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Rev 5 Rev 10
Line 1... Line 1...
1
//(_:a“(Y“S0t%7e!"UB„ˆ"[6H“JOƒc+F<[b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R|’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R{’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„Œ"[6H“JOƒc+I;^kvPSx73~%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„Ž*5v+W›]Q–š[Z&9k“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(S
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]Rw’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R~’MG']ŽkN*™:[“&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„‹"[6H“JOƒc+K" (Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R|’MG']ŽkN*™:Mo&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„"[6H“JOƒc+K"#b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„Œ"[6H“JOƒc+7J/b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„"[6H“JOƒc+[>^b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„Ž"[6H“JOƒc+7J/b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„"[6H“JOƒc+7J/b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„ˆ"[6H“JOƒc+K:@b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R}’MG']ŽkN*™:JŠ&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R|’MG']ŽkN*™?Wn&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R{’MG']ŽkN*™4[&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//(_:a“(Y“S0t%7e!"UB„Œ"[6H“JOƒc+E Cb™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]Ry’MG']ŽkN*™6Vš&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]Rx’MG']ŽkN*™+Sš&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]Rw’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//0a“(Y“S0t%7e!"_:kkMB™Q\‘]PŠhGQU\Ÿq+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]R|š#N:B†|P?`Y@—B4o!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//0a“(Y“S0t%7e!"_:kkMG™Q\‘]PŠhGQUW™w+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//0a“(Y“S0t%7e!"_:kkMF™Q\‘]PŠhGQUW„}+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//0a“(Y“S0t%7e!"_:kkME™Q\‘]PŠhGQUBŽ}+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//"Y“S0t%7e!"_:a“(Sk6-~'[	hFM'\’™I6uY2ŠGXoxB\6Xb"Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//:t%7e!"_:a“(Y“S0~]Rwš#N:B†|P?`YXŸ[4o!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
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
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
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
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v	
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
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
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
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
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
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
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
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
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
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
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
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
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
//oiny	u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
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
//^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^
6977
//-----------------------------------------------------------------------------------------------------------------
6978
//~/=oš+(U0k™"S™Y:~/=oš+(U0k™G=}YU˜/\Œn^I90›|F 
6978
//                           END OF ACTUAL PEDS
6979
//^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^”T7s"0b—&%X=f”/^
6979
//-----------------------------------------------------------------------------------------------------------------
6980
//o!"_:a“(Y“S0t%7ešII'BŽu"Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
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
//:Ÿli&Ue(V!k”"–A‰v1kt!]
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
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
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
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
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