 0 // Reaction time for this action |
7851 | 0 // Reaction time for this action |
7852 | 0 // Sounds |
7852 | 0 // Sounds |
7853 | 1 // Number of sequences for this action |
7853 | 1 // Number of sequences for this action |
7854 | 360,2 // Max bearing, sequence index |
7854 | 360,2 // Max bearing, sequence index |
7855 | 3 // Number of sequences |
7855 | 3 // Number of sequences |
7856 | // |
7856 | // Sequence #0 - standing there |
7857 | collide // Include this frame in collision calcs |
7857 | collide // Include this frame in collision calcs |
7858 | fixed // Frame rate type |
7858 | fixed // Frame rate type |
7859 | 1 // Number of initial frames |
7859 | 1 // Number of initial frames |
7860 | OGDRUM1.PIX |
7860 | OGDRUM1.PIX |
7861 | 0,0,flipped |
7861 | 0,0,flipped |
7862 | 0 // Number of looping frames |
7862 | 0 // Number of looping frames |
7863 | // |
7863 | // Sequence #1 - standing there |
7864 | collide // Include this frame in collision calcs |
7864 | collide // Include this frame in collision calcs |
7865 | fixed // Frame rate type |
7865 | fixed // Frame rate type |
7866 | 1 // Number of initial frames |
7866 | 1 // Number of initial frames |
7867 | OGDRUM2.PIX |
7867 | OGDRUM2.PIX |
7868 | 0,0,flipped |
7868 | 0,0,flipped |
Line 7904... | Line 7904... | ||
7904 | -1 // Index of after-non-fatal-impact action |
7904 | -1 // Index of after-non-fatal-impact action |
7905 | -1 // Index of fatal falling action |
7905 | -1 // Index of fatal falling action |
7906 | -1 // Index of non-fatal falling action |
7906 | -1 // Index of non-fatal falling action |
7907 | -1 // Index of giblets action |
7907 | -1 // Index of giblets action |
7908 | 2 // Number of actions |
7908 | 2 // Number of actions |
7909 | // |
7909 | // Action #0 - standing there |
7910 | 0,100 // Danger level, percentage chance |
7910 | 0,100 // Danger level, percentage chance |
7911 | 0,0 // Initial speed, looping speed |
7911 | 0,0 // Initial speed, looping speed |
7912 | 0 // Reaction time for this action |
7912 | 0 // Reaction time for this action |
7913 | 0 // Sounds |
7913 | 0 // Sounds |
7914 | 3 // Number of sequences for this action |
7914 | 3 // Number of sequences for this action |
7915 | 10,0 // Max bearing, sequence index |
7915 | 10,0 // Max bearing, sequence index |
7916 | 350,1 // Max bearing, sequence index |
7916 | 350,1 // Max bearing, sequence index |
7917 | 360,0 // Max bearing, sequence index |
7917 | 360,0 // Max bearing, sequence index |
7918 | // |
7918 | // Action #1 - exploding |
7919 | 1000,0 // Danger level, percentage chance |
7919 | 1000,0 // Danger level, percentage chance |
7920 | 0,0 // Initial speed, looping speed |
7920 | 0,0 // Initial speed, looping speed |
7921 | 0 // Reaction time for this action |
7921 | 0 // Reaction time for this action |
7922 | 0 // Sounds |
7922 | 0 // Sounds |
7923 | 1 // Number of sequences for this action |
7923 | 1 // Number of sequences for this action |
7924 | 360,2 // Max bearing, sequence index |
7924 | 360,2 // Max bearing, sequence index |
7925 | 3 // Number of sequences |
7925 | 3 // Number of sequences |
7926 | // |
7926 | // Sequence #0 - standing there |
7927 | collide // Include this frame in collision calcs |
7927 | collide // Include this frame in collision calcs |
7928 | fixed // Frame rate type |
7928 | fixed // Frame rate type |
7929 | 1 // Number of initial frames |
7929 | 1 // Number of initial frames |
7930 | OGDRUM1.PIX |
7930 | OGDRUM1.PIX |
7931 | 0,0,flipped |
7931 | 0,0,flipped |
7932 | 0 // Number of looping frames |
7932 | 0 // Number of looping frames |
7933 | // |
7933 | // Sequence #1 - standing there |
7934 | collide // Include this frame in collision calcs |
7934 | collide // Include this frame in collision calcs |
7935 | fixed // Frame rate type |
7935 | fixed // Frame rate type |
7936 | 1 // Number of initial frames |
7936 | 1 // Number of initial frames |
7937 | OGDRUM2.PIX |
7937 | OGDRUM2.PIX |
7938 | 0,0,flipped |
7938 | 0,0,flipped |
Line 7974... | Line 7974... | ||
7974 | -1 // Index of after-non-fatal-impact action |
7974 | -1 // Index of after-non-fatal-impact action |
7975 | -1 // Index of fatal falling action |
7975 | -1 // Index of fatal falling action |
7976 | -1 // Index of non-fatal falling action |
7976 | -1 // Index of non-fatal falling action |
7977 | -1 // Index of giblets action |
7977 | -1 // Index of giblets action |
7978 | 2 // Number of actions |
7978 | 2 // Number of actions |
7979 | // |
7979 | // Action #0 - standing there |
7980 | 0,100 // Danger level, percentage chance |
7980 | 0,100 // Danger level, percentage chance |
7981 | 0,0 // Initial speed, looping speed |
7981 | 0,0 // Initial speed, looping speed |
7982 | 0 // Reaction time for this action |
7982 | 0 // Reaction time for this action |
7983 | 0 // Sounds |
7983 | 0 // Sounds |
7984 | 3 // Number of sequences for this action |
7984 | 3 // Number of sequences for this action |
7985 | 10,0 // Max bearing, sequence index |
7985 | 10,0 // Max bearing, sequence index |
7986 | 350,1 // Max bearing, sequence index |
7986 | 350,1 // Max bearing, sequence index |
7987 | 360,0 // Max bearing, sequence index |
7987 | 360,0 // Max bearing, sequence index |
7988 | // |
7988 | // Action #1 - exploding |
7989 | 1000,0 // Danger level, percentage chance |
7989 | 1000,0 // Danger level, percentage chance |
7990 | 0,0 // Initial speed, looping speed |
7990 | 0,0 // Initial speed, looping speed |
7991 | 0 // Reaction time for this action |
7991 | 0 // Reaction time for this action |
7992 | 0 // Sounds |
7992 | 0 // Sounds |
7993 | 1 // Number of sequences for this action |
7993 | 1 // Number of sequences for this action |
7994 | 360,2 // Max bearing, sequence index |
7994 | 360,2 // Max bearing, sequence index |
7995 | 3 // Number of sequences |
7995 | 3 // Number of sequences |
7996 | // |
7996 | // Sequence #0 - standing there |
7997 | collide // Include this frame in collision calcs |
7997 | collide // Include this frame in collision calcs |
7998 | variable // Frame rate type |
7998 | variable // Frame rate type |
7999 | 4,4 |
7999 | 4,4 |
8000 | 0 // Number of initial frames |
8000 | 0 // Number of initial frames |
8001 | 10 // Number of looping frames |
8001 | 10 // Number of looping frames |
Line 8017... | Line 8017... | ||
8017 | 0,0,flipped |
8017 | 0,0,flipped |
8018 | MINER2.PIX |
8018 | MINER2.PIX |
8019 | 0,0,flipped |
8019 | 0,0,flipped |
8020 | MINER1.PIX |
8020 | MINER1.PIX |
8021 | 0,0,flipped |
8021 | 0,0,flipped |
8022 | // |
8022 | // Sequence #1 - standing there |
8023 | collide // Include this frame in collision calcs |
8023 | collide // Include this frame in collision calcs |
8024 | variable // Frame rate type |
8024 | variable // Frame rate type |
8025 | 4,4 |
8025 | 4,4 |
8026 | 0 // Number of initial frames |
8026 | 0 // Number of initial frames |
8027 | 10 // Number of looping frames |
8027 | 10 // Number of looping frames |
Line 8082... | Line 8082... | ||
8082 | -1 // Index of after-non-fatal-impact action |
8082 | -1 // Index of after-non-fatal-impact action |
8083 | -1 // Index of fatal falling action |
8083 | -1 // Index of fatal falling action |
8084 | -1 // Index of non-fatal falling action |
8084 | -1 // Index of non-fatal falling action |
8085 | -1 // Index of giblets action |
8085 | -1 // Index of giblets action |
8086 | 2 // Number of actions |
8086 | 2 // Number of actions |
8087 | // |
8087 | // Action #0 - standing there |
8088 | 0,100 // Danger level, percentage chance |
8088 | 0,100 // Danger level, percentage chance |
8089 | 0,0 // Initial speed, looping speed |
8089 | 0,0 // Initial speed, looping speed |
8090 | 0 // Reaction time for this action |
8090 | 0 // Reaction time for this action |
8091 | 0 // Sounds |
8091 | 0 // Sounds |
8092 | 3 // Number of sequences for this action |
8092 | 3 // Number of sequences for this action |
8093 | 10,0 // Max bearing, sequence index |
8093 | 10,0 // Max bearing, sequence index |
8094 | 350,1 // Max bearing, sequence index |
8094 | 350,1 // Max bearing, sequence index |
8095 | 360,0 // Max bearing, sequence index |
8095 | 360,0 // Max bearing, sequence index |
8096 | // |
8096 | // Action #1 - exploding |
8097 | 1000,0 // Danger level, percentage chance |
8097 | 1000,0 // Danger level, percentage chance |
8098 | 0,0 // Initial speed, looping speed |
8098 | 0,0 // Initial speed, looping speed |
8099 | 0 // Reaction time for this action |
8099 | 0 // Reaction time for this action |
8100 | 0 // Sounds |
8100 | 0 // Sounds |
8101 | 1 // Number of sequences for this action |
8101 | 1 // Number of sequences for this action |
8102 | 360,2 // Max bearing, sequence index |
8102 | 360,2 // Max bearing, sequence index |
8103 | 3 // Number of sequences |
8103 | 3 // Number of sequences |
8104 | // |
8104 | // Sequence #0 - standing there |
8105 | collide // Include this frame in collision calcs |
8105 | collide // Include this frame in collision calcs |
8106 | fixed // Frame rate type |
8106 | fixed // Frame rate type |
8107 | 1 // Number of initial frames |
8107 | 1 // Number of initial frames |
8108 | ORDRUM1.PIX |
8108 | ORDRUM1.PIX |
8109 | 0,0,flipped |
8109 | 0,0,flipped |
8110 | 0 // Number of looping frames |
8110 | 0 // Number of looping frames |
8111 | // |
8111 | // Sequence #1 - standing there |
8112 | collide // Include this frame in collision calcs |
8112 | collide // Include this frame in collision calcs |
8113 | fixed // Frame rate type |
8113 | fixed // Frame rate type |
8114 | 1 // Number of initial frames |
8114 | 1 // Number of initial frames |
8115 | ORDRUM2.PIX |
8115 | ORDRUM2.PIX |
8116 | 0,0,flipped |
8116 | 0,0,flipped |
Line 8152... | Line 8152... | ||
8152 | -1 // Index of after-non-fatal-impact action |
8152 | -1 // Index of after-non-fatal-impact action |
8153 | -1 // Index of fatal falling action |
8153 | -1 // Index of fatal falling action |
8154 | -1 // Index of non-fatal falling action |
8154 | -1 // Index of non-fatal falling action |
8155 | -1 // Index of giblets action |
8155 | -1 // Index of giblets action |
8156 | 2 // Number of actions |
8156 | 2 // Number of actions |
8157 | // |
8157 | // Action #0 - standing there |
8158 | 0,100 // Danger level, percentage chance |
8158 | 0,100 // Danger level, percentage chance |
8159 | 0,0 // Initial speed, looping speed |
8159 | 0,0 // Initial speed, looping speed |
8160 | 0 // Reaction time for this action |
8160 | 0 // Reaction time for this action |
8161 | 0 // Sounds |
8161 | 0 // Sounds |
8162 | 3 // Number of sequences for this action |
8162 | 3 // Number of sequences for this action |
8163 | 10,0 // Max bearing, sequence index |
8163 | 10,0 // Max bearing, sequence index |
8164 | 350,1 // Max bearing, sequence index |
8164 | 350,1 // Max bearing, sequence index |
8165 | 360,0 // Max bearing, sequence index |
8165 | 360,0 // Max bearing, sequence index |
8166 | // |
8166 | // Action #1 - exploding |
8167 | 1000,0 // Danger level, percentage chance |
8167 | 1000,0 // Danger level, percentage chance |
8168 | 0,0 // Initial speed, looping speed |
8168 | 0,0 // Initial speed, looping speed |
8169 | 0 // Reaction time for this action |
8169 | 0 // Reaction time for this action |
8170 | 0 // Sounds |
8170 | 0 // Sounds |
8171 | 1 // Number of sequences for this action |
8171 | 1 // Number of sequences for this action |
8172 | 360,2 // Max bearing, sequence index |
8172 | 360,2 // Max bearing, sequence index |
8173 | 3 // Number of sequences |
8173 | 3 // Number of sequences |
8174 | // |
8174 | // Sequence #0 - standing there |
8175 | collide // Include this frame in collision calcs |
8175 | collide // Include this frame in collision calcs |
8176 | fixed // Frame rate type |
8176 | fixed // Frame rate type |
8177 | 1 // Number of initial frames |
8177 | 1 // Number of initial frames |
8178 | ORDRUM1.PIX |
8178 | ORDRUM1.PIX |
8179 | 0,0,flipped |
8179 | 0,0,flipped |
8180 | 0 // Number of looping frames |
8180 | 0 // Number of looping frames |
8181 | // |
8181 | // Sequence #1 - standing there |
8182 | collide // Include this frame in collision calcs |
8182 | collide // Include this frame in collision calcs |
8183 | fixed // Frame rate type |
8183 | fixed // Frame rate type |
8184 | 1 // Number of initial frames |
8184 | 1 // Number of initial frames |
8185 | ORDRUM2.PIX |
8185 | ORDRUM2.PIX |
8186 | 0,0,flipped |
8186 | 0,0,flipped |
Line 8222... | Line 8222... | ||
8222 | -1 // Index of after-non-fatal-impact action |
8222 | -1 // Index of after-non-fatal-impact action |
8223 | -1 // Index of fatal falling action |
8223 | -1 // Index of fatal falling action |
8224 | -1 // Index of non-fatal falling action |
8224 | -1 // Index of non-fatal falling action |
8225 | -1 // Index of giblets action |
8225 | -1 // Index of giblets action |
8226 | 2 // Number of actions |
8226 | 2 // Number of actions |
8227 | // |
8227 | // Action #0 - standing there |
8228 | 0,100 // Danger level, percentage chance |
8228 | 0,100 // Danger level, percentage chance |
8229 | 0,0 // Initial speed, looping speed |
8229 | 0,0 // Initial speed, looping speed |
8230 | 0 // Reaction time for this action |
8230 | 0 // Reaction time for this action |
8231 | 0 // Sounds |
8231 | 0 // Sounds |
8232 | 3 // Number of sequences for this action |
8232 | 3 // Number of sequences for this action |
8233 | 10,0 // Max bearing, sequence index |
8233 | 10,0 // Max bearing, sequence index |
8234 | 350,1 // Max bearing, sequence index |
8234 | 350,1 // Max bearing, sequence index |
8235 | 360,0 // Max bearing, sequence index |
8235 | 360,0 // Max bearing, sequence index |
8236 | // |
8236 | // Action #1 - exploding |
8237 | 1000,0 // Danger level, percentage chance |
8237 | 1000,0 // Danger level, percentage chance |
8238 | 0,0 // Initial speed, looping speed |
8238 | 0,0 // Initial speed, looping speed |
8239 | 0 // Reaction time for this action |
8239 | 0 // Reaction time for this action |
8240 | 0 // Sounds |
8240 | 0 // Sounds |
8241 | 1 // Number of sequences for this action |
8241 | 1 // Number of sequences for this action |
8242 | 360,2 // Max bearing, sequence index |
8242 | 360,2 // Max bearing, sequence index |
8243 | 3 // Number of sequences |
8243 | 3 // Number of sequences |
8244 | // |
8244 | // Sequence #0 - standing there |
8245 | collide // Include this frame in collision calcs |
8245 | collide // Include this frame in collision calcs |
8246 | fixed // Frame rate type |
8246 | fixed // Frame rate type |
8247 | 1 // Number of initial frames |
8247 | 1 // Number of initial frames |
8248 | ORDRUM1.PIX |
8248 | ORDRUM1.PIX |
8249 | 0,0,flipped |
8249 | 0,0,flipped |
8250 | 0 // Number of looping frames |
8250 | 0 // Number of looping frames |
8251 | // |
8251 | // Sequence #1 - standing there |
8252 | collide // Include this frame in collision calcs |
8252 | collide // Include this frame in collision calcs |
8253 | fixed // Frame rate type |
8253 | fixed // Frame rate type |
8254 | 1 // Number of initial frames |
8254 | 1 // Number of initial frames |
8255 | ORDRUM2.PIX |
8255 | ORDRUM2.PIX |
8256 | 0,0,flipped |
8256 | 0,0,flipped |
Line 8292... | Line 8292... | ||
8292 | -1 // Index of after-non-fatal-impact action |
8292 | -1 // Index of after-non-fatal-impact action |
8293 | -1 // Index of fatal falling action |
8293 | -1 // Index of fatal falling action |
8294 | -1 // Index of non-fatal falling action |
8294 | -1 // Index of non-fatal falling action |
8295 | -1 // Index of giblets action |
8295 | -1 // Index of giblets action |
8296 | 2 // Number of actions |
8296 | 2 // Number of actions |
8297 | // |
8297 | // Action #0 - standing there |
8298 | 0,100 // Danger level, percentage chance |
8298 | 0,100 // Danger level, percentage chance |
8299 | 0,0 // Initial speed, looping speed |
8299 | 0,0 // Initial speed, looping speed |
8300 | 0 // Reaction time for this action |
8300 | 0 // Reaction time for this action |
8301 | 0 // Sounds |
8301 | 0 // Sounds |
8302 | 3 // Number of sequences for this action |
8302 | 3 // Number of sequences for this action |
8303 | 10,0 // Max bearing, sequence index |
8303 | 10,0 // Max bearing, sequence index |
8304 | 350,1 // Max bearing, sequence index |
8304 | 350,1 // Max bearing, sequence index |
8305 | 360,0 // Max bearing, sequence index |
8305 | 360,0 // Max bearing, sequence index |
8306 | // |
8306 | // Action #1 - exploding |
8307 | 1000,0 // Danger level, percentage chance |
8307 | 1000,0 // Danger level, percentage chance |
8308 | 0,0 // Initial speed, looping speed |
8308 | 0,0 // Initial speed, looping speed |
8309 | 0 // Reaction time for this action |
8309 | 0 // Reaction time for this action |
8310 | 0 // Sounds |
8310 | 0 // Sounds |
8311 | 1 // Number of sequences for this action |
8311 | 1 // Number of sequences for this action |
8312 | 360,2 // Max bearing, sequence index |
8312 | 360,2 // Max bearing, sequence index |
8313 | 3 // Number of sequences |
8313 | 3 // Number of sequences |
8314 | // |
8314 | // Sequence #0 - standing there |
8315 | collide // Include this frame in collision calcs |
8315 | collide // Include this frame in collision calcs |
8316 | fixed // Frame rate type |
8316 | fixed // Frame rate type |
8317 | 1 // Number of initial frames |
8317 | 1 // Number of initial frames |
8318 | ORDRUM1.PIX |
8318 | ORDRUM1.PIX |
8319 | 0,0,flipped |
8319 | 0,0,flipped |
8320 | 0 // Number of looping frames |
8320 | 0 // Number of looping frames |
8321 | // |
8321 | // Sequence #1 - standing there |
8322 | collide // Include this frame in collision calcs |
8322 | collide // Include this frame in collision calcs |
8323 | fixed // Frame rate type |
8323 | fixed // Frame rate type |
8324 | 1 // Number of initial frames |
8324 | 1 // Number of initial frames |
8325 | ORDRUM2.PIX |
8325 | ORDRUM2.PIX |
8326 | 0,0,flipped |
8326 | 0,0,flipped |
Line 8362... | Line 8362... | ||
8362 | -1 // Index of after-non-fatal-impact action |
8362 | -1 // Index of after-non-fatal-impact action |
8363 | -1 // Index of fatal falling action |
8363 | -1 // Index of fatal falling action |
8364 | -1 // Index of non-fatal falling action |
8364 | -1 // Index of non-fatal falling action |
8365 | -1 // Index of giblets action |
8365 | -1 // Index of giblets action |
8366 | 2 // Number of actions |
8366 | 2 // Number of actions |
8367 | // |
8367 | // Action #0 - standing there |
8368 | 0,100 // Danger level, percentage chance |
8368 | 0,100 // Danger level, percentage chance |
8369 | 0,0 // Initial speed, looping speed |
8369 | 0,0 // Initial speed, looping speed |
8370 | 0 // Reaction time for this action |
8370 | 0 // Reaction time for this action |
8371 | 0 // Sounds |
8371 | 0 // Sounds |
8372 | 3 // Number of sequences for this action |
8372 | 3 // Number of sequences for this action |
8373 | 10,0 // Max bearing, sequence index |
8373 | 10,0 // Max bearing, sequence index |
8374 | 350,1 // Max bearing, sequence index |
8374 | 350,1 // Max bearing, sequence index |
8375 | 360,0 // Max bearing, sequence index |
8375 | 360,0 // Max bearing, sequence index |
8376 | // |
8376 | // Action #1 - exploding |
8377 | 1000,0 // Danger level, percentage chance |
8377 | 1000,0 // Danger level, percentage chance |
8378 | 0,0 // Initial speed, looping speed |
8378 | 0,0 // Initial speed, looping speed |
8379 | 0 // Reaction time for this action |
8379 | 0 // Reaction time for this action |
8380 | 0 // Sounds |
8380 | 0 // Sounds |
8381 | 1 // Number of sequences for this action |
8381 | 1 // Number of sequences for this action |
8382 | 360,2 // Max bearing, sequence index |
8382 | 360,2 // Max bearing, sequence index |
8383 | 3 // Number of sequences |
8383 | 3 // Number of sequences |
8384 | // |
8384 | // Sequence #0 - standing there |
8385 | collide // Include this frame in collision calcs |
8385 | collide // Include this frame in collision calcs |
8386 | fixed // Frame rate type |
8386 | fixed // Frame rate type |
8387 | 1 // Number of initial frames |
8387 | 1 // Number of initial frames |
8388 | ORDRUM1.PIX |
8388 | ORDRUM1.PIX |
8389 | 0,0,flipped |
8389 | 0,0,flipped |
8390 | 0 // Number of looping frames |
8390 | 0 // Number of looping frames |
8391 | // |
8391 | // Sequence #1 - standing there |
8392 | collide // Include this frame in collision calcs |
8392 | collide // Include this frame in collision calcs |
8393 | fixed // Frame rate type |
8393 | fixed // Frame rate type |
8394 | 1 // Number of initial frames |
8394 | 1 // Number of initial frames |
8395 | ORDRUM2.PIX |
8395 | ORDRUM2.PIX |
8396 | 0,0,flipped |
8396 | 0,0,flipped |
Line 8432... | Line 8432... | ||
8432 | -1 // Index of after-non-fatal-impact action |
8432 | -1 // Index of after-non-fatal-impact action |
8433 | -1 // Index of fatal falling action |
8433 | -1 // Index of fatal falling action |
8434 | -1 // Index of non-fatal falling action |
8434 | -1 // Index of non-fatal falling action |
8435 | -1 // Index of giblets action |
8435 | -1 // Index of giblets action |
8436 | 2 // Number of actions |
8436 | 2 // Number of actions |
8437 | // |
8437 | // Action #0 - standing there |
8438 | 0,100 // Danger level, percentage chance |
8438 | 0,100 // Danger level, percentage chance |
8439 | 0,0 // Initial speed, looping speed |
8439 | 0,0 // Initial speed, looping speed |
8440 | 0 // Reaction time for this action |
8440 | 0 // Reaction time for this action |
8441 | 0 // Sounds |
8441 | 0 // Sounds |
8442 | 3 // Number of sequences for this action |
8442 | 3 // Number of sequences for this action |
8443 | 10,0 // Max bearing, sequence index |
8443 | 10,0 // Max bearing, sequence index |
8444 | 350,1 // Max bearing, sequence index |
8444 | 350,1 // Max bearing, sequence index |
8445 | 360,0 // Max bearing, sequence index |
8445 | 360,0 // Max bearing, sequence index |
8446 | // |
8446 | // Action #1 - exploding |
8447 | 1000,0 // Danger level, percentage chance |
8447 | 1000,0 // Danger level, percentage chance |
8448 | 0,0 // Initial speed, looping speed |
8448 | 0,0 // Initial speed, looping speed |
8449 | 0 // Reaction time for this action |
8449 | 0 // Reaction time for this action |
8450 | 0 // Sounds |
8450 | 0 // Sounds |
8451 | 1 // Number of sequences for this action |
8451 | 1 // Number of sequences for this action |
8452 | 360,2 // Max bearing, sequence index |
8452 | 360,2 // Max bearing, sequence index |
8453 | 3 // Number of sequences |
8453 | 3 // Number of sequences |
8454 | // |
8454 | // Sequence #0 - standing there |
8455 | collide // Include this frame in collision calcs |
8455 | collide // Include this frame in collision calcs |
8456 | fixed // Frame rate type |
8456 | fixed // Frame rate type |
8457 | 1 // Number of initial frames |
8457 | 1 // Number of initial frames |
8458 | ORDRUM1.PIX |
8458 | ORDRUM1.PIX |
8459 | 0,0,flipped |
8459 | 0,0,flipped |
8460 | 0 // Number of looping frames |
8460 | 0 // Number of looping frames |
8461 | // |
8461 | // Sequence #1 - standing there |
8462 | collide // Include this frame in collision calcs |
8462 | collide // Include this frame in collision calcs |
8463 | fixed // Frame rate type |
8463 | fixed // Frame rate type |
8464 | 1 // Number of initial frames |
8464 | 1 // Number of initial frames |
8465 | ORDRUM2.PIX |
8465 | ORDRUM2.PIX |
8466 | 0,0,flipped |
8466 | 0,0,flipped |
Line 8502... | Line 8502... | ||
8502 | -1 // Index of after-non-fatal-impact action |
8502 | -1 // Index of after-non-fatal-impact action |
8503 | -1 // Index of fatal falling action |
8503 | -1 // Index of fatal falling action |
8504 | -1 // Index of non-fatal falling action |
8504 | -1 // Index of non-fatal falling action |
8505 | -1 // Index of giblets action |
8505 | -1 // Index of giblets action |
8506 | 2 // Number of actions |
8506 | 2 // Number of actions |
8507 | // |
8507 | // Action #0 - standing there |
8508 | 0,100 // Danger level, percentage chance |
8508 | 0,100 // Danger level, percentage chance |
8509 | 0,0 // Initial speed, looping speed |
8509 | 0,0 // Initial speed, looping speed |
8510 | 0 // Reaction time for this action |
8510 | 0 // Reaction time for this action |
8511 | 0 // Sounds |
8511 | 0 // Sounds |
8512 | 3 // Number of sequences for this action |
8512 | 3 // Number of sequences for this action |
8513 | 10,0 // Max bearing, sequence index |
8513 | 10,0 // Max bearing, sequence index |
8514 | 350,1 // Max bearing, sequence index |
8514 | 350,1 // Max bearing, sequence index |
8515 | 360,0 // Max bearing, sequence index |
8515 | 360,0 // Max bearing, sequence index |
8516 | // |
8516 | // Action #1 - exploding |
8517 | 1000,0 // Danger level, percentage chance |
8517 | 1000,0 // Danger level, percentage chance |
8518 | 0,0 // Initial speed, looping speed |
8518 | 0,0 // Initial speed, looping speed |
8519 | 0 // Reaction time for this action |
8519 | 0 // Reaction time for this action |
8520 | 0 // Sounds |
8520 | 0 // Sounds |
8521 | 1 // Number of sequences for this action |
8521 | 1 // Number of sequences for this action |
8522 | 360,2 // Max bearing, sequence index |
8522 | 360,2 // Max bearing, sequence index |
8523 | 3 // Number of sequences |
8523 | 3 // Number of sequences |
8524 | // |
8524 | // Sequence #0 - standing there |
8525 | collide // Include this frame in collision calcs |
8525 | collide // Include this frame in collision calcs |
8526 | fixed // Frame rate type |
8526 | fixed // Frame rate type |
8527 | 1 // Number of initial frames |
8527 | 1 // Number of initial frames |
8528 | ORDRUM1.PIX |
8528 | ORDRUM1.PIX |
8529 | 0,0,flipped |
8529 | 0,0,flipped |
8530 | 0 // Number of looping frames |
8530 | 0 // Number of looping frames |
8531 | // |
8531 | // Sequence #1 - standing there |
8532 | collide // Include this frame in collision calcs |
8532 | collide // Include this frame in collision calcs |
8533 | fixed // Frame rate type |
8533 | fixed // Frame rate type |
8534 | 1 // Number of initial frames |
8534 | 1 // Number of initial frames |
8535 | ORDRUM2.PIX |
8535 | ORDRUM2.PIX |
8536 | 0,0,flipped |
8536 | 0,0,flipped |
Line 8572... | Line 8572... | ||
8572 | -1 // Index of after-non-fatal-impact action |
8572 | -1 // Index of after-non-fatal-impact action |
8573 | -1 // Index of fatal falling action |
8573 | -1 // Index of fatal falling action |
8574 | -1 // Index of non-fatal falling action |
8574 | -1 // Index of non-fatal falling action |
8575 | -1 // Index of giblets action |
8575 | -1 // Index of giblets action |
8576 | 2 // Number of actions |
8576 | 2 // Number of actions |
8577 | // |
8577 | // Action #0 - standing there |
8578 | 0,100 // Danger level, percentage chance |
8578 | 0,100 // Danger level, percentage chance |
8579 | 0,0 // Initial speed, looping speed |
8579 | 0,0 // Initial speed, looping speed |
8580 | 0 // Reaction time for this action |
8580 | 0 // Reaction time for this action |
8581 | 0 // Sounds |
8581 | 0 // Sounds |
8582 | 3 // Number of sequences for this action |
8582 | 3 // Number of sequences for this action |
8583 | 10,0 // Max bearing, sequence index |
8583 | 10,0 // Max bearing, sequence index |
8584 | 350,1 // Max bearing, sequence index |
8584 | 350,1 // Max bearing, sequence index |
8585 | 360,0 // Max bearing, sequence index |
8585 | 360,0 // Max bearing, sequence index |
8586 | // |
8586 | // Action #1 - exploding |
8587 | 1000,0 // Danger level, percentage chance |
8587 | 1000,0 // Danger level, percentage chance |
8588 | 0,0 // Initial speed, looping speed |
8588 | 0,0 // Initial speed, looping speed |
8589 | 0 // Reaction time for this action |
8589 | 0 // Reaction time for this action |
8590 | 0 // Sounds |
8590 | 0 // Sounds |
8591 | 1 // Number of sequences for this action |
8591 | 1 // Number of sequences for this action |
8592 | 360,2 // Max bearing, sequence index |
8592 | 360,2 // Max bearing, sequence index |
8593 | 3 // Number of sequences |
8593 | 3 // Number of sequences |
8594 | // |
8594 | // Sequence #0 - standing there |
8595 | collide // Include this frame in collision calcs |
8595 | collide // Include this frame in collision calcs |
8596 | fixed // Frame rate type |
8596 | fixed // Frame rate type |
8597 | 1 // Number of initial frames |
8597 | 1 // Number of initial frames |
8598 | ORDRUM1.PIX |
8598 | ORDRUM1.PIX |
8599 | 0,0,flipped |
8599 | 0,0,flipped |
8600 | 0 // Number of looping frames |
8600 | 0 // Number of looping frames |
8601 | // |
8601 | // Sequence #1 - standing there |
8602 | collide // Include this frame in collision calcs |
8602 | collide // Include this frame in collision calcs |
8603 | fixed // Frame rate type |
8603 | fixed // Frame rate type |
8604 | 1 // Number of initial frames |
8604 | 1 // Number of initial frames |
8605 | ORDRUM2.PIX |
8605 | ORDRUM2.PIX |
8606 | 0,0,flipped |
8606 | 0,0,flipped |
Line 8642... | Line 8642... | ||
8642 | -1 // Index of after-non-fatal-impact action |
8642 | -1 // Index of after-non-fatal-impact action |
8643 | -1 // Index of fatal falling action |
8643 | -1 // Index of fatal falling action |
8644 | -1 // Index of non-fatal falling action |
8644 | -1 // Index of non-fatal falling action |
8645 | -1 // Index of giblets action |
8645 | -1 // Index of giblets action |
8646 | 2 // Number of actions |
8646 | 2 // Number of actions |
8647 | // |
8647 | // Action #0 - standing there |
8648 | 0,100 // Danger level, percentage chance |
8648 | 0,100 // Danger level, percentage chance |
8649 | 0,0 // Initial speed, looping speed |
8649 | 0,0 // Initial speed, looping speed |
8650 | 0 // Reaction time for this action |
8650 | 0 // Reaction time for this action |
8651 | 0 // Sounds |
8651 | 0 // Sounds |
8652 | 3 // Number of sequences for this action |
8652 | 3 // Number of sequences for this action |
8653 | 10,0 // Max bearing, sequence index |
8653 | 10,0 // Max bearing, sequence index |
8654 | 350,1 // Max bearing, sequence index |
8654 | 350,1 // Max bearing, sequence index |
8655 | 360,0 // Max bearing, sequence index |
8655 | 360,0 // Max bearing, sequence index |
8656 | // |
8656 | // Action #1 - exploding |
8657 | 1000,0 // Danger level, percentage chance |
8657 | 1000,0 // Danger level, percentage chance |
8658 | 0,0 // Initial speed, looping speed |
8658 | 0,0 // Initial speed, looping speed |
8659 | 0 // Reaction time for this action |
8659 | 0 // Reaction time for this action |
8660 | 0 // Sounds |
8660 | 0 // Sounds |
8661 | 1 // Number of sequences for this action |
8661 | 1 // Number of sequences for this action |
8662 | 360,2 // Max bearing, sequence index |
8662 | 360,2 // Max bearing, sequence index |
8663 | 3 // Number of sequences |
8663 | 3 // Number of sequences |
8664 | // |
8664 | // Sequence #0 - standing there |
8665 | collide // Include this frame in collision calcs |
8665 | collide // Include this frame in collision calcs |
8666 | fixed // Frame rate type |
8666 | fixed // Frame rate type |
8667 | 1 // Number of initial frames |
8667 | 1 // Number of initial frames |
8668 | QTYRES1.PIX |
8668 | QTYRES1.PIX |
8669 | 0,0,flipped |
8669 | 0,0,flipped |
8670 | 0 // Number of looping frames |
8670 | 0 // Number of looping frames |
8671 | // |
8671 | // Sequence #1 - standing there |
8672 | collide // Include this frame in collision calcs |
8672 | collide // Include this frame in collision calcs |
8673 | fixed // Frame rate type |
8673 | fixed // Frame rate type |
8674 | 1 // Number of initial frames |
8674 | 1 // Number of initial frames |
8675 | QTYRES2.PIX |
8675 | QTYRES2.PIX |
8676 | 0,0,flipped |
8676 | 0,0,flipped |
Line 8712... | Line 8712... | ||
8712 | -1 // Index of after-non-fatal-impact action |
8712 | -1 // Index of after-non-fatal-impact action |
8713 | -1 // Index of fatal falling action |
8713 | -1 // Index of fatal falling action |
8714 | -1 // Index of non-fatal falling action |
8714 | -1 // Index of non-fatal falling action |
8715 | -1 // Index of giblets action |
8715 | -1 // Index of giblets action |
8716 | 2 // Number of actions |
8716 | 2 // Number of actions |
8717 | // |
8717 | // Action #0 - standing there |
8718 | 0,100 // Danger level, percentage chance |
8718 | 0,100 // Danger level, percentage chance |
8719 | 0,0 // Initial speed, looping speed |
8719 | 0,0 // Initial speed, looping speed |
8720 | 0 // Reaction time for this action |
8720 | 0 // Reaction time for this action |
8721 | 0 // Sounds |
8721 | 0 // Sounds |
8722 | 3 // Number of sequences for this action |
8722 | 3 // Number of sequences for this action |
8723 | 10,0 // Max bearing, sequence index |
8723 | 10,0 // Max bearing, sequence index |
8724 | 350,1 // Max bearing, sequence index |
8724 | 350,1 // Max bearing, sequence index |
8725 | 360,0 // Max bearing, sequence index |
8725 | 360,0 // Max bearing, sequence index |
8726 | // |
8726 | // Action #1 - exploding |
8727 | 1000,0 // Danger level, percentage chance |
8727 | 1000,0 // Danger level, percentage chance |
8728 | 0,0 // Initial speed, looping speed |
8728 | 0,0 // Initial speed, looping speed |
8729 | 0 // Reaction time for this action |
8729 | 0 // Reaction time for this action |
8730 | 0 // Sounds |
8730 | 0 // Sounds |
8731 | 1 // Number of sequences for this action |
8731 | 1 // Number of sequences for this action |
8732 | 360,2 // Max bearing, sequence index |
8732 | 360,2 // Max bearing, sequence index |
8733 | 3 // Number of sequences |
8733 | 3 // Number of sequences |
8734 | // |
8734 | // Sequence #0 - standing there |
8735 | collide // Include this frame in collision calcs |
8735 | collide // Include this frame in collision calcs |
8736 | fixed // Frame rate type |
8736 | fixed // Frame rate type |
8737 | 1 // Number of initial frames |
8737 | 1 // Number of initial frames |
8738 | QTYRES1.PIX |
8738 | QTYRES1.PIX |
8739 | 0,0,flipped |
8739 | 0,0,flipped |
8740 | 0 // Number of looping frames |
8740 | 0 // Number of looping frames |
8741 | // |
8741 | // Sequence #1 - standing there |
8742 | collide // Include this frame in collision calcs |
8742 | collide // Include this frame in collision calcs |
8743 | fixed // Frame rate type |
8743 | fixed // Frame rate type |
8744 | 1 // Number of initial frames |
8744 | 1 // Number of initial frames |
8745 | QTYRES2.PIX |
8745 | QTYRES2.PIX |
8746 | 0,0,flipped |
8746 | 0,0,flipped |
Line 8782... | Line 8782... | ||
8782 | -1 // Index of after-non-fatal-impact action |
8782 | -1 // Index of after-non-fatal-impact action |
8783 | -1 // Index of fatal falling action |
8783 | -1 // Index of fatal falling action |
8784 | -1 // Index of non-fatal falling action |
8784 | -1 // Index of non-fatal falling action |
8785 | -1 // Index of giblets action |
8785 | -1 // Index of giblets action |
8786 | 2 // Number of actions |
8786 | 2 // Number of actions |
8787 | // |
8787 | // Action #0 - standing there |
8788 | 0,100 // Danger level, percentage chance |
8788 | 0,100 // Danger level, percentage chance |
8789 | 0,0 // Initial speed, looping speed |
8789 | 0,0 // Initial speed, looping speed |
8790 | 0 // Reaction time for this action |
8790 | 0 // Reaction time for this action |
8791 | 0 // Sounds |
8791 | 0 // Sounds |
8792 | 3 // Number of sequences for this action |
8792 | 3 // Number of sequences for this action |
8793 | 10,0 // Max bearing, sequence index |
8793 | 10,0 // Max bearing, sequence index |
8794 | 350,1 // Max bearing, sequence index |
8794 | 350,1 // Max bearing, sequence index |
8795 | 360,0 // Max bearing, sequence index |
8795 | 360,0 // Max bearing, sequence index |
8796 | // |
8796 | // Action #1 - exploding |
8797 | 1000,0 // Danger level, percentage chance |
8797 | 1000,0 // Danger level, percentage chance |
8798 | 0,0 // Initial speed, looping speed |
8798 | 0,0 // Initial speed, looping speed |
8799 | 0 // Reaction time for this action |
8799 | 0 // Reaction time for this action |
8800 | 0 // Sounds |
8800 | 0 // Sounds |
8801 | 1 // Number of sequences for this action |
8801 | 1 // Number of sequences for this action |
8802 | 360,2 // Max bearing, sequence index |
8802 | 360,2 // Max bearing, sequence index |
8803 | 3 // Number of sequences |
8803 | 3 // Number of sequences |
8804 | // |
8804 | // Sequence #0 - standing there |
8805 | collide // Include this frame in collision calcs |
8805 | collide // Include this frame in collision calcs |
8806 | fixed // Frame rate type |
8806 | fixed // Frame rate type |
8807 | 1 // Number of initial frames |
8807 | 1 // Number of initial frames |
8808 | OTYRES1.PIX |
8808 | OTYRES1.PIX |
8809 | 0,0,flipped |
8809 | 0,0,flipped |
8810 | 0 // Number of looping frames |
8810 | 0 // Number of looping frames |
8811 | // |
8811 | // Sequence #1 - standing there |
8812 | collide // Include this frame in collision calcs |
8812 | collide // Include this frame in collision calcs |
8813 | fixed // Frame rate type |
8813 | fixed // Frame rate type |
8814 | 1 // Number of initial frames |
8814 | 1 // Number of initial frames |
8815 | OTYRES2.PIX |
8815 | OTYRES2.PIX |
8816 | 0,0,flipped |
8816 | 0,0,flipped |
Line 8852... | Line 8852... | ||
8852 | -1 // Index of after-non-fatal-impact action |
8852 | -1 // Index of after-non-fatal-impact action |
8853 | -1 // Index of fatal falling action |
8853 | -1 // Index of fatal falling action |
8854 | -1 // Index of non-fatal falling action |
8854 | -1 // Index of non-fatal falling action |
8855 | -1 // Index of giblets action |
8855 | -1 // Index of giblets action |
8856 | 2 // Number of actions |
8856 | 2 // Number of actions |
8857 | // |
8857 | // Action #0 - standing there |
8858 | 0,100 // Danger level, percentage chance |
8858 | 0,100 // Danger level, percentage chance |
8859 | 0,0 // Initial speed, looping speed |
8859 | 0,0 // Initial speed, looping speed |
8860 | 0 // Reaction time for this action |
8860 | 0 // Reaction time for this action |
8861 | 0 // Sounds |
8861 | 0 // Sounds |
8862 | 3 // Number of sequences for this action |
8862 | 3 // Number of sequences for this action |
8863 | 10,0 // Max bearing, sequence index |
8863 | 10,0 // Max bearing, sequence index |
8864 | 350,1 // Max bearing, sequence index |
8864 | 350,1 // Max bearing, sequence index |
8865 | 360,0 // Max bearing, sequence index |
8865 | 360,0 // Max bearing, sequence index |
8866 | // |
8866 | // Action #1 - exploding |
8867 | 1000,0 // Danger level, percentage chance |
8867 | 1000,0 // Danger level, percentage chance |
8868 | 0,0 // Initial speed, looping speed |
8868 | 0,0 // Initial speed, looping speed |
8869 | 0 // Reaction time for this action |
8869 | 0 // Reaction time for this action |
8870 | 0 // Sounds |
8870 | 0 // Sounds |
8871 | 1 // Number of sequences for this action |
8871 | 1 // Number of sequences for this action |
8872 | 360,2 // Max bearing, sequence index |
8872 | 360,2 // Max bearing, sequence index |
8873 | 3 // Number of sequences |
8873 | 3 // Number of sequences |
8874 | // |
8874 | // Sequence #0 - standing there |
8875 | collide // Include this frame in collision calcs |
8875 | collide // Include this frame in collision calcs |
8876 | fixed // Frame rate type |
8876 | fixed // Frame rate type |
8877 | 1 // Number of initial frames |
8877 | 1 // Number of initial frames |
8878 | OTYRES1.PIX |
8878 | OTYRES1.PIX |
8879 | 0,0,flipped |
8879 | 0,0,flipped |
8880 | 0 // Number of looping frames |
8880 | 0 // Number of looping frames |
8881 | // |
8881 | // Sequence #1 - standing there |
8882 | collide // Include this frame in collision calcs |
8882 | collide // Include this frame in collision calcs |
8883 | fixed // Frame rate type |
8883 | fixed // Frame rate type |
8884 | 1 // Number of initial frames |
8884 | 1 // Number of initial frames |
8885 | OTYRES2.PIX |
8885 | OTYRES2.PIX |
8886 | 0,0,flipped |
8886 | 0,0,flipped |
Line 8922... | Line 8922... | ||
8922 | -1 // Index of after-non-fatal-impact action |
8922 | -1 // Index of after-non-fatal-impact action |
8923 | -1 // Index of fatal falling action |
8923 | -1 // Index of fatal falling action |
8924 | -1 // Index of non-fatal falling action |
8924 | -1 // Index of non-fatal falling action |
8925 | -1 // Index of giblets action |
8925 | -1 // Index of giblets action |
8926 | 2 // Number of actions |
8926 | 2 // Number of actions |
8927 | // |
8927 | // Action #0 - standing there |
8928 | 0,100 // Danger level, percentage chance |
8928 | 0,100 // Danger level, percentage chance |
8929 | 0,0 // Initial speed, looping speed |
8929 | 0,0 // Initial speed, looping speed |
8930 | 0 // Reaction time for this action |
8930 | 0 // Reaction time for this action |
8931 | 0 // Sounds |
8931 | 0 // Sounds |
8932 | 3 // Number of sequences for this action |
8932 | 3 // Number of sequences for this action |
8933 | 10,0 // Max bearing, sequence index |
8933 | 10,0 // Max bearing, sequence index |
8934 | 350,1 // Max bearing, sequence index |
8934 | 350,1 // Max bearing, sequence index |
8935 | 360,0 // Max bearing, sequence index |
8935 | 360,0 // Max bearing, sequence index |
8936 | // |
8936 | // Action #1 - exploding |
8937 | 1000,0 // Danger level, percentage chance |
8937 | 1000,0 // Danger level, percentage chance |
8938 | 0,0 // Initial speed, looping speed |
8938 | 0,0 // Initial speed, looping speed |
8939 | 0 // Reaction time for this action |
8939 | 0 // Reaction time for this action |
8940 | 0 // Sounds |
8940 | 0 // Sounds |
8941 | 1 // Number of sequences for this action |
8941 | 1 // Number of sequences for this action |
8942 | 360,2 // Max bearing, sequence index |
8942 | 360,2 // Max bearing, sequence index |
8943 | 3 // Number of sequences |
8943 | 3 // Number of sequences |
8944 | // |
8944 | // Sequence #0 - standing there |
8945 | collide // Include this frame in collision calcs |
8945 | collide // Include this frame in collision calcs |
8946 | fixed // Frame rate type |
8946 | fixed // Frame rate type |
8947 | 1 // Number of initial frames |
8947 | 1 // Number of initial frames |
8948 | ORDRUM1.PIX |
8948 | ORDRUM1.PIX |
8949 | 0,0,flipped |
8949 | 0,0,flipped |
8950 | 0 // Number of looping frames |
8950 | 0 // Number of looping frames |
8951 | // |
8951 | // Sequence #1 - standing there |
8952 | collide // Include this frame in collision calcs |
8952 | collide // Include this frame in collision calcs |
8953 | fixed // Frame rate type |
8953 | fixed // Frame rate type |
8954 | 1 // Number of initial frames |
8954 | 1 // Number of initial frames |
8955 | ORDRUM2.PIX |
8955 | ORDRUM2.PIX |
8956 | 0,0,flipped |
8956 | 0,0,flipped |
Line 8992... | Line 8992... | ||
8992 | -1 // Index of after-non-fatal-impact action |
8992 | -1 // Index of after-non-fatal-impact action |
8993 | -1 // Index of fatal falling action |
8993 | -1 // Index of fatal falling action |
8994 | -1 // Index of non-fatal falling action |
8994 | -1 // Index of non-fatal falling action |
8995 | -1 // Index of giblets action |
8995 | -1 // Index of giblets action |
8996 | 2 // Number of actions |
8996 | 2 // Number of actions |
8997 | // |
8997 | // Action #0 - standing there |
8998 | 0,100 // Danger level, percentage chance |
8998 | 0,100 // Danger level, percentage chance |
8999 | 0,0 // Initial speed, looping speed |
8999 | 0,0 // Initial speed, looping speed |
9000 | 0 // Reaction time for this action |
9000 | 0 // Reaction time for this action |
9001 | 0 // Sounds |
9001 | 0 // Sounds |
9002 | 3 // Number of sequences for this action |
9002 | 3 // Number of sequences for this action |
9003 | 10,0 // Max bearing, sequence index |
9003 | 10,0 // Max bearing, sequence index |
9004 | 350,1 // Max bearing, sequence index |
9004 | 350,1 // Max bearing, sequence index |
9005 | 360,0 // Max bearing, sequence index |
9005 | 360,0 // Max bearing, sequence index |
9006 | // |
9006 | // Action #1 - exploding |
9007 | 1000,0 // Danger level, percentage chance |
9007 | 1000,0 // Danger level, percentage chance |
9008 | 0,0 // Initial speed, looping speed |
9008 | 0,0 // Initial speed, looping speed |
9009 | 0 // Reaction time for this action |
9009 | 0 // Reaction time for this action |
9010 | 0 // Sounds |
9010 | 0 // Sounds |
9011 | 1 // Number of sequences for this action |
9011 | 1 // Number of sequences for this action |
9012 | 360,2 // Max bearing, sequence index |
9012 | 360,2 // Max bearing, sequence index |
9013 | 3 // Number of sequences |
9013 | 3 // Number of sequences |
9014 | // |
9014 | // Sequence #0 - standing there |
9015 | collide // Include this frame in collision calcs |
9015 | collide // Include this frame in collision calcs |
9016 | fixed // Frame rate type |
9016 | fixed // Frame rate type |
9017 | 1 // Number of initial frames |
9017 | 1 // Number of initial frames |
9018 | QGDRUM1.PIX |
9018 | QGDRUM1.PIX |
9019 | 0,0,flipped |
9019 | 0,0,flipped |
9020 | 0 // Number of looping frames |
9020 | 0 // Number of looping frames |
9021 | // |
9021 | // Sequence #1 - standing there |
9022 | collide // Include this frame in collision calcs |
9022 | collide // Include this frame in collision calcs |
9023 | fixed // Frame rate type |
9023 | fixed // Frame rate type |
9024 | 1 // Number of initial frames |
9024 | 1 // Number of initial frames |
9025 | QGDRUM2.PIX |
9025 | QGDRUM2.PIX |
9026 | 0,0,flipped |
9026 | 0,0,flipped |
Line 9062... | Line 9062... | ||
9062 | -1 // Index of after-non-fatal-impact action |
9062 | -1 // Index of after-non-fatal-impact action |
9063 | -1 // Index of fatal falling action |
9063 | -1 // Index of fatal falling action |
9064 | -1 // Index of non-fatal falling action |
9064 | -1 // Index of non-fatal falling action |
9065 | -1 // Index of giblets action |
9065 | -1 // Index of giblets action |
9066 | 2 // Number of actions |
9066 | 2 // Number of actions |
9067 | // |
9067 | // Action #0 - standing there |
9068 | 0,100 // Danger level, percentage chance |
9068 | 0,100 // Danger level, percentage chance |
9069 | 0,0 // Initial speed, looping speed |
9069 | 0,0 // Initial speed, looping speed |
9070 | 0 // Reaction time for this action |
9070 | 0 // Reaction time for this action |
9071 | 0 // Sounds |
9071 | 0 // Sounds |
9072 | 3 // Number of sequences for this action |
9072 | 3 // Number of sequences for this action |
9073 | 10,0 // Max bearing, sequence index |
9073 | 10,0 // Max bearing, sequence index |
9074 | 350,1 // Max bearing, sequence index |
9074 | 350,1 // Max bearing, sequence index |
9075 | 360,0 // Max bearing, sequence index |
9075 | 360,0 // Max bearing, sequence index |
9076 | // |
9076 | // Action #1 - exploding |
9077 | 1000,0 // Danger level, percentage chance |
9077 | 1000,0 // Danger level, percentage chance |
9078 | 0,0 // Initial speed, looping speed |
9078 | 0,0 // Initial speed, looping speed |
9079 | 0 // Reaction time for this action |
9079 | 0 // Reaction time for this action |
9080 | 0 // Sounds |
9080 | 0 // Sounds |
9081 | 1 // Number of sequences for this action |
9081 | 1 // Number of sequences for this action |
9082 | 360,2 // Max bearing, sequence index |
9082 | 360,2 // Max bearing, sequence index |
9083 | 3 // Number of sequences |
9083 | 3 // Number of sequences |
9084 | // |
9084 | // Sequence #0 - standing there |
9085 | collide // Include this frame in collision calcs |
9085 | collide // Include this frame in collision calcs |
9086 | fixed // Frame rate type |
9086 | fixed // Frame rate type |
9087 | 1 // Number of initial frames |
9087 | 1 // Number of initial frames |
9088 | QRDRUM1.PIX |
9088 | QRDRUM1.PIX |
9089 | 0,0,flipped |
9089 | 0,0,flipped |
9090 | 0 // Number of looping frames |
9090 | 0 // Number of looping frames |
9091 | // |
9091 | // Sequence #1 - standing there |
9092 | collide // Include this frame in collision calcs |
9092 | collide // Include this frame in collision calcs |
9093 | fixed // Frame rate type |
9093 | fixed // Frame rate type |
9094 | 1 // Number of initial frames |
9094 | 1 // Number of initial frames |
9095 | QRDRUM2.PIX |
9095 | QRDRUM2.PIX |
9096 | 0,0,flipped |
9096 | 0,0,flipped |
Line 9132... | Line 9132... | ||
9132 | -1 // Index of after-non-fatal-impact action |
9132 | -1 // Index of after-non-fatal-impact action |
9133 | -1 // Index of fatal falling action |
9133 | -1 // Index of fatal falling action |
9134 | -1 // Index of non-fatal falling action |
9134 | -1 // Index of non-fatal falling action |
9135 | -1 // Index of giblets action |
9135 | -1 // Index of giblets action |
9136 | 2 // Number of actions |
9136 | 2 // Number of actions |
9137 | // |
9137 | // Action #0 - standing there |
9138 | 0,100 // Danger level, percentage chance |
9138 | 0,100 // Danger level, percentage chance |
9139 | 0,0 // Initial speed, looping speed |
9139 | 0,0 // Initial speed, looping speed |
9140 | 0 // Reaction time for this action |
9140 | 0 // Reaction time for this action |
9141 | 0 // Sounds |
9141 | 0 // Sounds |
9142 | 3 // Number of sequences for this action |
9142 | 3 // Number of sequences for this action |
9143 | 10,0 // Max bearing, sequence index |
9143 | 10,0 // Max bearing, sequence index |
9144 | 350,1 // Max bearing, sequence index |
9144 | 350,1 // Max bearing, sequence index |
9145 | 360,0 // Max bearing, sequence index |
9145 | 360,0 // Max bearing, sequence index |
9146 | // |
9146 | // Action #1 - exploding |
9147 | 1000,0 // Danger level, percentage chance |
9147 | 1000,0 // Danger level, percentage chance |
9148 | 0,0 // Initial speed, looping speed |
9148 | 0,0 // Initial speed, looping speed |
9149 | 0 // Reaction time for this action |
9149 | 0 // Reaction time for this action |
9150 | 0 // Sounds |
9150 | 0 // Sounds |
9151 | 1 // Number of sequences for this action |
9151 | 1 // Number of sequences for this action |
9152 | 360,2 // Max bearing, sequence index |
9152 | 360,2 // Max bearing, sequence index |
9153 | 3 // Number of sequences |
9153 | 3 // Number of sequences |
9154 | // |
9154 | // Sequence #0 - standing there |
9155 | collide // Include this frame in collision calcs |
9155 | collide // Include this frame in collision calcs |
9156 | fixed // Frame rate type |
9156 | fixed // Frame rate type |
9157 | 1 // Number of initial frames |
9157 | 1 // Number of initial frames |
9158 | QCYLNDR1.PIX |
9158 | QCYLNDR1.PIX |
9159 | 0,0,flipped |
9159 | 0,0,flipped |
9160 | 0 // Number of looping frames |
9160 | 0 // Number of looping frames |
9161 | // |
9161 | // Sequence #1 - standing there |
9162 | collide // Include this frame in collision calcs |
9162 | collide // Include this frame in collision calcs |
9163 | fixed // Frame rate type |
9163 | fixed // Frame rate type |
9164 | 1 // Number of initial frames |
9164 | 1 // Number of initial frames |
9165 | QCYLNDR2.PIX |
9165 | QCYLNDR2.PIX |
9166 | 0,0,flipped |
9166 | 0,0,flipped |
Line 9202... | Line 9202... | ||
9202 | -1 // Index of after-non-fatal-impact action |
9202 | -1 // Index of after-non-fatal-impact action |
9203 | -1 // Index of fatal falling action |
9203 | -1 // Index of fatal falling action |
9204 | -1 // Index of non-fatal falling action |
9204 | -1 // Index of non-fatal falling action |
9205 | -1 // Index of giblets action |
9205 | -1 // Index of giblets action |
9206 | 2 // Number of actions |
9206 | 2 // Number of actions |
9207 | // |
9207 | // Action #0 - standing there |
9208 | 0,100 // Danger level, percentage chance |
9208 | 0,100 // Danger level, percentage chance |
9209 | 0,0 // Initial speed, looping speed |
9209 | 0,0 // Initial speed, looping speed |
9210 | 0 // Reaction time for this action |
9210 | 0 // Reaction time for this action |
9211 | 0 // Sounds |
9211 | 0 // Sounds |
9212 | 3 // Number of sequences for this action |
9212 | 3 // Number of sequences for this action |
9213 | 10,0 // Max bearing, sequence index |
9213 | 10,0 // Max bearing, sequence index |
9214 | 350,1 // Max bearing, sequence index |
9214 | 350,1 // Max bearing, sequence index |
9215 | 360,0 // Max bearing, sequence index |
9215 | 360,0 // Max bearing, sequence index |
9216 | // |
9216 | // Action #1 - exploding |
9217 | 1000,0 // Danger level, percentage chance |
9217 | 1000,0 // Danger level, percentage chance |
9218 | 0,0 // Initial speed, looping speed |
9218 | 0,0 // Initial speed, looping speed |
9219 | 0 // Reaction time for this action |
9219 | 0 // Reaction time for this action |
9220 | 0 // Sounds |
9220 | 0 // Sounds |
9221 | 1 // Number of sequences for this action |
9221 | 1 // Number of sequences for this action |
9222 | 360,2 // Max bearing, sequence index |
9222 | 360,2 // Max bearing, sequence index |
9223 | 3 // Number of sequences |
9223 | 3 // Number of sequences |
9224 | // |
9224 | // Sequence #0 - standing there |
9225 | collide // Include this frame in collision calcs |
9225 | collide // Include this frame in collision calcs |
9226 | fixed // Frame rate type |
9226 | fixed // Frame rate type |
9227 | 1 // Number of initial frames |
9227 | 1 // Number of initial frames |
9228 | QYDRUM1.PIX |
9228 | QYDRUM1.PIX |
9229 | 0,0,flipped |
9229 | 0,0,flipped |
9230 | 0 // Number of looping frames |
9230 | 0 // Number of looping frames |
9231 | // |
9231 | // Sequence #1 - standing there |
9232 | collide // Include this frame in collision calcs |
9232 | collide // Include this frame in collision calcs |
9233 | fixed // Frame rate type |
9233 | fixed // Frame rate type |
9234 | 1 // Number of initial frames |
9234 | 1 // Number of initial frames |
9235 | QYDRUM2.PIX |
9235 | QYDRUM2.PIX |
9236 | 0,0,flipped |
9236 | 0,0,flipped |
Line 9272... | Line 9272... | ||
9272 | -1 // Index of after-non-fatal-impact action |
9272 | -1 // Index of after-non-fatal-impact action |
9273 | -1 // Index of fatal falling action |
9273 | -1 // Index of fatal falling action |
9274 | -1 // Index of non-fatal falling action |
9274 | -1 // Index of non-fatal falling action |
9275 | -1 // Index of giblets action |
9275 | -1 // Index of giblets action |
9276 | 2 // Number of actions |
9276 | 2 // Number of actions |
9277 | // |
9277 | // Action #0 - standing there |
9278 | 0,100 // Danger level, percentage chance |
9278 | 0,100 // Danger level, percentage chance |
9279 | 0,0 // Initial speed, looping speed |
9279 | 0,0 // Initial speed, looping speed |
9280 | 0 // Reaction time for this action |
9280 | 0 // Reaction time for this action |
9281 | 0 // Sounds |
9281 | 0 // Sounds |
9282 | 3 // Number of sequences for this action |
9282 | 3 // Number of sequences for this action |
9283 | 10,0 // Max bearing, sequence index |
9283 | 10,0 // Max bearing, sequence index |
9284 | 350,1 // Max bearing, sequence index |
9284 | 350,1 // Max bearing, sequence index |
9285 | 360,0 // Max bearing, sequence index |
9285 | 360,0 // Max bearing, sequence index |
9286 | // |
9286 | // Action #1 - exploding |
9287 | 1000,0 // Danger level, percentage chance |
9287 | 1000,0 // Danger level, percentage chance |
9288 | 0,0 // Initial speed, looping speed |
9288 | 0,0 // Initial speed, looping speed |
9289 | 0 // Reaction time for this action |
9289 | 0 // Reaction time for this action |
9290 | 0 // Sounds |
9290 | 0 // Sounds |
9291 | 1 // Number of sequences for this action |
9291 | 1 // Number of sequences for this action |
9292 | 360,2 // Max bearing, sequence index |
9292 | 360,2 // Max bearing, sequence index |
9293 | 3 // Number of sequences |
9293 | 3 // Number of sequences |
9294 | // |
9294 | // Sequence #0 - standing there |
9295 | collide // Include this frame in collision calcs |
9295 | collide // Include this frame in collision calcs |
9296 | fixed // Frame rate type |
9296 | fixed // Frame rate type |
9297 | 1 // Number of initial frames |
9297 | 1 // Number of initial frames |
9298 | ORDRUM1.PIX |
9298 | ORDRUM1.PIX |
9299 | 0,0,flipped |
9299 | 0,0,flipped |
9300 | 0 // Number of looping frames |
9300 | 0 // Number of looping frames |
9301 | // |
9301 | // Sequence #1 - standing there |
9302 | collide // Include this frame in collision calcs |
9302 | collide // Include this frame in collision calcs |
9303 | fixed // Frame rate type |
9303 | fixed // Frame rate type |
9304 | 1 // Number of initial frames |
9304 | 1 // Number of initial frames |
9305 | ORDRUM2.PIX |
9305 | ORDRUM2.PIX |
9306 | 0,0,flipped |
9306 | 0,0,flipped |
Line 9342... | Line 9342... | ||
9342 | -1 // Index of after-non-fatal-impact action |
9342 | -1 // Index of after-non-fatal-impact action |
9343 | -1 // Index of fatal falling action |
9343 | -1 // Index of fatal falling action |
9344 | -1 // Index of non-fatal falling action |
9344 | -1 // Index of non-fatal falling action |
9345 | -1 // Index of giblets action |
9345 | -1 // Index of giblets action |
9346 | 2 // Number of actions |
9346 | 2 // Number of actions |
9347 | // |
9347 | // Action #0 - standing there |
9348 | 0,100 // Danger level, percentage chance |
9348 | 0,100 // Danger level, percentage chance |
9349 | 0,0 // Initial speed, looping speed |
9349 | 0,0 // Initial speed, looping speed |
9350 | 0 // Reaction time for this action |
9350 | 0 // Reaction time for this action |
9351 | 0 // Sounds |
9351 | 0 // Sounds |
9352 | 3 // Number of sequences for this action |
9352 | 3 // Number of sequences for this action |
9353 | 10,0 // Max bearing, sequence index |
9353 | 10,0 // Max bearing, sequence index |
9354 | 350,1 // Max bearing, sequence index |
9354 | 350,1 // Max bearing, sequence index |
9355 | 360,0 // Max bearing, sequence index |
9355 | 360,0 // Max bearing, sequence index |
9356 | // |
9356 | // Action #1 - exploding |
9357 | 1000,0 // Danger level, percentage chance |
9357 | 1000,0 // Danger level, percentage chance |
9358 | 0,0 // Initial speed, looping speed |
9358 | 0,0 // Initial speed, looping speed |
9359 | 0 // Reaction time for this action |
9359 | 0 // Reaction time for this action |
9360 | 0 // Sounds |
9360 | 0 // Sounds |
9361 | 1 // Number of sequences for this action |
9361 | 1 // Number of sequences for this action |
9362 | 360,2 // Max bearing, sequence index |
9362 | 360,2 // Max bearing, sequence index |
9363 | 3 // Number of sequences |
9363 | 3 // Number of sequences |
9364 | // |
9364 | // Sequence #0 - standing there |
9365 | collide // Include this frame in collision calcs |
9365 | collide // Include this frame in collision calcs |
9366 | fixed // Frame rate type |
9366 | fixed // Frame rate type |
9367 | 1 // Number of initial frames |
9367 | 1 // Number of initial frames |
9368 | QTYRES1.PIX |
9368 | QTYRES1.PIX |
9369 | 0,0,flipped |
9369 | 0,0,flipped |
9370 | 0 // Number of looping frames |
9370 | 0 // Number of looping frames |
9371 | // |
9371 | // Sequence #1 - standing there |
9372 | collide // Include this frame in collision calcs |
9372 | collide // Include this frame in collision calcs |
9373 | fixed // Frame rate type |
9373 | fixed // Frame rate type |
9374 | 1 // Number of initial frames |
9374 | 1 // Number of initial frames |
9375 | QTYRES2.PIX |
9375 | QTYRES2.PIX |
9376 | 0,0,flipped |
9376 | 0,0,flipped |
Line 9412... | Line 9412... | ||
9412 | -1 // Index of after-non-fatal-impact action |
9412 | -1 // Index of after-non-fatal-impact action |
9413 | -1 // Index of fatal falling action |
9413 | -1 // Index of fatal falling action |
9414 | -1 // Index of non-fatal falling action |
9414 | -1 // Index of non-fatal falling action |
9415 | -1 // Index of giblets action |
9415 | -1 // Index of giblets action |
9416 | 2 // Number of actions |
9416 | 2 // Number of actions |
9417 | // |
9417 | // Action #0 - standing there |
9418 | 0,100 // Danger level, percentage chance |
9418 | 0,100 // Danger level, percentage chance |
9419 | 0,0 // Initial speed, looping speed |
9419 | 0,0 // Initial speed, looping speed |
9420 | 0 // Reaction time for this action |
9420 | 0 // Reaction time for this action |
9421 | 0 // Sounds |
9421 | 0 // Sounds |
9422 | 3 // Number of sequences for this action |
9422 | 3 // Number of sequences for this action |
9423 | 10,0 // Max bearing, sequence index |
9423 | 10,0 // Max bearing, sequence index |
9424 | 350,1 // Max bearing, sequence index |
9424 | 350,1 // Max bearing, sequence index |
9425 | 360,0 // Max bearing, sequence index |
9425 | 360,0 // Max bearing, sequence index |
9426 | // |
9426 | // Action #1 - exploding |
9427 | 1000,0 // Danger level, percentage chance |
9427 | 1000,0 // Danger level, percentage chance |
9428 | 0,0 // Initial speed, looping speed |
9428 | 0,0 // Initial speed, looping speed |
9429 | 0 // Reaction time for this action |
9429 | 0 // Reaction time for this action |
9430 | 0 // Sounds |
9430 | 0 // Sounds |
9431 | 1 // Number of sequences for this action |
9431 | 1 // Number of sequences for this action |
9432 | 360,2 // Max bearing, sequence index |
9432 | 360,2 // Max bearing, sequence index |
9433 | 3 // Number of sequences |
9433 | 3 // Number of sequences |
9434 | // |
9434 | // Sequence #0 - standing there |
9435 | collide // Include this frame in collision calcs |
9435 | collide // Include this frame in collision calcs |
9436 | fixed // Frame rate type |
9436 | fixed // Frame rate type |
9437 | 1 // Number of initial frames |
9437 | 1 // Number of initial frames |
9438 | QTYRES1.PIX |
9438 | QTYRES1.PIX |
9439 | 0,0,flipped |
9439 | 0,0,flipped |
9440 | 0 // Number of looping frames |
9440 | 0 // Number of looping frames |
9441 | // |
9441 | // Sequence #1 - standing there |
9442 | collide // Include this frame in collision calcs |
9442 | collide // Include this frame in collision calcs |
9443 | fixed // Frame rate type |
9443 | fixed // Frame rate type |
9444 | 1 // Number of initial frames |
9444 | 1 // Number of initial frames |
9445 | QTYRES2.PIX |
9445 | QTYRES2.PIX |
9446 | 0,0,flipped |
9446 | 0,0,flipped |
Line 9482... | Line 9482... | ||
9482 | -1 // Index of after-non-fatal-impact action |
9482 | -1 // Index of after-non-fatal-impact action |
9483 | -1 // Index of fatal falling action |
9483 | -1 // Index of fatal falling action |
9484 | -1 // Index of non-fatal falling action |
9484 | -1 // Index of non-fatal falling action |
9485 | -1 // Index of giblets action |
9485 | -1 // Index of giblets action |
9486 | 2 // Number of actions |
9486 | 2 // Number of actions |
9487 | // |
9487 | // Action #0 - standing there |
9488 | 0,100 // Danger level, percentage chance |
9488 | 0,100 // Danger level, percentage chance |
9489 | 0,0 // Initial speed, looping speed |
9489 | 0,0 // Initial speed, looping speed |
9490 | 0 // Reaction time for this action |
9490 | 0 // Reaction time for this action |
9491 | 0 // Sounds |
9491 | 0 // Sounds |
9492 | 3 // Number of sequences for this action |
9492 | 3 // Number of sequences for this action |
9493 | 10,0 // Max bearing, sequence index |
9493 | 10,0 // Max bearing, sequence index |
9494 | 350,1 // Max bearing, sequence index |
9494 | 350,1 // Max bearing, sequence index |
9495 | 360,0 // Max bearing, sequence index |
9495 | 360,0 // Max bearing, sequence index |
9496 | // |
9496 | // Action #1 - exploding |
9497 | 1000,0 // Danger level, percentage chance |
9497 | 1000,0 // Danger level, percentage chance |
9498 | 0,0 // Initial speed, looping speed |
9498 | 0,0 // Initial speed, looping speed |
9499 | 0 // Reaction time for this action |
9499 | 0 // Reaction time for this action |
9500 | 0 // Sounds |
9500 | 0 // Sounds |
9501 | 1 // Number of sequences for this action |
9501 | 1 // Number of sequences for this action |
9502 | 360,2 // Max bearing, sequence index |
9502 | 360,2 // Max bearing, sequence index |
9503 | 3 // Number of sequences |
9503 | 3 // Number of sequences |
9504 | // |
9504 | // Sequence #0 - standing there |
9505 | collide // Include this frame in collision calcs |
9505 | collide // Include this frame in collision calcs |
9506 | fixed // Frame rate type |
9506 | fixed // Frame rate type |
9507 | 1 // Number of initial frames |
9507 | 1 // Number of initial frames |
9508 | OTYRES1.PIX |
9508 | OTYRES1.PIX |
9509 | 0,0,flipped |
9509 | 0,0,flipped |
9510 | 0 // Number of looping frames |
9510 | 0 // Number of looping frames |
9511 | // |
9511 | // Sequence #1 - standing there |
9512 | collide // Include this frame in collision calcs |
9512 | collide // Include this frame in collision calcs |
9513 | fixed // Frame rate type |
9513 | fixed // Frame rate type |
9514 | 1 // Number of initial frames |
9514 | 1 // Number of initial frames |
9515 | OTYRES2.PIX |
9515 | OTYRES2.PIX |
9516 | 0,0,flipped |
9516 | 0,0,flipped |
Line 9552... | Line 9552... | ||
9552 | -1 // Index of after-non-fatal-impact action |
9552 | -1 // Index of after-non-fatal-impact action |
9553 | -1 // Index of fatal falling action |
9553 | -1 // Index of fatal falling action |
9554 | -1 // Index of non-fatal falling action |
9554 | -1 // Index of non-fatal falling action |
9555 | -1 // Index of giblets action |
9555 | -1 // Index of giblets action |
9556 | 2 // Number of actions |
9556 | 2 // Number of actions |
9557 | // |
9557 | // Action #0 - standing there |
9558 | 0,100 // Danger level, percentage chance |
9558 | 0,100 // Danger level, percentage chance |
9559 | 0,0 // Initial speed, looping speed |
9559 | 0,0 // Initial speed, looping speed |
9560 | 0 // Reaction time for this action |
9560 | 0 // Reaction time for this action |
9561 | 0 // Sounds |
9561 | 0 // Sounds |
9562 | 3 // Number of sequences for this action |
9562 | 3 // Number of sequences for this action |
9563 | 10,0 // Max bearing, sequence index |
9563 | 10,0 // Max bearing, sequence index |
9564 | 350,1 // Max bearing, sequence index |
9564 | 350,1 // Max bearing, sequence index |
9565 | 360,0 // Max bearing, sequence index |
9565 | 360,0 // Max bearing, sequence index |
9566 | // |
9566 | // Action #1 - exploding |
9567 | 1000,0 // Danger level, percentage chance |
9567 | 1000,0 // Danger level, percentage chance |
9568 | 0,0 // Initial speed, looping speed |
9568 | 0,0 // Initial speed, looping speed |
9569 | 0 // Reaction time for this action |
9569 | 0 // Reaction time for this action |
9570 | 0 // Sounds |
9570 | 0 // Sounds |
9571 | 1 // Number of sequences for this action |
9571 | 1 // Number of sequences for this action |
9572 | 360,2 // Max bearing, sequence index |
9572 | 360,2 // Max bearing, sequence index |
9573 | 3 // Number of sequences |
9573 | 3 // Number of sequences |
9574 | // |
9574 | // Sequence #0 - standing there |
9575 | collide // Include this frame in collision calcs |
9575 | collide // Include this frame in collision calcs |
9576 | fixed // Frame rate type |
9576 | fixed // Frame rate type |
9577 | 1 // Number of initial frames |
9577 | 1 // Number of initial frames |
9578 | OTYRES1.PIX |
9578 | OTYRES1.PIX |
9579 | 0,0,flipped |
9579 | 0,0,flipped |
9580 | 0 // Number of looping frames |
9580 | 0 // Number of looping frames |
9581 | // |
9581 | // Sequence #1 - standing there |
9582 | collide // Include this frame in collision calcs |
9582 | collide // Include this frame in collision calcs |
9583 | fixed // Frame rate type |
9583 | fixed // Frame rate type |
9584 | 1 // Number of initial frames |
9584 | 1 // Number of initial frames |
9585 | OTYRES2.PIX |
9585 | OTYRES2.PIX |
9586 | 0,0,flipped |
9586 | 0,0,flipped |
Line 9622... | Line 9622... | ||
9622 | -1 // Index of after-non-fatal-impact action |
9622 | -1 // Index of after-non-fatal-impact action |
9623 | -1 // Index of fatal falling action |
9623 | -1 // Index of fatal falling action |
9624 | -1 // Index of non-fatal falling action |
9624 | -1 // Index of non-fatal falling action |
9625 | -1 // Index of giblets action |
9625 | -1 // Index of giblets action |
9626 | 2 // Number of actions |
9626 | 2 // Number of actions |
9627 | // |
9627 | // Action #0 - standing there |
9628 | 0,100 // Danger level, percentage chance |
9628 | 0,100 // Danger level, percentage chance |
9629 | 0,0 // Initial speed, looping speed |
9629 | 0,0 // Initial speed, looping speed |
9630 | 0 // Reaction time for this action |
9630 | 0 // Reaction time for this action |
9631 | 0 // Sounds |
9631 | 0 // Sounds |
9632 | 3 // Number of sequences for this action |
9632 | 3 // Number of sequences for this action |
9633 | 10,0 // Max bearing, sequence index |
9633 | 10,0 // Max bearing, sequence index |
9634 | 350,1 // Max bearing, sequence index |
9634 | 350,1 // Max bearing, sequence index |
9635 | 360,0 // Max bearing, sequence index |
9635 | 360,0 // Max bearing, sequence index |
9636 | // |
9636 | // Action #1 - exploding |
9637 | 1000,0 // Danger level, percentage chance |
9637 | 1000,0 // Danger level, percentage chance |
9638 | 0,0 // Initial speed, looping speed |
9638 | 0,0 // Initial speed, looping speed |
9639 | 0 // Reaction time for this action |
9639 | 0 // Reaction time for this action |
9640 | 0 // Sounds |
9640 | 0 // Sounds |
9641 | 1 // Number of sequences for this action |
9641 | 1 // Number of sequences for this action |
9642 | 360,2 // Max bearing, sequence index |
9642 | 360,2 // Max bearing, sequence index |
9643 | 3 // Number of sequences |
9643 | 3 // Number of sequences |
9644 | // |
9644 | // Sequence #0 - standing there |
9645 | collide // Include this frame in collision calcs |
9645 | collide // Include this frame in collision calcs |
9646 | fixed // Frame rate type |
9646 | fixed // Frame rate type |
9647 | 1 // Number of initial frames |
9647 | 1 // Number of initial frames |
9648 | ORDRUM1.PIX |
9648 | ORDRUM1.PIX |
9649 | 0,0,flipped |
9649 | 0,0,flipped |
9650 | 0 // Number of looping frames |
9650 | 0 // Number of looping frames |
9651 | // |
9651 | // Sequence #1 - standing there |
9652 | collide // Include this frame in collision calcs |
9652 | collide // Include this frame in collision calcs |
9653 | fixed // Frame rate type |
9653 | fixed // Frame rate type |
9654 | 1 // Number of initial frames |
9654 | 1 // Number of initial frames |
9655 | ORDRUM2.PIX |
9655 | ORDRUM2.PIX |
9656 | 0,0,flipped |
9656 | 0,0,flipped |
Line 9692... | Line 9692... | ||
9692 | -1 // Index of after-non-fatal-impact action |
9692 | -1 // Index of after-non-fatal-impact action |
9693 | -1 // Index of fatal falling action |
9693 | -1 // Index of fatal falling action |
9694 | -1 // Index of non-fatal falling action |
9694 | -1 // Index of non-fatal falling action |
9695 | -1 // Index of giblets action |
9695 | -1 // Index of giblets action |
9696 | 2 // Number of actions |
9696 | 2 // Number of actions |
9697 | // |
9697 | // Action #0 - standing there |
9698 | 0,100 // Danger level, percentage chance |
9698 | 0,100 // Danger level, percentage chance |
9699 | 0,0 // Initial speed, looping speed |
9699 | 0,0 // Initial speed, looping speed |
9700 | 0 // Reaction time for this action |
9700 | 0 // Reaction time for this action |
9701 | 0 // Sounds |
9701 | 0 // Sounds |
9702 | 3 // Number of sequences for this action |
9702 | 3 // Number of sequences for this action |
9703 | 10,0 // Max bearing, sequence index |
9703 | 10,0 // Max bearing, sequence index |
9704 | 350,1 // Max bearing, sequence index |
9704 | 350,1 // Max bearing, sequence index |
9705 | 360,0 // Max bearing, sequence index |
9705 | 360,0 // Max bearing, sequence index |
9706 | // |
9706 | // Action #1 - exploding |
9707 | 1000,0 // Danger level, percentage chance |
9707 | 1000,0 // Danger level, percentage chance |
9708 | 0,0 // Initial speed, looping speed |
9708 | 0,0 // Initial speed, looping speed |
9709 | 0 // Reaction time for this action |
9709 | 0 // Reaction time for this action |
9710 | 0 // Sounds |
9710 | 0 // Sounds |
9711 | 1 // Number of sequences for this action |
9711 | 1 // Number of sequences for this action |
9712 | 360,2 // Max bearing, sequence index |
9712 | 360,2 // Max bearing, sequence index |
9713 | 3 // Number of sequences |
9713 | 3 // Number of sequences |
9714 | // |
9714 | // Sequence #0 - standing there |
9715 | collide // Include this frame in collision calcs |
9715 | collide // Include this frame in collision calcs |
9716 | fixed // Frame rate type |
9716 | fixed // Frame rate type |
9717 | 1 // Number of initial frames |
9717 | 1 // Number of initial frames |
9718 | QGDRUM1.PIX |
9718 | QGDRUM1.PIX |
9719 | 0,0,flipped |
9719 | 0,0,flipped |
9720 | 0 // Number of looping frames |
9720 | 0 // Number of looping frames |
9721 | // |
9721 | // Sequence #1 - standing there |
9722 | collide // Include this frame in collision calcs |
9722 | collide // Include this frame in collision calcs |
9723 | fixed // Frame rate type |
9723 | fixed // Frame rate type |
9724 | 1 // Number of initial frames |
9724 | 1 // Number of initial frames |
9725 | QGDRUM2.PIX |
9725 | QGDRUM2.PIX |
9726 | 0,0,flipped |
9726 | 0,0,flipped |
Line 9762... | Line 9762... | ||
9762 | -1 // Index of after-non-fatal-impact action |
9762 | -1 // Index of after-non-fatal-impact action |
9763 | -1 // Index of fatal falling action |
9763 | -1 // Index of fatal falling action |
9764 | -1 // Index of non-fatal falling action |
9764 | -1 // Index of non-fatal falling action |
9765 | -1 // Index of giblets action |
9765 | -1 // Index of giblets action |
9766 | 2 // Number of actions |
9766 | 2 // Number of actions |
9767 | // |
9767 | // Action #0 - standing there |
9768 | 0,100 // Danger level, percentage chance |
9768 | 0,100 // Danger level, percentage chance |
9769 | 0,0 // Initial speed, looping speed |
9769 | 0,0 // Initial speed, looping speed |
9770 | 0 // Reaction time for this action |
9770 | 0 // Reaction time for this action |
9771 | 0 // Sounds |
9771 | 0 // Sounds |
9772 | 3 // Number of sequences for this action |
9772 | 3 // Number of sequences for this action |
9773 | 10,0 // Max bearing, sequence index |
9773 | 10,0 // Max bearing, sequence index |
9774 | 350,1 // Max bearing, sequence index |
9774 | 350,1 // Max bearing, sequence index |
9775 | 360,0 // Max bearing, sequence index |
9775 | 360,0 // Max bearing, sequence index |
9776 | // |
9776 | // Action #1 - exploding |
9777 | 1000,0 // Danger level, percentage chance |
9777 | 1000,0 // Danger level, percentage chance |
9778 | 0,0 // Initial speed, looping speed |
9778 | 0,0 // Initial speed, looping speed |
9779 | 0 // Reaction time for this action |
9779 | 0 // Reaction time for this action |
9780 | 0 // Sounds |
9780 | 0 // Sounds |
9781 | 1 // Number of sequences for this action |
9781 | 1 // Number of sequences for this action |
9782 | 360,2 // Max bearing, sequence index |
9782 | 360,2 // Max bearing, sequence index |
9783 | 3 // Number of sequences |
9783 | 3 // Number of sequences |
9784 | // |
9784 | // Sequence #0 - standing there |
9785 | collide // Include this frame in collision calcs |
9785 | collide // Include this frame in collision calcs |
9786 | fixed // Frame rate type |
9786 | fixed // Frame rate type |
9787 | 1 // Number of initial frames |
9787 | 1 // Number of initial frames |
9788 | QRDRUM1.PIX |
9788 | QRDRUM1.PIX |
9789 | 0,0,flipped |
9789 | 0,0,flipped |
9790 | 0 // Number of looping frames |
9790 | 0 // Number of looping frames |
9791 | // |
9791 | // Sequence #1 - standing there |
9792 | collide // Include this frame in collision calcs |
9792 | collide // Include this frame in collision calcs |
9793 | fixed // Frame rate type |
9793 | fixed // Frame rate type |
9794 | 1 // Number of initial frames |
9794 | 1 // Number of initial frames |
9795 | QRDRUM2.PIX |
9795 | QRDRUM2.PIX |
9796 | 0,0,flipped |
9796 | 0,0,flipped |
Line 9832... | Line 9832... | ||
9832 | -1 // Index of after-non-fatal-impact action |
9832 | -1 // Index of after-non-fatal-impact action |
9833 | -1 // Index of fatal falling action |
9833 | -1 // Index of fatal falling action |
9834 | -1 // Index of non-fatal falling action |
9834 | -1 // Index of non-fatal falling action |
9835 | -1 // Index of giblets action |
9835 | -1 // Index of giblets action |
9836 | 2 // Number of actions |
9836 | 2 // Number of actions |
9837 | // |
9837 | // Action #0 - standing there |
9838 | 0,100 // Danger level, percentage chance |
9838 | 0,100 // Danger level, percentage chance |
9839 | 0,0 // Initial speed, looping speed |
9839 | 0,0 // Initial speed, looping speed |
9840 | 0 // Reaction time for this action |
9840 | 0 // Reaction time for this action |
9841 | 0 // Sounds |
9841 | 0 // Sounds |
9842 | 3 // Number of sequences for this action |
9842 | 3 // Number of sequences for this action |
9843 | 10,0 // Max bearing, sequence index |
9843 | 10,0 // Max bearing, sequence index |
9844 | 350,1 // Max bearing, sequence index |
9844 | 350,1 // Max bearing, sequence index |
9845 | 360,0 // Max bearing, sequence index |
9845 | 360,0 // Max bearing, sequence index |
9846 | // |
9846 | // Action #1 - exploding |
9847 | 1000,0 // Danger level, percentage chance |
9847 | 1000,0 // Danger level, percentage chance |
9848 | 0,0 // Initial speed, looping speed |
9848 | 0,0 // Initial speed, looping speed |
9849 | 0 // Reaction time for this action |
9849 | 0 // Reaction time for this action |
9850 | 0 // Sounds |
9850 | 0 // Sounds |
9851 | 1 // Number of sequences for this action |
9851 | 1 // Number of sequences for this action |
9852 | 360,2 // Max bearing, sequence index |
9852 | 360,2 // Max bearing, sequence index |
9853 | 3 // Number of sequences |
9853 | 3 // Number of sequences |
9854 | // |
9854 | // Sequence #0 - standing there |
9855 | collide // Include this frame in collision calcs |
9855 | collide // Include this frame in collision calcs |
9856 | fixed // Frame rate type |
9856 | fixed // Frame rate type |
9857 | 1 // Number of initial frames |
9857 | 1 // Number of initial frames |
9858 | QRDRUM1.PIX |
9858 | QRDRUM1.PIX |
9859 | 0,0,flipped |
9859 | 0,0,flipped |
9860 | 0 // Number of looping frames |
9860 | 0 // Number of looping frames |
9861 | // |
9861 | // Sequence #1 - standing there |
9862 | collide // Include this frame in collision calcs |
9862 | collide // Include this frame in collision calcs |
9863 | fixed // Frame rate type |
9863 | fixed // Frame rate type |
9864 | 1 // Number of initial frames |
9864 | 1 // Number of initial frames |
9865 | QRDRUM2.PIX |
9865 | QRDRUM2.PIX |
9866 | 0,0,flipped |
9866 | 0,0,flipped |
Line 9902... | Line 9902... | ||
9902 | -1 // Index of after-non-fatal-impact action |
9902 | -1 // Index of after-non-fatal-impact action |
9903 | -1 // Index of fatal falling action |
9903 | -1 // Index of fatal falling action |
9904 | -1 // Index of non-fatal falling action |
9904 | -1 // Index of non-fatal falling action |
9905 | -1 // Index of giblets action |
9905 | -1 // Index of giblets action |
9906 | 2 // Number of actions |
9906 | 2 // Number of actions |
9907 | // |
9907 | // Action #0 - standing there |
9908 | 0,100 // Danger level, percentage chance |
9908 | 0,100 // Danger level, percentage chance |
9909 | 0,0 // Initial speed, looping speed |
9909 | 0,0 // Initial speed, looping speed |
9910 | 0 // Reaction time for this action |
9910 | 0 // Reaction time for this action |
9911 | 0 // Sounds |
9911 | 0 // Sounds |
9912 | 3 // Number of sequences for this action |
9912 | 3 // Number of sequences for this action |
9913 | 10,0 // Max bearing, sequence index |
9913 | 10,0 // Max bearing, sequence index |
9914 | 350,1 // Max bearing, sequence index |
9914 | 350,1 // Max bearing, sequence index |
9915 | 360,0 // Max bearing, sequence index |
9915 | 360,0 // Max bearing, sequence index |
9916 | // |
9916 | // Action #1 - exploding |
9917 | 1000,0 // Danger level, percentage chance |
9917 | 1000,0 // Danger level, percentage chance |
9918 | 0,0 // Initial speed, looping speed |
9918 | 0,0 // Initial speed, looping speed |
9919 | 0 // Reaction time for this action |
9919 | 0 // Reaction time for this action |
9920 | 0 // Sounds |
9920 | 0 // Sounds |
9921 | 1 // Number of sequences for this action |
9921 | 1 // Number of sequences for this action |
9922 | 360,2 // Max bearing, sequence index |
9922 | 360,2 // Max bearing, sequence index |
9923 | 3 // Number of sequences |
9923 | 3 // Number of sequences |
9924 | // |
9924 | // Sequence #0 - standing there |
9925 | collide // Include this frame in collision calcs |
9925 | collide // Include this frame in collision calcs |
9926 | fixed // Frame rate type |
9926 | fixed // Frame rate type |
9927 | 1 // Number of initial frames |
9927 | 1 // Number of initial frames |
9928 | QRDRUM1.PIX |
9928 | QRDRUM1.PIX |
9929 | 0,0,flipped |
9929 | 0,0,flipped |
9930 | 0 // Number of looping frames |
9930 | 0 // Number of looping frames |
9931 | // |
9931 | // Sequence #1 - standing there |
9932 | collide // Include this frame in collision calcs |
9932 | collide // Include this frame in collision calcs |
9933 | fixed // Frame rate type |
9933 | fixed // Frame rate type |
9934 | 1 // Number of initial frames |
9934 | 1 // Number of initial frames |
9935 | QRDRUM2.PIX |
9935 | QRDRUM2.PIX |
9936 | 0,0,flipped |
9936 | 0,0,flipped |
Line 9972... | Line 9972... | ||
9972 | -1 // Index of after-non-fatal-impact action |
9972 | -1 // Index of after-non-fatal-impact action |
9973 | -1 // Index of fatal falling action |
9973 | -1 // Index of fatal falling action |
9974 | -1 // Index of non-fatal falling action |
9974 | -1 // Index of non-fatal falling action |
9975 | -1 // Index of giblets action |
9975 | -1 // Index of giblets action |
9976 | 2 // Number of actions |
9976 | 2 // Number of actions |
9977 | // |
9977 | // Action #0 - standing there |
9978 | 0,100 // Danger level, percentage chance |
9978 | 0,100 // Danger level, percentage chance |
9979 | 0,0 // Initial speed, looping speed |
9979 | 0,0 // Initial speed, looping speed |
9980 | 0 // Reaction time for this action |
9980 | 0 // Reaction time for this action |
9981 | 0 // Sounds |
9981 | 0 // Sounds |
9982 | 3 // Number of sequences for this action |
9982 | 3 // Number of sequences for this action |
9983 | 10,0 // Max bearing, sequence index |
9983 | 10,0 // Max bearing, sequence index |
9984 | 350,1 // Max bearing, sequence index |
9984 | 350,1 // Max bearing, sequence index |
9985 | 360,0 // Max bearing, sequence index |
9985 | 360,0 // Max bearing, sequence index |
9986 | // |
9986 | // Action #1 - exploding |
9987 | 1000,0 // Danger level, percentage chance |
9987 | 1000,0 // Danger level, percentage chance |
9988 | 0,0 // Initial speed, looping speed |
9988 | 0,0 // Initial speed, looping speed |
9989 | 0 // Reaction time for this action |
9989 | 0 // Reaction time for this action |
9990 | 0 // Sounds |
9990 | 0 // Sounds |
9991 | 1 // Number of sequences for this action |
9991 | 1 // Number of sequences for this action |
9992 | 360,2 // Max bearing, sequence index |
9992 | 360,2 // Max bearing, sequence index |
9993 | 3 // Number of sequences |
9993 | 3 // Number of sequences |
9994 | // |
9994 | // Sequence #0 - standing there |
9995 | collide // Include this frame in collision calcs |
9995 | collide // Include this frame in collision calcs |
9996 | fixed // Frame rate type |
9996 | fixed // Frame rate type |
9997 | 1 // Number of initial frames |
9997 | 1 // Number of initial frames |
9998 | QRDRUM1.PIX |
9998 | QRDRUM1.PIX |
9999 | 0,0,flipped |
9999 | 0,0,flipped |
10000 | 0 // Number of looping frames |
10000 | 0 // Number of looping frames |
10001 | // |
10001 | // Sequence #1 - standing there |
10002 | collide // Include this frame in collision calcs |
10002 | collide // Include this frame in collision calcs |
10003 | fixed // Frame rate type |
10003 | fixed // Frame rate type |
10004 | 1 // Number of initial frames |
10004 | 1 // Number of initial frames |
10005 | QRDRUM2.PIX |
10005 | QRDRUM2.PIX |
10006 | 0,0,flipped |
10006 | 0,0,flipped |
Line 10042... | Line 10042... | ||
10042 | -1 // Index of after-non-fatal-impact action |
10042 | -1 // Index of after-non-fatal-impact action |
10043 | -1 // Index of fatal falling action |
10043 | -1 // Index of fatal falling action |
10044 | -1 // Index of non-fatal falling action |
10044 | -1 // Index of non-fatal falling action |
10045 | -1 // Index of giblets action |
10045 | -1 // Index of giblets action |
10046 | 2 // Number of actions |
10046 | 2 // Number of actions |
10047 | // |
10047 | // Action #0 - standing there |
10048 | 0,100 // Danger level, percentage chance |
10048 | 0,100 // Danger level, percentage chance |
10049 | 0,0 // Initial speed, looping speed |
10049 | 0,0 // Initial speed, looping speed |
10050 | 0 // Reaction time for this action |
10050 | 0 // Reaction time for this action |
10051 | 0 // Sounds |
10051 | 0 // Sounds |
10052 | 3 // Number of sequences for this action |
10052 | 3 // Number of sequences for this action |
10053 | 10,0 // Max bearing, sequence index |
10053 | 10,0 // Max bearing, sequence index |
10054 | 350,1 // Max bearing, sequence index |
10054 | 350,1 // Max bearing, sequence index |
10055 | 360,0 // Max bearing, sequence index |
10055 | 360,0 // Max bearing, sequence index |
10056 | // |
10056 | // Action #1 - exploding |
10057 | 1000,0 // Danger level, percentage chance |
10057 | 1000,0 // Danger level, percentage chance |
10058 | 0,0 // Initial speed, looping speed |
10058 | 0,0 // Initial speed, looping speed |
10059 | 0 // Reaction time for this action |
10059 | 0 // Reaction time for this action |
10060 | 0 // Sounds |
10060 | 0 // Sounds |
10061 | 1 // Number of sequences for this action |
10061 | 1 // Number of sequences for this action |
10062 | 360,2 // Max bearing, sequence index |
10062 | 360,2 // Max bearing, sequence index |
10063 | 3 // Number of sequences |
10063 | 3 // Number of sequences |
10064 | // |
10064 | // Sequence #0 - standing there |
10065 | collide // Include this frame in collision calcs |
10065 | collide // Include this frame in collision calcs |
10066 | fixed // Frame rate type |
10066 | fixed // Frame rate type |
10067 | 1 // Number of initial frames |
10067 | 1 // Number of initial frames |
10068 | QRDRUM1.PIX |
10068 | QRDRUM1.PIX |
10069 | 0,0,flipped |
10069 | 0,0,flipped |
10070 | 0 // Number of looping frames |
10070 | 0 // Number of looping frames |
10071 | // |
10071 | // Sequence #1 - standing there |
10072 | collide // Include this frame in collision calcs |
10072 | collide // Include this frame in collision calcs |
10073 | fixed // Frame rate type |
10073 | fixed // Frame rate type |
10074 | 1 // Number of initial frames |
10074 | 1 // Number of initial frames |
10075 | QRDRUM2.PIX |
10075 | QRDRUM2.PIX |
10076 | 0,0,flipped |
10076 | 0,0,flipped |
Line 10112... | Line 10112... | ||
10112 | -1 // Index of after-non-fatal-impact action |
10112 | -1 // Index of after-non-fatal-impact action |
10113 | -1 // Index of fatal falling action |
10113 | -1 // Index of fatal falling action |
10114 | -1 // Index of non-fatal falling action |
10114 | -1 // Index of non-fatal falling action |
10115 | -1 // Index of giblets action |
10115 | -1 // Index of giblets action |
10116 | 2 // Number of actions |
10116 | 2 // Number of actions |
10117 | // |
10117 | // Action #0 - standing there |
10118 | 0,100 // Danger level, percentage chance |
10118 | 0,100 // Danger level, percentage chance |
10119 | 0,0 // Initial speed, looping speed |
10119 | 0,0 // Initial speed, looping speed |
10120 | 0 // Reaction time for this action |
10120 | 0 // Reaction time for this action |
10121 | 0 // Sounds |
10121 | 0 // Sounds |
10122 | 3 // Number of sequences for this action |
10122 | 3 // Number of sequences for this action |
10123 | 10,0 // Max bearing, sequence index |
10123 | 10,0 // Max bearing, sequence index |
10124 | 350,1 // Max bearing, sequence index |
10124 | 350,1 // Max bearing, sequence index |
10125 | 360,0 // Max bearing, sequence index |
10125 | 360,0 // Max bearing, sequence index |
10126 | // |
10126 | // Action #1 - exploding |
10127 | 1000,0 // Danger level, percentage chance |
10127 | 1000,0 // Danger level, percentage chance |
10128 | 0,0 // Initial speed, looping speed |
10128 | 0,0 // Initial speed, looping speed |
10129 | 0 // Reaction time for this action |
10129 | 0 // Reaction time for this action |
10130 | 0 // Sounds |
10130 | 0 // Sounds |
10131 | 1 // Number of sequences for this action |
10131 | 1 // Number of sequences for this action |
10132 | 360,2 // Max bearing, sequence index |
10132 | 360,2 // Max bearing, sequence index |
10133 | 3 // Number of sequences |
10133 | 3 // Number of sequences |
10134 | // |
10134 | // Sequence #0 - standing there |
10135 | collide // Include this frame in collision calcs |
10135 | collide // Include this frame in collision calcs |
10136 | fixed // Frame rate type |
10136 | fixed // Frame rate type |
10137 | 1 // Number of initial frames |
10137 | 1 // Number of initial frames |
10138 | QRDRUM1.PIX |
10138 | QRDRUM1.PIX |
10139 | 0,0,flipped |
10139 | 0,0,flipped |
10140 | 0 // Number of looping frames |
10140 | 0 // Number of looping frames |
10141 | // |
10141 | // Sequence #1 - standing there |
10142 | collide // Include this frame in collision calcs |
10142 | collide // Include this frame in collision calcs |
10143 | fixed // Frame rate type |
10143 | fixed // Frame rate type |
10144 | 1 // Number of initial frames |
10144 | 1 // Number of initial frames |
10145 | QRDRUM2.PIX |
10145 | QRDRUM2.PIX |
10146 | 0,0,flipped |
10146 | 0,0,flipped |
Line 10182... | Line 10182... | ||
10182 | -1 // Index of after-non-fatal-impact action |
10182 | -1 // Index of after-non-fatal-impact action |
10183 | -1 // Index of fatal falling action |
10183 | -1 // Index of fatal falling action |
10184 | -1 // Index of non-fatal falling action |
10184 | -1 // Index of non-fatal falling action |
10185 | -1 // Index of giblets action |
10185 | -1 // Index of giblets action |
10186 | 2 // Number of actions |
10186 | 2 // Number of actions |
10187 | // |
10187 | // Action #0 - standing there |
10188 | 0,100 // Danger level, percentage chance |
10188 | 0,100 // Danger level, percentage chance |
10189 | 0,0 // Initial speed, looping speed |
10189 | 0,0 // Initial speed, looping speed |
10190 | 0 // Reaction time for this action |
10190 | 0 // Reaction time for this action |
10191 | 0 // Sounds |
10191 | 0 // Sounds |
10192 | 3 // Number of sequences for this action |
10192 | 3 // Number of sequences for this action |
10193 | 10,0 // Max bearing, sequence index |
10193 | 10,0 // Max bearing, sequence index |
10194 | 350,1 // Max bearing, sequence index |
10194 | 350,1 // Max bearing, sequence index |
10195 | 360,0 // Max bearing, sequence index |
10195 | 360,0 // Max bearing, sequence index |
10196 | // |
10196 | // Action #1 - exploding |
10197 | 1000,0 // Danger level, percentage chance |
10197 | 1000,0 // Danger level, percentage chance |
10198 | 0,0 // Initial speed, looping speed |
10198 | 0,0 // Initial speed, looping speed |
10199 | 0 // Reaction time for this action |
10199 | 0 // Reaction time for this action |
10200 | 0 // Sounds |
10200 | 0 // Sounds |
10201 | 1 // Number of sequences for this action |
10201 | 1 // Number of sequences for this action |
10202 | 360,2 // Max bearing, sequence index |
10202 | 360,2 // Max bearing, sequence index |
10203 | 3 // Number of sequences |
10203 | 3 // Number of sequences |
10204 | // |
10204 | // Sequence #0 - standing there |
10205 | collide // Include this frame in collision calcs |
10205 | collide // Include this frame in collision calcs |
10206 | fixed // Frame rate type |
10206 | fixed // Frame rate type |
10207 | 1 // Number of initial frames |
10207 | 1 // Number of initial frames |
10208 | QRDRUM1.PIX |
10208 | QRDRUM1.PIX |
10209 | 0,0,flipped |
10209 | 0,0,flipped |
10210 | 0 // Number of looping frames |
10210 | 0 // Number of looping frames |
10211 | // |
10211 | // Sequence #1 - standing there |
10212 | collide // Include this frame in collision calcs |
10212 | collide // Include this frame in collision calcs |
10213 | fixed // Frame rate type |
10213 | fixed // Frame rate type |
10214 | 1 // Number of initial frames |
10214 | 1 // Number of initial frames |
10215 | QRDRUM2.PIX |
10215 | QRDRUM2.PIX |
10216 | 0,0,flipped |
10216 | 0,0,flipped |
Line 10252... | Line 10252... | ||
10252 | -1 // Index of after-non-fatal-impact action |
10252 | -1 // Index of after-non-fatal-impact action |
10253 | -1 // Index of fatal falling action |
10253 | -1 // Index of fatal falling action |
10254 | -1 // Index of non-fatal falling action |
10254 | -1 // Index of non-fatal falling action |
10255 | -1 // Index of giblets action |
10255 | -1 // Index of giblets action |
10256 | 2 // Number of actions |
10256 | 2 // Number of actions |
10257 | // |
10257 | // Action #0 - standing there |
10258 | 0,100 // Danger level, percentage chance |
10258 | 0,100 // Danger level, percentage chance |
10259 | 0,0 // Initial speed, looping speed |
10259 | 0,0 // Initial speed, looping speed |
10260 | 0 // Reaction time for this action |
10260 | 0 // Reaction time for this action |
10261 | 0 // Sounds |
10261 | 0 // Sounds |
10262 | 3 // Number of sequences for this action |
10262 | 3 // Number of sequences for this action |
10263 | 10,0 // Max bearing, sequence index |
10263 | 10,0 // Max bearing, sequence index |
10264 | 350,1 // Max bearing, sequence index |
10264 | 350,1 // Max bearing, sequence index |
10265 | 360,0 // Max bearing, sequence index |
10265 | 360,0 // Max bearing, sequence index |
10266 | // |
10266 | // Action #1 - exploding |
10267 | 1000,0 // Danger level, percentage chance |
10267 | 1000,0 // Danger level, percentage chance |
10268 | 0,0 // Initial speed, looping speed |
10268 | 0,0 // Initial speed, looping speed |
10269 | 0 // Reaction time for this action |
10269 | 0 // Reaction time for this action |
10270 | 0 // Sounds |
10270 | 0 // Sounds |
10271 | 1 // Number of sequences for this action |
10271 | 1 // Number of sequences for this action |
10272 | 360,2 // Max bearing, sequence index |
10272 | 360,2 // Max bearing, sequence index |
10273 | 3 // Number of sequences |
10273 | 3 // Number of sequences |
10274 | // |
10274 | // Sequence #0 - standing there |
10275 | collide // Include this frame in collision calcs |
10275 | collide // Include this frame in collision calcs |
10276 | fixed // Frame rate type |
10276 | fixed // Frame rate type |
10277 | 1 // Number of initial frames |
10277 | 1 // Number of initial frames |
10278 | LNDMINE8.PIX |
10278 | LNDMINE8.PIX |
10279 | 0,0,not flipped |
10279 | 0,0,not flipped |
10280 | 0 // Number of looping frames |
10280 | 0 // Number of looping frames |
10281 | // |
10281 | // Sequence #1 - standing there |
10282 | collide // Include this frame in collision calcs |
10282 | collide // Include this frame in collision calcs |
10283 | fixed // Frame rate type |
10283 | fixed // Frame rate type |
10284 | 1 // Number of initial frames |
10284 | 1 // Number of initial frames |
10285 | LNDMINE8.PIX |
10285 | LNDMINE8.PIX |
10286 | 0,0,not flipped |
10286 | 0,0,not flipped |