Rev 5 | Show entire file | Ignore whitespace | Details | Blame | Last modification | View Log | RSS feed
| Rev 5 | Rev 10 | ||
|---|---|---|---|
| Line 1... | Line 1... | ||
| 1 | //( |
1 | // **************** RO1 (FORMERLY NIK) ********************************************************************************** |
| 2 | 1 // Reference number |
2 | 1 // Reference number |
| 3 | 0.35 // Height |
3 | 0.35 // Height |
| 4 | 250 // Points value |
4 | 250 // Points value |
| 5 | 15 // Hit points |
5 | 15 // Hit points |
| 6 | 2,4031,4030 // Exploding noises |
6 | 2,4031,4030 // Exploding noises |
| Line 24... | Line 24... | ||
| 24 | 0 // Sounds |
24 | 0 // Sounds |
| 25 | 3 // Number of sequences for this action |
25 | 3 // Number of sequences for this action |
| 26 | 90,8 // Max bearing, sequence index |
26 | 90,8 // Max bearing, sequence index |
| 27 | 270,4 // Max bearing, sequence index |
27 | 270,4 // Max bearing, sequence index |
| 28 | 360,8 // Max bearing, sequence index |
28 | 360,8 // Max bearing, sequence index |
| 29 | // |
29 | // Action #1 - turn frightened and run like fuck |
| 30 | 1,100 // Danger level, percentage chance |
30 | 1,100 // Danger level, percentage chance |
| 31 | 0,0.0008 // Initial speed, looping speed |
31 | 0,0.0008 // Initial speed, looping speed |
| 32 | 0.05 // Reaction time for this action |
32 | 0.05 // Reaction time for this action |
| 33 | 1,4003 // Sounds |
33 | 1,4003 // Sounds |
| 34 | 4 // Number of sequences for this action |
34 | 4 // Number of sequences for this action |
| 35 | 90,0 // Max bearing, sequence index |
35 | 90,0 // Max bearing, sequence index |
| 36 | 180,1 // Max bearing, sequence index |
36 | 180,1 // Max bearing, sequence index |
| 37 | 270,2 // Max bearing, sequence index |
37 | 270,2 // Max bearing, sequence index |
| 38 | 360,3 // Max bearing, sequence index |
38 | 360,3 // Max bearing, sequence index |
| 39 | // |
39 | // Action #2 - fatal car collision |
| 40 | 1000,0 // Danger level, percentage chance |
40 | 1000,0 // Danger level, percentage chance |
| 41 | 0,0 // Initial speed, looping speed |
41 | 0,0 // Initial speed, looping speed |
| 42 | 0 // Reaction time for this action |
42 | 0 // Reaction time for this action |
| 43 | 1,4013 // Sounds |
43 | 1,4013 // Sounds |
| 44 | 1 // Number of sequences for this action |
44 | 1 // Number of sequences for this action |
| 45 | 360,5 // Max bearing, sequence index |
45 | 360,5 // Max bearing, sequence index |
| 46 | // |
46 | // Action #3 - turning into giblets |
| 47 | 1000,0 // Danger level, percentage chance |
47 | 1000,0 // Danger level, percentage chance |
| 48 | 0,0 // Initial speed, looping speed |
48 | 0,0 // Initial speed, looping speed |
| 49 | 0 // Reaction time for this action |
49 | 0 // Reaction time for this action |
| 50 | 0 // Sounds |
50 | 0 // Sounds |
| 51 | 1 // Number of sequences for this action |
51 | 1 // Number of sequences for this action |
| Line 62... | Line 62... | ||
| 62 | 0,0 // Initial speed, looping speed |
62 | 0,0 // Initial speed, looping speed |
| 63 | 0 // Reaction time for this action |
63 | 0 // Reaction time for this action |
| 64 | 1,4013 // Sounds |
64 | 1,4013 // Sounds |
| 65 | 1 // Number of sequences for this action |
65 | 1 // Number of sequences for this action |
| 66 | 360,5 // Max bearing, sequence index |
66 | 360,5 // Max bearing, sequence index |
| 67 | // |
67 | // Action #6 - non-fatal ground collision |
| 68 | 1000,0 // Danger level, percentage chance |
68 | 1000,0 // Danger level, percentage chance |
| 69 | 0,0 // Initial speed, looping speed |
69 | 0,0 // Initial speed, looping speed |
| 70 | 0 // Reaction time for this action |
70 | 0 // Reaction time for this action |
| 71 | 1,4003 // Sounds |
71 | 1,4003 // Sounds |
| 72 | 1 // Number of sequences for this action |
72 | 1 // Number of sequences for this action |
| 73 | 360,7 // Max bearing, sequence index |
73 | 360,7 // Max bearing, sequence index |
| 74 | 9 // Number of sequences |
74 | 9 // Number of sequences |
| 75 | // |
75 | // Sequence #0 - turn frightened and run away to their right |
| 76 | collide // Include this frame in collision calcs |
76 | collide // Include this frame in collision calcs |
| 77 | speed // Frame rate type |
77 | speed // Frame rate type |
| 78 | 0.06,8 // Min frame rate, max frame rate, |
78 | 0.06,8 // Min frame rate, max frame rate, |
| 79 | 4 // Number of initial frames |
79 | 4 // Number of initial frames |
| 80 | RO1SHK.PIX |
80 | RO1SHK.PIX |
| Line 92... | Line 92... | ||
| 92 | 0,0,flipped |
92 | 0,0,flipped |
| 93 | RO1RUNA3.PIX |
93 | RO1RUNA3.PIX |
| 94 | 0,0,flipped |
94 | 0,0,flipped |
| 95 | RO1RUNA2.PIX |
95 | RO1RUNA2.PIX |
| 96 | 0,0,flipped |
96 | 0,0,flipped |
| 97 | // |
97 | // Sequence #1 - turn frightened and run towards to their left |
| 98 | collide // Include this frame in collision calcs |
98 | collide // Include this frame in collision calcs |
| 99 | speed // Frame rate type |
99 | speed // Frame rate type |
| 100 | 0.06,8 // Min frame rate, max frame rate, |
100 | 0.06,8 // Min frame rate, max frame rate, |
| 101 | 4 // Number of initial frames |
101 | 4 // Number of initial frames |
| 102 | RO1SHK.PIX |
102 | RO1SHK.PIX |
| Line 114... | Line 114... | ||
| 114 | 0,0,not flipped |
114 | 0,0,not flipped |
| 115 | RO1RUNT3.PIX |
115 | RO1RUNT3.PIX |
| 116 | 0,0,not flipped |
116 | 0,0,not flipped |
| 117 | RO1RUNT2.PIX |
117 | RO1RUNT2.PIX |
| 118 | 0,0,not flipped |
118 | 0,0,not flipped |
| 119 | // |
119 | // Sequence #2 - turn frightened and run towards to their right |
| 120 | collide // Include this frame in collision calcs |
120 | collide // Include this frame in collision calcs |
| 121 | speed // Frame rate type |
121 | speed // Frame rate type |
| 122 | 0.06,8 // Min frame rate, max frame rate, |
122 | 0.06,8 // Min frame rate, max frame rate, |
| 123 | 4 // Number of initial frames |
123 | 4 // Number of initial frames |
| 124 | RO1SHK.PIX |
124 | RO1SHK.PIX |
| Line 168... | Line 168... | ||
| 168 | 2 // Number of looping frames |
168 | 2 // Number of looping frames |
| 169 | RO1STL1.PIX |
169 | RO1STL1.PIX |
| 170 | 0,0,flipped |
170 | 0,0,flipped |
| 171 | RO1STL2.PIX |
171 | RO1STL2.PIX |
| 172 | 0,0,flipped |
172 | 0,0,flipped |
| 173 | // |
173 | // Sequence #5 - fatal collision with car |
| 174 | don't collide // Exclude this frame in collision calcs |
174 | don't collide // Exclude this frame in collision calcs |
| 175 | variable // Frame rate type |
175 | variable // Frame rate type |
| 176 | 12,12 // Min frame rate, max frame rate, |
176 | 12,12 // Min frame rate, max frame rate, |
| 177 | 4 // Number of initial frames |
177 | 4 // Number of initial frames |
| 178 | RO1HIT1.PIX |
178 | RO1HIT1.PIX |
| Line 193... | Line 193... | ||
| 193 | fixed // Frame rate type |
193 | fixed // Frame rate type |
| 194 | 1 // Number of initial frames |
194 | 1 // Number of initial frames |
| 195 | GCHUNKS1.PIX |
195 | GCHUNKS1.PIX |
| 196 | 0,0,not flipped |
196 | 0,0,not flipped |
| 197 | 0 // Number of looping frames |
197 | 0 // Number of looping frames |
| 198 | // |
198 | // Sequence #7 - non-fatal collision with car |
| 199 | collide // Include this frame in collision calcs |
199 | collide // Include this frame in collision calcs |
| 200 | variable // Frame rate type |
200 | variable // Frame rate type |
| 201 | 12,12 // Min frame rate, max frame rate, |
201 | 12,12 // Min frame rate, max frame rate, |
| 202 | 2 // Number of initial frames |
202 | 2 // Number of initial frames |
| 203 | RO1HIT1.PIX |
203 | RO1HIT1.PIX |
| 204 | 0,0,not flipped |
204 | 0,0,not flipped |
| 205 | RO1HIT2.PIX |
205 | RO1HIT2.PIX |
| 206 | 0,0,not flipped |
206 | 0,0,not flipped |
| 207 | 0 // Number of looping frames |
207 | 0 // Number of looping frames |
| 208 | // |
208 | // Sequence #8 - stationary, looking the other way from side to side |
| 209 | collide // Include this frame in collision calcs |
209 | collide // Include this frame in collision calcs |
| 210 | variable // Frame rate type |
210 | variable // Frame rate type |
| 211 | 1,6 // Min frame rate, max frame rate, |
211 | 1,6 // Min frame rate, max frame rate, |
| 212 | 0 // Number of initial frames |
212 | 0 // Number of initial frames |
| 213 | 2 // Number of looping frames |
213 | 2 // Number of looping frames |
| 214 | RO1BAK1.PIX |
214 | RO1BAK1.PIX |
| 215 | 0,0,not flipped |
215 | 0,0,not flipped |
| 216 | RO1BAK2.PIX |
216 | RO1BAK2.PIX |
| 217 | 0,0,flipped |
217 | 0,0,flipped |
| 218 | NEXT PEDESTRIAN |
218 | NEXT PEDESTRIAN |
| 219 | // **************** RO2 (FORMERLY ???) ********************************************************************************** |
219 | // **************** RO2 (FORMERLY ???) ********************************************************************************** |
| 220 | 32 // Reference number |
220 | 32 // Reference number |
| 221 | 0.35 // Height |
221 | 0.35 // Height |
| 222 | 250 // Points value |
222 | 250 // Points value |
| 223 | 15 // Hit points |
223 | 15 // Hit points |
| 224 | 2,4031,4030 // Exploding noises |
224 | 2,4031,4030 // Exploding noises |
| Line 242... | Line 242... | ||
| 242 | 0 // Sounds |
242 | 0 // Sounds |
| 243 | 3 // Number of sequences for this action |
243 | 3 // Number of sequences for this action |
| 244 | 90,8 // Max bearing, sequence index |
244 | 90,8 // Max bearing, sequence index |
| 245 | 270,4 // Max bearing, sequence index |
245 | 270,4 // Max bearing, sequence index |
| 246 | 360,8 // Max bearing, sequence index |
246 | 360,8 // Max bearing, sequence index |
| 247 | // |
247 | // Action #1 - turn frightened and run like fuck |
| 248 | 1,100 // Danger level, percentage chance |
248 | 1,100 // Danger level, percentage chance |
| 249 | 0,0.0008 // Initial speed, looping speed |
249 | 0,0.0008 // Initial speed, looping speed |
| 250 | 0.05 // Reaction time for this action |
250 | 0.05 // Reaction time for this action |
| 251 | 1,4003 // Sounds |
251 | 1,4003 // Sounds |
| 252 | 4 // Number of sequences for this action |
252 | 4 // Number of sequences for this action |
| 253 | 90,0 // Max bearing, sequence index |
253 | 90,0 // Max bearing, sequence index |
| 254 | 180,1 // Max bearing, sequence index |
254 | 180,1 // Max bearing, sequence index |
| 255 | 270,2 // Max bearing, sequence index |
255 | 270,2 // Max bearing, sequence index |
| 256 | 360,3 // Max bearing, sequence index |
256 | 360,3 // Max bearing, sequence index |
| 257 | // |
257 | // Action #2 - fatal car collision |
| 258 | 1000,0 // Danger level, percentage chance |
258 | 1000,0 // Danger level, percentage chance |
| 259 | 0,0 // Initial speed, looping speed |
259 | 0,0 // Initial speed, looping speed |
| 260 | 0 // Reaction time for this action |
260 | 0 // Reaction time for this action |
| 261 | 1,4013 // Sounds |
261 | 1,4013 // Sounds |
| 262 | 1 // Number of sequences for this action |
262 | 1 // Number of sequences for this action |
| 263 | 360,5 // Max bearing, sequence index |
263 | 360,5 // Max bearing, sequence index |
| 264 | // |
264 | // Action #3 - turning into giblets |
| 265 | 1000,0 // Danger level, percentage chance |
265 | 1000,0 // Danger level, percentage chance |
| 266 | 0,0 // Initial speed, looping speed |
266 | 0,0 // Initial speed, looping speed |
| 267 | 0 // Reaction time for this action |
267 | 0 // Reaction time for this action |
| 268 | 0 // Sounds |
268 | 0 // Sounds |
| 269 | 1 // Number of sequences for this action |
269 | 1 // Number of sequences for this action |
| Line 280... | Line 280... | ||
| 280 | 0,0 // Initial speed, looping speed |
280 | 0,0 // Initial speed, looping speed |
| 281 | 0 // Reaction time for this action |
281 | 0 // Reaction time for this action |
| 282 | 1,4013 // Sounds |
282 | 1,4013 // Sounds |
| 283 | 1 // Number of sequences for this action |
283 | 1 // Number of sequences for this action |
| 284 | 360,5 // Max bearing, sequence index |
284 | 360,5 // Max bearing, sequence index |
| 285 | // |
285 | // Action #6 - non-fatal ground collision |
| 286 | 1000,0 // Danger level, percentage chance |
286 | 1000,0 // Danger level, percentage chance |
| 287 | 0,0 // Initial speed, looping speed |
287 | 0,0 // Initial speed, looping speed |
| 288 | 0 // Reaction time for this action |
288 | 0 // Reaction time for this action |
| 289 | 1,4003 // Sounds |
289 | 1,4003 // Sounds |
| 290 | 1 // Number of sequences for this action |
290 | 1 // Number of sequences for this action |
| 291 | 360,7 // Max bearing, sequence index |
291 | 360,7 // Max bearing, sequence index |
| 292 | 9 // Number of sequences |
292 | 9 // Number of sequences |
| 293 | // |
293 | // Sequence #0 - turn frightened and run away to their right |
| 294 | collide // Include this frame in collision calcs |
294 | collide // Include this frame in collision calcs |
| 295 | speed // Frame rate type |
295 | speed // Frame rate type |
| 296 | 0.06,8 // Min frame rate, max frame rate, |
296 | 0.06,8 // Min frame rate, max frame rate, |
| 297 | 4 // Number of initial frames |
297 | 4 // Number of initial frames |
| 298 | RO2SHK.PIX |
298 | RO2SHK.PIX |
| Line 310... | Line 310... | ||
| 310 | 0,0,flipped |
310 | 0,0,flipped |
| 311 | RO2RUNA3.PIX |
311 | RO2RUNA3.PIX |
| 312 | 0,0,flipped |
312 | 0,0,flipped |
| 313 | RO2RUNA2.PIX |
313 | RO2RUNA2.PIX |
| 314 | 0,0,flipped |
314 | 0,0,flipped |
| 315 | // |
315 | // Sequence #1 - turn frightened and run towards to their left |
| 316 | collide // Include this frame in collision calcs |
316 | collide // Include this frame in collision calcs |
| 317 | speed // Frame rate type |
317 | speed // Frame rate type |
| 318 | 0.06,8 // Min frame rate, max frame rate, |
318 | 0.06,8 // Min frame rate, max frame rate, |
| 319 | 4 // Number of initial frames |
319 | 4 // Number of initial frames |
| 320 | RO2SHK.PIX |
320 | RO2SHK.PIX |
| Line 332... | Line 332... | ||
| 332 | 0,0,not flipped |
332 | 0,0,not flipped |
| 333 | RO2RUNT3.PIX |
333 | RO2RUNT3.PIX |
| 334 | 0,0,not flipped |
334 | 0,0,not flipped |
| 335 | RO2RUNT2.PIX |
335 | RO2RUNT2.PIX |
| 336 | 0,0,not flipped |
336 | 0,0,not flipped |
| 337 | // |
337 | // Sequence #2 - turn frightened and run towards to their right |
| 338 | collide // Include this frame in collision calcs |
338 | collide // Include this frame in collision calcs |
| 339 | speed // Frame rate type |
339 | speed // Frame rate type |
| 340 | 0.06,8 // Min frame rate, max frame rate, |
340 | 0.06,8 // Min frame rate, max frame rate, |
| 341 | 4 // Number of initial frames |
341 | 4 // Number of initial frames |
| 342 | RO2SHK.PIX |
342 | RO2SHK.PIX |
| Line 386... | Line 386... | ||
| 386 | 2 // Number of looping frames |
386 | 2 // Number of looping frames |
| 387 | RO2STL1.PIX |
387 | RO2STL1.PIX |
| 388 | 0,0,flipped |
388 | 0,0,flipped |
| 389 | RO2STL2.PIX |
389 | RO2STL2.PIX |
| 390 | 0,0,flipped |
390 | 0,0,flipped |
| 391 | // |
391 | // Sequence #5 - fatal collision with car |
| 392 | don't collide // Exclude this frame in collision calcs |
392 | don't collide // Exclude this frame in collision calcs |
| 393 | variable // Frame rate type |
393 | variable // Frame rate type |
| 394 | 12,12 // Min frame rate, max frame rate, |
394 | 12,12 // Min frame rate, max frame rate, |
| 395 | 4 // Number of initial frames |
395 | 4 // Number of initial frames |
| 396 | RO2HIT1.PIX |
396 | RO2HIT1.PIX |
| Line 411... | Line 411... | ||
| 411 | fixed // Frame rate type |
411 | fixed // Frame rate type |
| 412 | 1 // Number of initial frames |
412 | 1 // Number of initial frames |
| 413 | GCHUNKS1.PIX |
413 | GCHUNKS1.PIX |
| 414 | 0,0,not flipped |
414 | 0,0,not flipped |
| 415 | 0 // Number of looping frames |
415 | 0 // Number of looping frames |
| 416 | // |
416 | // Sequence #7 - non-fatal collision with car |
| 417 | collide // Include this frame in collision calcs |
417 | collide // Include this frame in collision calcs |
| 418 | variable // Frame rate type |
418 | variable // Frame rate type |
| 419 | 12,12 // Min frame rate, max frame rate, |
419 | 12,12 // Min frame rate, max frame rate, |
| 420 | 2 // Number of initial frames |
420 | 2 // Number of initial frames |
| 421 | RO2HIT1.PIX |
421 | RO2HIT1.PIX |
| 422 | 0,0,not flipped |
422 | 0,0,not flipped |
| 423 | RO2HIT2.PIX |
423 | RO2HIT2.PIX |
| 424 | 0,0,not flipped |
424 | 0,0,not flipped |
| 425 | 0 // Number of looping frames |
425 | 0 // Number of looping frames |
| 426 | // |
426 | // Sequence #8 - stationary, looking the other way from side to side |
| 427 | collide // Include this frame in collision calcs |
427 | collide // Include this frame in collision calcs |
| 428 | variable // Frame rate type |
428 | variable // Frame rate type |
| 429 | 1,6 // Min frame rate, max frame rate, |
429 | 1,6 // Min frame rate, max frame rate, |
| 430 | 0 // Number of initial frames |
430 | 0 // Number of initial frames |
| 431 | 2 // Number of looping frames |
431 | 2 // Number of looping frames |
| 432 | RO2BAK1.PIX |
432 | RO2BAK1.PIX |
| 433 | 0,0,not flipped |
433 | 0,0,not flipped |
| 434 | RO2BAK2.PIX |
434 | RO2BAK2.PIX |
| 435 | 0,0,flipped |
435 | 0,0,flipped |
| 436 | NEXT PEDESTRIAN |
436 | NEXT PEDESTRIAN |
| 437 | // |
437 | // **************** RO3(FORMERLY ???) ********************************************************************************** |
| 438 | 2 // Reference number |
438 | 2 // Reference number |
| 439 | 0.35 // Height |
439 | 0.35 // Height |
| 440 | 250 // Points value |
440 | 250 // Points value |
| 441 | 15 // Hit points |
441 | 15 // Hit points |
| 442 | 2,4031,4030 // Exploding noises |
442 | 2,4031,4030 // Exploding noises |
| Line 460... | Line 460... | ||
| 460 | 0 // Sounds |
460 | 0 // Sounds |
| 461 | 3 // Number of sequences for this action |
461 | 3 // Number of sequences for this action |
| 462 | 90,8 // Max bearing, sequence index |
462 | 90,8 // Max bearing, sequence index |
| 463 | 270,4 // Max bearing, sequence index |
463 | 270,4 // Max bearing, sequence index |
| 464 | 360,8 // Max bearing, sequence index |
464 | 360,8 // Max bearing, sequence index |
| 465 | // |
465 | // Action #1 - turn frightened and run like fuck |
| 466 | 1,100 // Danger level, percentage chance |
466 | 1,100 // Danger level, percentage chance |
| 467 | 0,0.0008 // Initial speed, looping speed |
467 | 0,0.0008 // Initial speed, looping speed |
| 468 | 0.05 // Reaction time for this action |
468 | 0.05 // Reaction time for this action |
| 469 | 1,4003 // Sounds |
469 | 1,4003 // Sounds |
| 470 | 4 // Number of sequences for this action |
470 | 4 // Number of sequences for this action |
| 471 | 90,0 // Max bearing, sequence index |
471 | 90,0 // Max bearing, sequence index |
| 472 | 180,1 // Max bearing, sequence index |
472 | 180,1 // Max bearing, sequence index |
| 473 | 270,2 // Max bearing, sequence index |
473 | 270,2 // Max bearing, sequence index |
| 474 | 360,3 // Max bearing, sequence index |
474 | 360,3 // Max bearing, sequence index |
| 475 | // |
475 | // Action #2 - fatal car collision |
| 476 | 1000,0 // Danger level, percentage chance |
476 | 1000,0 // Danger level, percentage chance |
| 477 | 0,0 // Initial speed, looping speed |
477 | 0,0 // Initial speed, looping speed |
| 478 | 0 // Reaction time for this action |
478 | 0 // Reaction time for this action |
| 479 | 1,4013 // Sounds |
479 | 1,4013 // Sounds |
| 480 | 1 // Number of sequences for this action |
480 | 1 // Number of sequences for this action |
| 481 | 360,5 // Max bearing, sequence index |
481 | 360,5 // Max bearing, sequence index |
| 482 | // |
482 | // Action #3 - turning into giblets |
| 483 | 1000,0 // Danger level, percentage chance |
483 | 1000,0 // Danger level, percentage chance |
| 484 | 0,0 // Initial speed, looping speed |
484 | 0,0 // Initial speed, looping speed |
| 485 | 0 // Reaction time for this action |
485 | 0 // Reaction time for this action |
| 486 | 0 // Sounds |
486 | 0 // Sounds |
| 487 | 1 // Number of sequences for this action |
487 | 1 // Number of sequences for this action |
| Line 498... | Line 498... | ||
| 498 | 0,0 // Initial speed, looping speed |
498 | 0,0 // Initial speed, looping speed |
| 499 | 0 // Reaction time for this action |
499 | 0 // Reaction time for this action |
| 500 | 1,4013 // Sounds |
500 | 1,4013 // Sounds |
| 501 | 1 // Number of sequences for this action |
501 | 1 // Number of sequences for this action |
| 502 | 360,5 // Max bearing, sequence index |
502 | 360,5 // Max bearing, sequence index |
| 503 | // |
503 | // Action #6 - non-fatal ground collision |
| 504 | 1000,0 // Danger level, percentage chance |
504 | 1000,0 // Danger level, percentage chance |
| 505 | 0,0 // Initial speed, looping speed |
505 | 0,0 // Initial speed, looping speed |
| 506 | 0 // Reaction time for this action |
506 | 0 // Reaction time for this action |
| 507 | 1,4003 // Sounds |
507 | 1,4003 // Sounds |
| 508 | 1 // Number of sequences for this action |
508 | 1 // Number of sequences for this action |
| 509 | 360,7 // Max bearing, sequence index |
509 | 360,7 // Max bearing, sequence index |
| 510 | 9 // Number of sequences |
510 | 9 // Number of sequences |
| 511 | // |
511 | // Sequence #0 - turn frightened and run away to their right |
| 512 | collide // Include this frame in collision calcs |
512 | collide // Include this frame in collision calcs |
| 513 | speed // Frame rate type |
513 | speed // Frame rate type |
| 514 | 0.06,8 // Min frame rate, max frame rate, |
514 | 0.06,8 // Min frame rate, max frame rate, |
| 515 | 4 // Number of initial frames |
515 | 4 // Number of initial frames |
| 516 | RO3SHK.PIX |
516 | RO3SHK.PIX |
| Line 528... | Line 528... | ||
| 528 | 0,0,flipped |
528 | 0,0,flipped |
| 529 | RO3RUNA3.PIX |
529 | RO3RUNA3.PIX |
| 530 | 0,0,flipped |
530 | 0,0,flipped |
| 531 | RO3RUNA2.PIX |
531 | RO3RUNA2.PIX |
| 532 | 0,0,flipped |
532 | 0,0,flipped |
| 533 | // |
533 | // Sequence #1 - turn frightened and run towards to their left |
| 534 | collide // Include this frame in collision calcs |
534 | collide // Include this frame in collision calcs |
| 535 | speed // Frame rate type |
535 | speed // Frame rate type |
| 536 | 0.06,8 // Min frame rate, max frame rate, |
536 | 0.06,8 // Min frame rate, max frame rate, |
| 537 | 4 // Number of initial frames |
537 | 4 // Number of initial frames |
| 538 | RO3SHK.PIX |
538 | RO3SHK.PIX |
| Line 550... | Line 550... | ||
| 550 | 0,0,not flipped |
550 | 0,0,not flipped |
| 551 | RO3RUNT3.PIX |
551 | RO3RUNT3.PIX |
| 552 | 0,0,not flipped |
552 | 0,0,not flipped |
| 553 | RO3RUNT2.PIX |
553 | RO3RUNT2.PIX |
| 554 | 0,0,not flipped |
554 | 0,0,not flipped |
| 555 | // |
555 | // Sequence #2 - turn frightened and run towards to their right |
| 556 | collide // Include this frame in collision calcs |
556 | collide // Include this frame in collision calcs |
| 557 | speed // Frame rate type |
557 | speed // Frame rate type |
| 558 | 0.06,8 // Min frame rate, max frame rate, |
558 | 0.06,8 // Min frame rate, max frame rate, |
| 559 | 4 // Number of initial frames |
559 | 4 // Number of initial frames |
| 560 | RO3SHK.PIX |
560 | RO3SHK.PIX |
| Line 604... | Line 604... | ||
| 604 | 2 // Number of looping frames |
604 | 2 // Number of looping frames |
| 605 | RO3STL1.PIX |
605 | RO3STL1.PIX |
| 606 | 0,0,flipped |
606 | 0,0,flipped |
| 607 | RO3STL2.PIX |
607 | RO3STL2.PIX |
| 608 | 0,0,flipped |
608 | 0,0,flipped |
| 609 | // |
609 | // Sequence #5 - fatal collision with car |
| 610 | don't collide // Exclude this frame in collision calcs |
610 | don't collide // Exclude this frame in collision calcs |
| 611 | variable // Frame rate type |
611 | variable // Frame rate type |
| 612 | 12,12 // Min frame rate, max frame rate, |
612 | 12,12 // Min frame rate, max frame rate, |
| 613 | 4 // Number of initial frames |
613 | 4 // Number of initial frames |
| 614 | RO3HIT1.PIX |
614 | RO3HIT1.PIX |
| Line 629... | Line 629... | ||
| 629 | fixed // Frame rate type |
629 | fixed // Frame rate type |
| 630 | 1 // Number of initial frames |
630 | 1 // Number of initial frames |
| 631 | GCHUNKS1.PIX |
631 | GCHUNKS1.PIX |
| 632 | 0,0,not flipped |
632 | 0,0,not flipped |
| 633 | 0 // Number of looping frames |
633 | 0 // Number of looping frames |
| 634 | // |
634 | // Sequence #7 - non-fatal collision with car |
| 635 | collide // Include this frame in collision calcs |
635 | collide // Include this frame in collision calcs |
| 636 | variable // Frame rate type |
636 | variable // Frame rate type |
| 637 | 12,12 // Min frame rate, max frame rate, |
637 | 12,12 // Min frame rate, max frame rate, |
| 638 | 2 // Number of initial frames |
638 | 2 // Number of initial frames |
| 639 | RO3HIT1.PIX |
639 | RO3HIT1.PIX |
| 640 | 0,0,not flipped |
640 | 0,0,not flipped |
| 641 | RO3HIT2.PIX |
641 | RO3HIT2.PIX |
| 642 | 0,0,not flipped |
642 | 0,0,not flipped |
| 643 | 0 // Number of looping frames |
643 | 0 // Number of looping frames |
| 644 | // |
644 | // Sequence #8 - stationary, looking the other way from side to side |
| 645 | collide // Include this frame in collision calcs |
645 | collide // Include this frame in collision calcs |
| 646 | variable // Frame rate type |
646 | variable // Frame rate type |
| 647 | 1,6 // Min frame rate, max frame rate, |
647 | 1,6 // Min frame rate, max frame rate, |
| 648 | 0 // Number of initial frames |
648 | 0 // Number of initial frames |
| 649 | 2 // Number of looping frames |
649 | 2 // Number of looping frames |
| 650 | RO3BAK1.PIX |
650 | RO3BAK1.PIX |
| 651 | 0,0,not flipped |
651 | 0,0,not flipped |
| 652 | RO3BAK2.PIX |
652 | RO3BAK2.PIX |
| 653 | 0,0,flipped |
653 | 0,0,flipped |
| 654 | NEXT PEDESTRIAN |
654 | NEXT PEDESTRIAN |
| 655 | // |
655 | // **************** RO4(FORMERLY ???) ********************************************************************************** |
| 656 | 3 // Reference number |
656 | 3 // Reference number |
| 657 | 0.35 // Height |
657 | 0.35 // Height |
| 658 | 250 // Points value |
658 | 250 // Points value |
| 659 | 15 // Hit points |
659 | 15 // Hit points |
| 660 | 2,4031,4030 // Exploding noises |
660 | 2,4031,4030 // Exploding noises |
| Line 678... | Line 678... | ||
| 678 | 0 // Sounds |
678 | 0 // Sounds |
| 679 | 3 // Number of sequences for this action |
679 | 3 // Number of sequences for this action |
| 680 | 90,8 // Max bearing, sequence index |
680 | 90,8 // Max bearing, sequence index |
| 681 | 270,4 // Max bearing, sequence index |
681 | 270,4 // Max bearing, sequence index |
| 682 | 360,8 // Max bearing, sequence index |
682 | 360,8 // Max bearing, sequence index |
| 683 | // |
683 | // Action #1 - turn frightened and run like fuck |
| 684 | 1,100 // Danger level, percentage chance |
684 | 1,100 // Danger level, percentage chance |
| 685 | 0,0.0008 // Initial speed, looping speed |
685 | 0,0.0008 // Initial speed, looping speed |
| 686 | 0.05 // Reaction time for this action |
686 | 0.05 // Reaction time for this action |
| 687 | 1,4003 // Sounds |
687 | 1,4003 // Sounds |
| 688 | 4 // Number of sequences for this action |
688 | 4 // Number of sequences for this action |
| 689 | 90,0 // Max bearing, sequence index |
689 | 90,0 // Max bearing, sequence index |
| 690 | 180,1 // Max bearing, sequence index |
690 | 180,1 // Max bearing, sequence index |
| 691 | 270,2 // Max bearing, sequence index |
691 | 270,2 // Max bearing, sequence index |
| 692 | 360,3 // Max bearing, sequence index |
692 | 360,3 // Max bearing, sequence index |
| 693 | // |
693 | // Action #2 - fatal car collision |
| 694 | 1000,0 // Danger level, percentage chance |
694 | 1000,0 // Danger level, percentage chance |
| 695 | 0,0 // Initial speed, looping speed |
695 | 0,0 // Initial speed, looping speed |
| 696 | 0 // Reaction time for this action |
696 | 0 // Reaction time for this action |
| 697 | 1,4013 // Sounds |
697 | 1,4013 // Sounds |
| 698 | 1 // Number of sequences for this action |
698 | 1 // Number of sequences for this action |
| 699 | 360,5 // Max bearing, sequence index |
699 | 360,5 // Max bearing, sequence index |
| 700 | // |
700 | // Action #3 - turning into giblets |
| 701 | 1000,0 // Danger level, percentage chance |
701 | 1000,0 // Danger level, percentage chance |
| 702 | 0,0 // Initial speed, looping speed |
702 | 0,0 // Initial speed, looping speed |
| 703 | 0 // Reaction time for this action |
703 | 0 // Reaction time for this action |
| 704 | 0 // Sounds |
704 | 0 // Sounds |
| 705 | 1 // Number of sequences for this action |
705 | 1 // Number of sequences for this action |
| Line 716... | Line 716... | ||
| 716 | 0,0 // Initial speed, looping speed |
716 | 0,0 // Initial speed, looping speed |
| 717 | 0 // Reaction time for this action |
717 | 0 // Reaction time for this action |
| 718 | 1,4013 // Sounds |
718 | 1,4013 // Sounds |
| 719 | 1 // Number of sequences for this action |
719 | 1 // Number of sequences for this action |
| 720 | 360,5 // Max bearing, sequence index |
720 | 360,5 // Max bearing, sequence index |
| 721 | // |
721 | // Action #6 - non-fatal ground collision |
| 722 | 1000,0 // Danger level, percentage chance |
722 | 1000,0 // Danger level, percentage chance |
| 723 | 0,0 // Initial speed, looping speed |
723 | 0,0 // Initial speed, looping speed |
| 724 | 0 // Reaction time for this action |
724 | 0 // Reaction time for this action |
| 725 | 1,4003 // Sounds |
725 | 1,4003 // Sounds |
| 726 | 1 // Number of sequences for this action |
726 | 1 // Number of sequences for this action |
| 727 | 360,7 // Max bearing, sequence index |
727 | 360,7 // Max bearing, sequence index |
| 728 | 9 // Number of sequences |
728 | 9 // Number of sequences |
| 729 | // |
729 | // Sequence #0 - turn frightened and run away to their right |
| 730 | collide // Include this frame in collision calcs |
730 | collide // Include this frame in collision calcs |
| 731 | speed // Frame rate type |
731 | speed // Frame rate type |
| 732 | 0.06,8 // Min frame rate, max frame rate, |
732 | 0.06,8 // Min frame rate, max frame rate, |
| 733 | 4 // Number of initial frames |
733 | 4 // Number of initial frames |
| 734 | RO4SHK.PIX |
734 | RO4SHK.PIX |
| Line 746... | Line 746... | ||
| 746 | 0,0,flipped |
746 | 0,0,flipped |
| 747 | RO4RUNA3.PIX |
747 | RO4RUNA3.PIX |
| 748 | 0,0,flipped |
748 | 0,0,flipped |
| 749 | RO4RUNA2.PIX |
749 | RO4RUNA2.PIX |
| 750 | 0,0,flipped |
750 | 0,0,flipped |
| 751 | // |
751 | // Sequence #1 - turn frightened and run towards to their left |
| 752 | collide // Include this frame in collision calcs |
752 | collide // Include this frame in collision calcs |
| 753 | speed // Frame rate type |
753 | speed // Frame rate type |
| 754 | 0.06,8 // Min frame rate, max frame rate, |
754 | 0.06,8 // Min frame rate, max frame rate, |
| 755 | 4 // Number of initial frames |
755 | 4 // Number of initial frames |
| 756 | RO4SHK.PIX |
756 | RO4SHK.PIX |
| Line 768... | Line 768... | ||
| 768 | 0,0,not flipped |
768 | 0,0,not flipped |
| 769 | RO4RUNT3.PIX |
769 | RO4RUNT3.PIX |
| 770 | 0,0,not flipped |
770 | 0,0,not flipped |
| 771 | RO4RUNT2.PIX |
771 | RO4RUNT2.PIX |
| 772 | 0,0,not flipped |
772 | 0,0,not flipped |
| 773 | // |
773 | // Sequence #2 - turn frightened and run towards to their right |
| 774 | collide // Include this frame in collision calcs |
774 | collide // Include this frame in collision calcs |
| 775 | speed // Frame rate type |
775 | speed // Frame rate type |
| 776 | 0.06,8 // Min frame rate, max frame rate, |
776 | 0.06,8 // Min frame rate, max frame rate, |
| 777 | 4 // Number of initial frames |
777 | 4 // Number of initial frames |
| 778 | RO4SHK.PIX |
778 | RO4SHK.PIX |
| Line 822... | Line 822... | ||
| 822 | 2 // Number of looping frames |
822 | 2 // Number of looping frames |
| 823 | RO4STL1.PIX |
823 | RO4STL1.PIX |
| 824 | 0,0,flipped |
824 | 0,0,flipped |
| 825 | RO4STL2.PIX |
825 | RO4STL2.PIX |
| 826 | 0,0,flipped |
826 | 0,0,flipped |
| 827 | // |
827 | // Sequence #5 - fatal collision with car |
| 828 | don't collide // Exclude this frame in collision calcs |
828 | don't collide // Exclude this frame in collision calcs |
| 829 | variable // Frame rate type |
829 | variable // Frame rate type |
| 830 | 12,12 // Min frame rate, max frame rate, |
830 | 12,12 // Min frame rate, max frame rate, |
| 831 | 4 // Number of initial frames |
831 | 4 // Number of initial frames |
| 832 | RO4HIT1.PIX |
832 | RO4HIT1.PIX |
| Line 847... | Line 847... | ||
| 847 | fixed // Frame rate type |
847 | fixed // Frame rate type |
| 848 | 1 // Number of initial frames |
848 | 1 // Number of initial frames |
| 849 | GCHUNKS1.PIX |
849 | GCHUNKS1.PIX |
| 850 | 0,0,not flipped |
850 | 0,0,not flipped |
| 851 | 0 // Number of looping frames |
851 | 0 // Number of looping frames |
| 852 | // |
852 | // Sequence #7 - non-fatal collision with car |
| 853 | collide // Include this frame in collision calcs |
853 | collide // Include this frame in collision calcs |
| 854 | variable // Frame rate type |
854 | variable // Frame rate type |
| 855 | 12,12 // Min frame rate, max frame rate, |
855 | 12,12 // Min frame rate, max frame rate, |
| 856 | 2 // Number of initial frames |
856 | 2 // Number of initial frames |
| 857 | RO4HIT1.PIX |
857 | RO4HIT1.PIX |
| 858 | 0,0,not flipped |
858 | 0,0,not flipped |
| 859 | RO4HIT2.PIX |
859 | RO4HIT2.PIX |
| 860 | 0,0,not flipped |
860 | 0,0,not flipped |
| 861 | 0 // Number of looping frames |
861 | 0 // Number of looping frames |
| 862 | // |
862 | // Sequence #8 - stationary, looking the other way from side to side |
| 863 | collide // Include this frame in collision calcs |
863 | collide // Include this frame in collision calcs |
| 864 | variable // Frame rate type |
864 | variable // Frame rate type |
| 865 | 1,6 // Min frame rate, max frame rate, |
865 | 1,6 // Min frame rate, max frame rate, |
| 866 | 0 // Number of initial frames |
866 | 0 // Number of initial frames |
| 867 | 2 // Number of looping frames |
867 | 2 // Number of looping frames |
| 868 | RO4BAK1.PIX |
868 | RO4BAK1.PIX |
| 869 | 0,0,not flipped |
869 | 0,0,not flipped |
| 870 | RO4BAK2.PIX |
870 | RO4BAK2.PIX |
| 871 | 0,0,flipped |
871 | 0,0,flipped |
| 872 | NEXT PEDESTRIAN |
872 | NEXT PEDESTRIAN |
| 873 | //( |
873 | // **************** RO5 (FORMERLY ANN OR AN) **************************************************************************** |
| 874 | 4 // Reference number |
874 | 4 // Reference number |
| 875 | 0.35 // Height |
875 | 0.35 // Height |
| 876 | 250 // Points value |
876 | 250 // Points value |
| 877 | 15 // Hit points |
877 | 15 // Hit points |
| 878 | 2,4031,4030 // Exploding noises |
878 | 2,4031,4030 // Exploding noises |
| Line 896... | Line 896... | ||
| 896 | 0 // Sounds |
896 | 0 // Sounds |
| 897 | 3 // Number of sequences for this action |
897 | 3 // Number of sequences for this action |
| 898 | 90,8 // Max bearing, sequence index |
898 | 90,8 // Max bearing, sequence index |
| 899 | 270,4 // Max bearing, sequence index |
899 | 270,4 // Max bearing, sequence index |
| 900 | 360,8 // Max bearing, sequence index |
900 | 360,8 // Max bearing, sequence index |
| 901 | // |
901 | // Action #1 - turn frightened and run like fuck |
| 902 | 1,100 // Danger level, percentage chance |
902 | 1,100 // Danger level, percentage chance |
| 903 | 0,0.0008 // Initial speed, looping speed |
903 | 0,0.0008 // Initial speed, looping speed |
| 904 | 0.05 // Reaction time for this action |
904 | 0.05 // Reaction time for this action |
| 905 | 1,4003 // Sounds |
905 | 1,4003 // Sounds |
| 906 | 4 // Number of sequences for this action |
906 | 4 // Number of sequences for this action |
| 907 | 90,0 // Max bearing, sequence index |
907 | 90,0 // Max bearing, sequence index |
| 908 | 180,1 // Max bearing, sequence index |
908 | 180,1 // Max bearing, sequence index |
| 909 | 270,2 // Max bearing, sequence index |
909 | 270,2 // Max bearing, sequence index |
| 910 | 360,3 // Max bearing, sequence index |
910 | 360,3 // Max bearing, sequence index |
| 911 | // |
911 | // Action #2 - fatal car collision |
| 912 | 1000,0 // Danger level, percentage chance |
912 | 1000,0 // Danger level, percentage chance |
| 913 | 0,0 // Initial speed, looping speed |
913 | 0,0 // Initial speed, looping speed |
| 914 | 0 // Reaction time for this action |
914 | 0 // Reaction time for this action |
| 915 | 1,4013 // Sounds |
915 | 1,4013 // Sounds |
| 916 | 1 // Number of sequences for this action |
916 | 1 // Number of sequences for this action |
| 917 | 360,5 // Max bearing, sequence index |
917 | 360,5 // Max bearing, sequence index |
| 918 | // |
918 | // Action #3 - turning into giblets |
| 919 | 1000,0 // Danger level, percentage chance |
919 | 1000,0 // Danger level, percentage chance |
| 920 | 0,0 // Initial speed, looping speed |
920 | 0,0 // Initial speed, looping speed |
| 921 | 0 // Reaction time for this action |
921 | 0 // Reaction time for this action |
| 922 | 0 // Sounds |
922 | 0 // Sounds |
| 923 | 1 // Number of sequences for this action |
923 | 1 // Number of sequences for this action |
| Line 934... | Line 934... | ||
| 934 | 0,0 // Initial speed, looping speed |
934 | 0,0 // Initial speed, looping speed |
| 935 | 0 // Reaction time for this action |
935 | 0 // Reaction time for this action |
| 936 | 1,4013 // Sounds |
936 | 1,4013 // Sounds |
| 937 | 1 // Number of sequences for this action |
937 | 1 // Number of sequences for this action |
| 938 | 360,5 // Max bearing, sequence index |
938 | 360,5 // Max bearing, sequence index |
| 939 | // |
939 | // Action #6 - non-fatal ground collision |
| 940 | 1000,0 // Danger level, percentage chance |
940 | 1000,0 // Danger level, percentage chance |
| 941 | 0,0 // Initial speed, looping speed |
941 | 0,0 // Initial speed, looping speed |
| 942 | 0 // Reaction time for this action |
942 | 0 // Reaction time for this action |
| 943 | 1,4003 // Sounds |
943 | 1,4003 // Sounds |
| 944 | 1 // Number of sequences for this action |
944 | 1 // Number of sequences for this action |
| 945 | 360,7 // Max bearing, sequence index |
945 | 360,7 // Max bearing, sequence index |
| 946 | 9 // Number of sequences |
946 | 9 // Number of sequences |
| 947 | // |
947 | // Sequence #0 - turn frightened and run away to their right |
| 948 | collide // Include this frame in collision calcs |
948 | collide // Include this frame in collision calcs |
| 949 | speed // Frame rate type |
949 | speed // Frame rate type |
| 950 | 0.06,8 // Min frame rate, max frame rate, |
950 | 0.06,8 // Min frame rate, max frame rate, |
| 951 | 4 // Number of initial frames |
951 | 4 // Number of initial frames |
| 952 | RO5SHK.PIX |
952 | RO5SHK.PIX |
| Line 964... | Line 964... | ||
| 964 | 0,0,flipped |
964 | 0,0,flipped |
| 965 | RO5RUNA3.PIX |
965 | RO5RUNA3.PIX |
| 966 | 0,0,flipped |
966 | 0,0,flipped |
| 967 | RO5RUNA2.PIX |
967 | RO5RUNA2.PIX |
| 968 | 0,0,flipped |
968 | 0,0,flipped |
| 969 | // |
969 | // Sequence #1 - turn frightened and run towards to their left |
| 970 | collide // Include this frame in collision calcs |
970 | collide // Include this frame in collision calcs |
| 971 | speed // Frame rate type |
971 | speed // Frame rate type |
| 972 | 0.06,8 // Min frame rate, max frame rate, |
972 | 0.06,8 // Min frame rate, max frame rate, |
| 973 | 4 // Number of initial frames |
973 | 4 // Number of initial frames |
| 974 | RO5SHK.PIX |
974 | RO5SHK.PIX |
| Line 986... | Line 986... | ||
| 986 | 0,0,not flipped |
986 | 0,0,not flipped |
| 987 | RO5RUNT3.PIX |
987 | RO5RUNT3.PIX |
| 988 | 0,0,not flipped |
988 | 0,0,not flipped |
| 989 | RO5RUNT2.PIX |
989 | RO5RUNT2.PIX |
| 990 | 0,0,not flipped |
990 | 0,0,not flipped |
| 991 | // |
991 | // Sequence #2 - turn frightened and run towards to their right |
| 992 | collide // Include this frame in collision calcs |
992 | collide // Include this frame in collision calcs |
| 993 | speed // Frame rate type |
993 | speed // Frame rate type |
| 994 | 0.06,8 // Min frame rate, max frame rate, |
994 | 0.06,8 // Min frame rate, max frame rate, |
| 995 | 4 // Number of initial frames |
995 | 4 // Number of initial frames |
| 996 | RO5SHK.PIX |
996 | RO5SHK.PIX |
| Line 1040... | Line 1040... | ||
| 1040 | 2 // Number of looping frames |
1040 | 2 // Number of looping frames |
| 1041 | RO5STL1.PIX |
1041 | RO5STL1.PIX |
| 1042 | 0,0,flipped |
1042 | 0,0,flipped |
| 1043 | RO5STL2.PIX |
1043 | RO5STL2.PIX |
| 1044 | 0,0,flipped |
1044 | 0,0,flipped |
| 1045 | // |
1045 | // Sequence #5 - fatal collision with car |
| 1046 | don't collide // Exclude this frame in collision calcs |
1046 | don't collide // Exclude this frame in collision calcs |
| 1047 | variable // Frame rate type |
1047 | variable // Frame rate type |
| 1048 | 12,12 // Min frame rate, max frame rate, |
1048 | 12,12 // Min frame rate, max frame rate, |
| 1049 | 4 // Number of initial frames |
1049 | 4 // Number of initial frames |
| 1050 | RO5HIT1.PIX |
1050 | RO5HIT1.PIX |
| Line 1065... | Line 1065... | ||
| 1065 | fixed // Frame rate type |
1065 | fixed // Frame rate type |
| 1066 | 1 // Number of initial frames |
1066 | 1 // Number of initial frames |
| 1067 | GCHUNKS1.PIX |
1067 | GCHUNKS1.PIX |
| 1068 | 0,0,not flipped |
1068 | 0,0,not flipped |
| 1069 | 0 // Number of looping frames |
1069 | 0 // Number of looping frames |
| 1070 | // |
1070 | // Sequence #7 - non-fatal collision with car |
| 1071 | collide // Include this frame in collision calcs |
1071 | collide // Include this frame in collision calcs |
| 1072 | variable // Frame rate type |
1072 | variable // Frame rate type |
| 1073 | 12,12 // Min frame rate, max frame rate, |
1073 | 12,12 // Min frame rate, max frame rate, |
| 1074 | 2 // Number of initial frames |
1074 | 2 // Number of initial frames |
| 1075 | RO5HIT1.PIX |
1075 | RO5HIT1.PIX |
| 1076 | 0,0,not flipped |
1076 | 0,0,not flipped |
| 1077 | RO5HIT2.PIX |
1077 | RO5HIT2.PIX |
| 1078 | 0,0,not flipped |
1078 | 0,0,not flipped |
| 1079 | 0 // Number of looping frames |
1079 | 0 // Number of looping frames |
| 1080 | // |
1080 | // Sequence #8 - stationary, looking the other way from side to side |
| 1081 | collide // Include this frame in collision calcs |
1081 | collide // Include this frame in collision calcs |
| 1082 | variable // Frame rate type |
1082 | variable // Frame rate type |
| 1083 | 1,6 // Min frame rate, max frame rate, |
1083 | 1,6 // Min frame rate, max frame rate, |
| 1084 | 0 // Number of initial frames |
1084 | 0 // Number of initial frames |
| 1085 | 2 // Number of looping frames |
1085 | 2 // Number of looping frames |
| 1086 | RO5BAK1.PIX |
1086 | RO5BAK1.PIX |
| 1087 | 0,0,not flipped |
1087 | 0,0,not flipped |
| 1088 | RO5BAK2.PIX |
1088 | RO5BAK2.PIX |
| 1089 | 0,0,flipped |
1089 | 0,0,flipped |
| 1090 | NEXT PEDESTRIAN |
1090 | NEXT PEDESTRIAN |
| 1091 | // **************** RO6(FORMERLY PER) ************************************************************************************ |
1091 | // **************** RO6(FORMERLY PER) ************************************************************************************ |
| 1092 | 5 // Reference number |
1092 | 5 // Reference number |
| 1093 | 0.35 // Height |
1093 | 0.35 // Height |
| 1094 | 250 // Points value |
1094 | 250 // Points value |
| 1095 | 15 // Hit points |
1095 | 15 // Hit points |
| 1096 | 2,4031,4030 // Exploding noises |
1096 | 2,4031,4030 // Exploding noises |
| Line 1114... | Line 1114... | ||
| 1114 | 0 // Sounds |
1114 | 0 // Sounds |
| 1115 | 3 // Number of sequences for this action |
1115 | 3 // Number of sequences for this action |
| 1116 | 90,8 // Max bearing, sequence index |
1116 | 90,8 // Max bearing, sequence index |
| 1117 | 270,4 // Max bearing, sequence index |
1117 | 270,4 // Max bearing, sequence index |
| 1118 | 360,8 // Max bearing, sequence index |
1118 | 360,8 // Max bearing, sequence index |
| 1119 | // |
1119 | // Action #1 - turn frightened and run like fuck |
| 1120 | 1,100 // Danger level, percentage chance |
1120 | 1,100 // Danger level, percentage chance |
| 1121 | 0,0.0008 // Initial speed, looping speed |
1121 | 0,0.0008 // Initial speed, looping speed |
| 1122 | 0.05 // Reaction time for this action |
1122 | 0.05 // Reaction time for this action |
| 1123 | 1,4003 // Sounds |
1123 | 1,4003 // Sounds |
| 1124 | 4 // Number of sequences for this action |
1124 | 4 // Number of sequences for this action |
| 1125 | 90,0 // Max bearing, sequence index |
1125 | 90,0 // Max bearing, sequence index |
| 1126 | 180,1 // Max bearing, sequence index |
1126 | 180,1 // Max bearing, sequence index |
| 1127 | 270,2 // Max bearing, sequence index |
1127 | 270,2 // Max bearing, sequence index |
| 1128 | 360,3 // Max bearing, sequence index |
1128 | 360,3 // Max bearing, sequence index |
| 1129 | // |
1129 | // Action #2 - fatal car collision |
| 1130 | 1000,0 // Danger level, percentage chance |
1130 | 1000,0 // Danger level, percentage chance |
| 1131 | 0,0 // Initial speed, looping speed |
1131 | 0,0 // Initial speed, looping speed |
| 1132 | 0 // Reaction time for this action |
1132 | 0 // Reaction time for this action |
| 1133 | 1,4013 // Sounds |
1133 | 1,4013 // Sounds |
| 1134 | 1 // Number of sequences for this action |
1134 | 1 // Number of sequences for this action |
| 1135 | 360,5 // Max bearing, sequence index |
1135 | 360,5 // Max bearing, sequence index |
| 1136 | // |
1136 | // Action #3 - turning into giblets |
| 1137 | 1000,0 // Danger level, percentage chance |
1137 | 1000,0 // Danger level, percentage chance |
| 1138 | 0,0 // Initial speed, looping speed |
1138 | 0,0 // Initial speed, looping speed |
| 1139 | 0 // Reaction time for this action |
1139 | 0 // Reaction time for this action |
| 1140 | 0 // Sounds |
1140 | 0 // Sounds |
| 1141 | 1 // Number of sequences for this action |
1141 | 1 // Number of sequences for this action |
| Line 1152... | Line 1152... | ||
| 1152 | 0,0 // Initial speed, looping speed |
1152 | 0,0 // Initial speed, looping speed |
| 1153 | 0 // Reaction time for this action |
1153 | 0 // Reaction time for this action |
| 1154 | 1,4013 // Sounds |
1154 | 1,4013 // Sounds |
| 1155 | 1 // Number of sequences for this action |
1155 | 1 // Number of sequences for this action |
| 1156 | 360,5 // Max bearing, sequence index |
1156 | 360,5 // Max bearing, sequence index |
| 1157 | // |
1157 | // Action #6 - non-fatal ground collision |
| 1158 | 1000,0 // Danger level, percentage chance |
1158 | 1000,0 // Danger level, percentage chance |
| 1159 | 0,0 // Initial speed, looping speed |
1159 | 0,0 // Initial speed, looping speed |
| 1160 | 0 // Reaction time for this action |
1160 | 0 // Reaction time for this action |
| 1161 | 1,4003 // Sounds |
1161 | 1,4003 // Sounds |
| 1162 | 1 // Number of sequences for this action |
1162 | 1 // Number of sequences for this action |
| 1163 | 360,7 // Max bearing, sequence index |
1163 | 360,7 // Max bearing, sequence index |
| 1164 | 9 // Number of sequences |
1164 | 9 // Number of sequences |
| 1165 | // |
1165 | // Sequence #0 - turn frightened and run away to their right |
| 1166 | collide // Include this frame in collision calcs |
1166 | collide // Include this frame in collision calcs |
| 1167 | speed // Frame rate type |
1167 | speed // Frame rate type |
| 1168 | 0.06,8 // Min frame rate, max frame rate, |
1168 | 0.06,8 // Min frame rate, max frame rate, |
| 1169 | 4 // Number of initial frames |
1169 | 4 // Number of initial frames |
| 1170 | RO6SHK.PIX |
1170 | RO6SHK.PIX |
| Line 1182... | Line 1182... | ||
| 1182 | 0,0,flipped |
1182 | 0,0,flipped |
| 1183 | RO6RUNA3.PIX |
1183 | RO6RUNA3.PIX |
| 1184 | 0,0,flipped |
1184 | 0,0,flipped |
| 1185 | RO6RUNA2.PIX |
1185 | RO6RUNA2.PIX |
| 1186 | 0,0,flipped |
1186 | 0,0,flipped |
| 1187 | // |
1187 | // Sequence #1 - turn frightened and run towards to their left |
| 1188 | collide // Include this frame in collision calcs |
1188 | collide // Include this frame in collision calcs |
| 1189 | speed // Frame rate type |
1189 | speed // Frame rate type |
| 1190 | 0.06,8 // Min frame rate, max frame rate, |
1190 | 0.06,8 // Min frame rate, max frame rate, |
| 1191 | 4 // Number of initial frames |
1191 | 4 // Number of initial frames |
| 1192 | RO6SHK.PIX |
1192 | RO6SHK.PIX |
| Line 1204... | Line 1204... | ||
| 1204 | 0,0,not flipped |
1204 | 0,0,not flipped |
| 1205 | RO6RUNT3.PIX |
1205 | RO6RUNT3.PIX |
| 1206 | 0,0,not flipped |
1206 | 0,0,not flipped |
| 1207 | RO6RUNT2.PIX |
1207 | RO6RUNT2.PIX |
| 1208 | 0,0,not flipped |
1208 | 0,0,not flipped |
| 1209 | // |
1209 | // Sequence #2 - turn frightened and run towards to their right |
| 1210 | collide // Include this frame in collision calcs |
1210 | collide // Include this frame in collision calcs |
| 1211 | speed // Frame rate type |
1211 | speed // Frame rate type |
| 1212 | 0.06,8 // Min frame rate, max frame rate, |
1212 | 0.06,8 // Min frame rate, max frame rate, |
| 1213 | 4 // Number of initial frames |
1213 | 4 // Number of initial frames |
| 1214 | RO6SHK.PIX |
1214 | RO6SHK.PIX |
| Line 1258... | Line 1258... | ||
| 1258 | 2 // Number of looping frames |
1258 | 2 // Number of looping frames |
| 1259 | RO6STL1.PIX |
1259 | RO6STL1.PIX |
| 1260 | 0,0,flipped |
1260 | 0,0,flipped |
| 1261 | RO6STL2.PIX |
1261 | RO6STL2.PIX |
| 1262 | 0,0,flipped |
1262 | 0,0,flipped |
| 1263 | // |
1263 | // Sequence #5 - fatal collision with car |
| 1264 | don't collide // Exclude this frame in collision calcs |
1264 | don't collide // Exclude this frame in collision calcs |
| 1265 | variable // Frame rate type |
1265 | variable // Frame rate type |
| 1266 | 12,12 // Min frame rate, max frame rate, |
1266 | 12,12 // Min frame rate, max frame rate, |
| 1267 | 4 // Number of initial frames |
1267 | 4 // Number of initial frames |
| 1268 | RO6HIT1.PIX |
1268 | RO6HIT1.PIX |
| Line 1283... | Line 1283... | ||
| 1283 | fixed // Frame rate type |
1283 | fixed // Frame rate type |
| 1284 | 1 // Number of initial frames |
1284 | 1 // Number of initial frames |
| 1285 | GCHUNKS1.PIX |
1285 | GCHUNKS1.PIX |
| 1286 | 0,0,not flipped |
1286 | 0,0,not flipped |
| 1287 | 0 // Number of looping frames |
1287 | 0 // Number of looping frames |
| 1288 | // |
1288 | // Sequence #7 - non-fatal collision with car |
| 1289 | collide // Include this frame in collision calcs |
1289 | collide // Include this frame in collision calcs |
| 1290 | variable // Frame rate type |
1290 | variable // Frame rate type |
| 1291 | 12,12 // Min frame rate, max frame rate, |
1291 | 12,12 // Min frame rate, max frame rate, |
| 1292 | 2 // Number of initial frames |
1292 | 2 // Number of initial frames |
| 1293 | RO6HIT1.PIX |
1293 | RO6HIT1.PIX |
| 1294 | 0,0,not flipped |
1294 | 0,0,not flipped |
| 1295 | RO6HIT2.PIX |
1295 | RO6HIT2.PIX |
| 1296 | 0,0,not flipped |
1296 | 0,0,not flipped |
| 1297 | 0 // Number of looping frames |
1297 | 0 // Number of looping frames |
| 1298 | // |
1298 | // Sequence #8 - stationary, looking the other way from side to side |
| 1299 | collide // Include this frame in collision calcs |
1299 | collide // Include this frame in collision calcs |
| 1300 | variable // Frame rate type |
1300 | variable // Frame rate type |
| 1301 | 1,6 // Min frame rate, max frame rate, |
1301 | 1,6 // Min frame rate, max frame rate, |
| 1302 | 0 // Number of initial frames |
1302 | 0 // Number of initial frames |
| 1303 | 2 // Number of looping frames |
1303 | 2 // Number of looping frames |
| 1304 | RO6BAK1.PIX |
1304 | RO6BAK1.PIX |
| 1305 | 0,0,not flipped |
1305 | 0,0,not flipped |
| 1306 | RO6BAK2.PIX |
1306 | RO6BAK2.PIX |
| 1307 | 0,0,flipped |
1307 | 0,0,flipped |
| 1308 | NEXT PEDESTRIAN |
1308 | NEXT PEDESTRIAN |
| 1309 | // |
1309 | // **************** RO7(FORMERLY PRS) ********************************************************************************** |
| 1310 | 6 // Reference number |
1310 | 6 // Reference number |
| 1311 | 0.35 // Height |
1311 | 0.35 // Height |
| 1312 | 250 // Points value |
1312 | 250 // Points value |
| 1313 | 15 // Hit points |
1313 | 15 // Hit points |
| 1314 | 2,4031,4030 // Exploding noises |
1314 | 2,4031,4030 // Exploding noises |
| Line 1332... | Line 1332... | ||
| 1332 | 0 // Sounds |
1332 | 0 // Sounds |
| 1333 | 3 // Number of sequences for this action |
1333 | 3 // Number of sequences for this action |
| 1334 | 90,8 // Max bearing, sequence index |
1334 | 90,8 // Max bearing, sequence index |
| 1335 | 270,4 // Max bearing, sequence index |
1335 | 270,4 // Max bearing, sequence index |
| 1336 | 360,8 // Max bearing, sequence index |
1336 | 360,8 // Max bearing, sequence index |
| 1337 | // |
1337 | // Action #1 - turn frightened and run like fuck |
| 1338 | 1,100 // Danger level, percentage chance |
1338 | 1,100 // Danger level, percentage chance |
| 1339 | 0,0.0008 // Initial speed, looping speed |
1339 | 0,0.0008 // Initial speed, looping speed |
| 1340 | 0.05 // Reaction time for this action |
1340 | 0.05 // Reaction time for this action |
| 1341 | 1,4003 // Sounds |
1341 | 1,4003 // Sounds |
| 1342 | 4 // Number of sequences for this action |
1342 | 4 // Number of sequences for this action |
| 1343 | 90,0 // Max bearing, sequence index |
1343 | 90,0 // Max bearing, sequence index |
| 1344 | 180,1 // Max bearing, sequence index |
1344 | 180,1 // Max bearing, sequence index |
| 1345 | 270,2 // Max bearing, sequence index |
1345 | 270,2 // Max bearing, sequence index |
| 1346 | 360,3 // Max bearing, sequence index |
1346 | 360,3 // Max bearing, sequence index |
| 1347 | // |
1347 | // Action #2 - fatal car collision |
| 1348 | 1000,0 // Danger level, percentage chance |
1348 | 1000,0 // Danger level, percentage chance |
| 1349 | 0,0 // Initial speed, looping speed |
1349 | 0,0 // Initial speed, looping speed |
| 1350 | 0 // Reaction time for this action |
1350 | 0 // Reaction time for this action |
| 1351 | 1,4013 // Sounds |
1351 | 1,4013 // Sounds |
| 1352 | 1 // Number of sequences for this action |
1352 | 1 // Number of sequences for this action |
| 1353 | 360,5 // Max bearing, sequence index |
1353 | 360,5 // Max bearing, sequence index |
| 1354 | // |
1354 | // Action #3 - turning into giblets |
| 1355 | 1000,0 // Danger level, percentage chance |
1355 | 1000,0 // Danger level, percentage chance |
| 1356 | 0,0 // Initial speed, looping speed |
1356 | 0,0 // Initial speed, looping speed |
| 1357 | 0 // Reaction time for this action |
1357 | 0 // Reaction time for this action |
| 1358 | 0 // Sounds |
1358 | 0 // Sounds |
| 1359 | 1 // Number of sequences for this action |
1359 | 1 // Number of sequences for this action |
| Line 1370... | Line 1370... | ||
| 1370 | 0,0 // Initial speed, looping speed |
1370 | 0,0 // Initial speed, looping speed |
| 1371 | 0 // Reaction time for this action |
1371 | 0 // Reaction time for this action |
| 1372 | 1,4013 // Sounds |
1372 | 1,4013 // Sounds |
| 1373 | 1 // Number of sequences for this action |
1373 | 1 // Number of sequences for this action |
| 1374 | 360,5 // Max bearing, sequence index |
1374 | 360,5 // Max bearing, sequence index |
| 1375 | // |
1375 | // Action #6 - non-fatal ground collision |
| 1376 | 1000,0 // Danger level, percentage chance |
1376 | 1000,0 // Danger level, percentage chance |
| 1377 | 0,0 // Initial speed, looping speed |
1377 | 0,0 // Initial speed, looping speed |
| 1378 | 0 // Reaction time for this action |
1378 | 0 // Reaction time for this action |
| 1379 | 1,4003 // Sounds |
1379 | 1,4003 // Sounds |
| 1380 | 1 // Number of sequences for this action |
1380 | 1 // Number of sequences for this action |
| 1381 | 360,7 // Max bearing, sequence index |
1381 | 360,7 // Max bearing, sequence index |
| 1382 | 9 // Number of sequences |
1382 | 9 // Number of sequences |
| 1383 | // |
1383 | // Sequence #0 - turn frightened and run away to their right |
| 1384 | collide // Include this frame in collision calcs |
1384 | collide // Include this frame in collision calcs |
| 1385 | speed // Frame rate type |
1385 | speed // Frame rate type |
| 1386 | 0.06,8 // Min frame rate, max frame rate, |
1386 | 0.06,8 // Min frame rate, max frame rate, |
| 1387 | 4 // Number of initial frames |
1387 | 4 // Number of initial frames |
| 1388 | RO7SHK.PIX |
1388 | RO7SHK.PIX |
| Line 1400... | Line 1400... | ||
| 1400 | 0,0,flipped |
1400 | 0,0,flipped |
| 1401 | RO7RUNA3.PIX |
1401 | RO7RUNA3.PIX |
| 1402 | 0,0,flipped |
1402 | 0,0,flipped |
| 1403 | RO7RUNA2.PIX |
1403 | RO7RUNA2.PIX |
| 1404 | 0,0,flipped |
1404 | 0,0,flipped |
| 1405 | // |
1405 | // Sequence #1 - turn frightened and run towards to their left |
| 1406 | collide // Include this frame in collision calcs |
1406 | collide // Include this frame in collision calcs |
| 1407 | speed // Frame rate type |
1407 | speed // Frame rate type |
| 1408 | 0.06,8 // Min frame rate, max frame rate, |
1408 | 0.06,8 // Min frame rate, max frame rate, |
| 1409 | 4 // Number of initial frames |
1409 | 4 // Number of initial frames |
| 1410 | RO7SHK.PIX |
1410 | RO7SHK.PIX |
| Line 1422... | Line 1422... | ||
| 1422 | 0,0,not flipped |
1422 | 0,0,not flipped |
| 1423 | RO7RUNT3.PIX |
1423 | RO7RUNT3.PIX |
| 1424 | 0,0,not flipped |
1424 | 0,0,not flipped |
| 1425 | RO7RUNT2.PIX |
1425 | RO7RUNT2.PIX |
| 1426 | 0,0,not flipped |
1426 | 0,0,not flipped |
| 1427 | // |
1427 | // Sequence #2 - turn frightened and run towards to their right |
| 1428 | collide // Include this frame in collision calcs |
1428 | collide // Include this frame in collision calcs |
| 1429 | speed // Frame rate type |
1429 | speed // Frame rate type |
| 1430 | 0.06,8 // Min frame rate, max frame rate, |
1430 | 0.06,8 // Min frame rate, max frame rate, |
| 1431 | 4 // Number of initial frames |
1431 | 4 // Number of initial frames |
| 1432 | RO7SHK.PIX |
1432 | RO7SHK.PIX |
| Line 1476... | Line 1476... | ||
| 1476 | 2 // Number of looping frames |
1476 | 2 // Number of looping frames |
| 1477 | RO7STL1.PIX |
1477 | RO7STL1.PIX |
| 1478 | 0,0,flipped |
1478 | 0,0,flipped |
| 1479 | RO7STL2.PIX |
1479 | RO7STL2.PIX |
| 1480 | 0,0,flipped |
1480 | 0,0,flipped |
| 1481 | // |
1481 | // Sequence #5 - fatal collision with car |
| 1482 | don't collide // Exclude this frame in collision calcs |
1482 | don't collide // Exclude this frame in collision calcs |
| 1483 | variable // Frame rate type |
1483 | variable // Frame rate type |
| 1484 | 12,12 // Min frame rate, max frame rate, |
1484 | 12,12 // Min frame rate, max frame rate, |
| 1485 | 4 // Number of initial frames |
1485 | 4 // Number of initial frames |
| 1486 | RO7HIT1.PIX |
1486 | RO7HIT1.PIX |
| Line 1501... | Line 1501... | ||
| 1501 | fixed // Frame rate type |
1501 | fixed // Frame rate type |
| 1502 | 1 // Number of initial frames |
1502 | 1 // Number of initial frames |
| 1503 | GCHUNKS1.PIX |
1503 | GCHUNKS1.PIX |
| 1504 | 0,0,not flipped |
1504 | 0,0,not flipped |
| 1505 | 0 // Number of looping frames |
1505 | 0 // Number of looping frames |
| 1506 | // |
1506 | // Sequence #7 - non-fatal collision with car |
| 1507 | collide // Include this frame in collision calcs |
1507 | collide // Include this frame in collision calcs |
| 1508 | variable // Frame rate type |
1508 | variable // Frame rate type |
| 1509 | 12,12 // Min frame rate, max frame rate, |
1509 | 12,12 // Min frame rate, max frame rate, |
| 1510 | 2 // Number of initial frames |
1510 | 2 // Number of initial frames |
| 1511 | RO7HIT1.PIX |
1511 | RO7HIT1.PIX |
| 1512 | 0,0,not flipped |
1512 | 0,0,not flipped |
| 1513 | RO7HIT2.PIX |
1513 | RO7HIT2.PIX |
| 1514 | 0,0,not flipped |
1514 | 0,0,not flipped |
| 1515 | 0 // Number of looping frames |
1515 | 0 // Number of looping frames |
| 1516 | // |
1516 | // Sequence #8 - stationary, looking the other way from side to side |
| 1517 | collide // Include this frame in collision calcs |
1517 | collide // Include this frame in collision calcs |
| 1518 | variable // Frame rate type |
1518 | variable // Frame rate type |
| 1519 | 1,6 // Min frame rate, max frame rate, |
1519 | 1,6 // Min frame rate, max frame rate, |
| 1520 | 0 // Number of initial frames |
1520 | 0 // Number of initial frames |
| 1521 | 2 // Number of looping frames |
1521 | 2 // Number of looping frames |
| 1522 | RO7BAK1.PIX |
1522 | RO7BAK1.PIX |
| 1523 | 0,0,not flipped |
1523 | 0,0,not flipped |
| 1524 | RO7BAK2.PIX |
1524 | RO7BAK2.PIX |
| 1525 | 0,0,flipped |
1525 | 0,0,flipped |
| 1526 | NEXT PEDESTRIAN |
1526 | NEXT PEDESTRIAN |
| 1527 | // |
1527 | // **************** RO8(FORMERLY ???) ********************************************************************************** |
| 1528 | 7 // Reference number |
1528 | 7 // Reference number |
| 1529 | 0.35 // Height |
1529 | 0.35 // Height |
| 1530 | 250 // Points value |
1530 | 250 // Points value |
| 1531 | 15 // Hit points |
1531 | 15 // Hit points |
| 1532 | 2,4031,4030 // Exploding noises |
1532 | 2,4031,4030 // Exploding noises |
| Line 1550... | Line 1550... | ||
| 1550 | 0 // Sounds |
1550 | 0 // Sounds |
| 1551 | 3 // Number of sequences for this action |
1551 | 3 // Number of sequences for this action |
| 1552 | 90,8 // Max bearing, sequence index |
1552 | 90,8 // Max bearing, sequence index |
| 1553 | 270,4 // Max bearing, sequence index |
1553 | 270,4 // Max bearing, sequence index |
| 1554 | 360,8 // Max bearing, sequence index |
1554 | 360,8 // Max bearing, sequence index |
| 1555 | // |
1555 | // Action #1 - turn frightened and run like fuck |
| 1556 | 1,100 // Danger level, percentage chance |
1556 | 1,100 // Danger level, percentage chance |
| 1557 | 0,0.0008 // Initial speed, looping speed |
1557 | 0,0.0008 // Initial speed, looping speed |
| 1558 | 0.05 // Reaction time for this action |
1558 | 0.05 // Reaction time for this action |
| 1559 | 1,4003 // Sounds |
1559 | 1,4003 // Sounds |
| 1560 | 4 // Number of sequences for this action |
1560 | 4 // Number of sequences for this action |
| 1561 | 90,0 // Max bearing, sequence index |
1561 | 90,0 // Max bearing, sequence index |
| 1562 | 180,1 // Max bearing, sequence index |
1562 | 180,1 // Max bearing, sequence index |
| 1563 | 270,2 // Max bearing, sequence index |
1563 | 270,2 // Max bearing, sequence index |
| 1564 | 360,3 // Max bearing, sequence index |
1564 | 360,3 // Max bearing, sequence index |
| 1565 | // |
1565 | // Action #2 - fatal car collision |
| 1566 | 1000,0 // Danger level, percentage chance |
1566 | 1000,0 // Danger level, percentage chance |
| 1567 | 0,0 // Initial speed, looping speed |
1567 | 0,0 // Initial speed, looping speed |
| 1568 | 0 // Reaction time for this action |
1568 | 0 // Reaction time for this action |
| 1569 | 1,4013 // Sounds |
1569 | 1,4013 // Sounds |
| 1570 | 1 // Number of sequences for this action |
1570 | 1 // Number of sequences for this action |
| 1571 | 360,5 // Max bearing, sequence index |
1571 | 360,5 // Max bearing, sequence index |
| 1572 | // |
1572 | // Action #3 - turning into giblets |
| 1573 | 1000,0 // Danger level, percentage chance |
1573 | 1000,0 // Danger level, percentage chance |
| 1574 | 0,0 // Initial speed, looping speed |
1574 | 0,0 // Initial speed, looping speed |
| 1575 | 0 // Reaction time for this action |
1575 | 0 // Reaction time for this action |
| 1576 | 0 // Sounds |
1576 | 0 // Sounds |
| 1577 | 1 // Number of sequences for this action |
1577 | 1 // Number of sequences for this action |
| Line 1588... | Line 1588... | ||
| 1588 | 0,0 // Initial speed, looping speed |
1588 | 0,0 // Initial speed, looping speed |
| 1589 | 0 // Reaction time for this action |
1589 | 0 // Reaction time for this action |
| 1590 | 1,4013 // Sounds |
1590 | 1,4013 // Sounds |
| 1591 | 1 // Number of sequences for this action |
1591 | 1 // Number of sequences for this action |
| 1592 | 360,5 // Max bearing, sequence index |
1592 | 360,5 // Max bearing, sequence index |
| 1593 | // |
1593 | // Action #6 - non-fatal ground collision |
| 1594 | 1000,0 // Danger level, percentage chance |
1594 | 1000,0 // Danger level, percentage chance |
| 1595 | 0,0 // Initial speed, looping speed |
1595 | 0,0 // Initial speed, looping speed |
| 1596 | 0 // Reaction time for this action |
1596 | 0 // Reaction time for this action |
| 1597 | 1,4003 // Sounds |
1597 | 1,4003 // Sounds |
| 1598 | 1 // Number of sequences for this action |
1598 | 1 // Number of sequences for this action |
| 1599 | 360,7 // Max bearing, sequence index |
1599 | 360,7 // Max bearing, sequence index |
| 1600 | 9 // Number of sequences |
1600 | 9 // Number of sequences |
| 1601 | // |
1601 | // Sequence #0 - turn frightened and run away to their right |
| 1602 | collide // Include this frame in collision calcs |
1602 | collide // Include this frame in collision calcs |
| 1603 | speed // Frame rate type |
1603 | speed // Frame rate type |
| 1604 | 0.06,8 // Min frame rate, max frame rate, |
1604 | 0.06,8 // Min frame rate, max frame rate, |
| 1605 | 4 // Number of initial frames |
1605 | 4 // Number of initial frames |
| 1606 | RO8SHK.PIX |
1606 | RO8SHK.PIX |
| Line 1618... | Line 1618... | ||
| 1618 | 0,0,flipped |
1618 | 0,0,flipped |
| 1619 | RO8RUNA3.PIX |
1619 | RO8RUNA3.PIX |
| 1620 | 0,0,flipped |
1620 | 0,0,flipped |
| 1621 | RO8RUNA2.PIX |
1621 | RO8RUNA2.PIX |
| 1622 | 0,0,flipped |
1622 | 0,0,flipped |
| 1623 | // |
1623 | // Sequence #1 - turn frightened and run towards to their left |
| 1624 | collide // Include this frame in collision calcs |
1624 | collide // Include this frame in collision calcs |
| 1625 | speed // Frame rate type |
1625 | speed // Frame rate type |
| 1626 | 0.06,8 // Min frame rate, max frame rate, |
1626 | 0.06,8 // Min frame rate, max frame rate, |
| 1627 | 4 // Number of initial frames |
1627 | 4 // Number of initial frames |
| 1628 | RO8SHK.PIX |
1628 | RO8SHK.PIX |
| Line 1640... | Line 1640... | ||
| 1640 | 0,0,not flipped |
1640 | 0,0,not flipped |
| 1641 | RO8RUNT3.PIX |
1641 | RO8RUNT3.PIX |
| 1642 | 0,0,not flipped |
1642 | 0,0,not flipped |
| 1643 | RO8RUNT2.PIX |
1643 | RO8RUNT2.PIX |
| 1644 | 0,0,not flipped |
1644 | 0,0,not flipped |
| 1645 | // |
1645 | // Sequence #2 - turn frightened and run towards to their right |
| 1646 | collide // Include this frame in collision calcs |
1646 | collide // Include this frame in collision calcs |
| 1647 | speed // Frame rate type |
1647 | speed // Frame rate type |
| 1648 | 0.06,8 // Min frame rate, max frame rate, |
1648 | 0.06,8 // Min frame rate, max frame rate, |
| 1649 | 4 // Number of initial frames |
1649 | 4 // Number of initial frames |
| 1650 | RO8SHK.PIX |
1650 | RO8SHK.PIX |
| Line 1694... | Line 1694... | ||
| 1694 | 2 // Number of looping frames |
1694 | 2 // Number of looping frames |
| 1695 | RO8STL1.PIX |
1695 | RO8STL1.PIX |
| 1696 | 0,0,flipped |
1696 | 0,0,flipped |
| 1697 | RO8STL2.PIX |
1697 | RO8STL2.PIX |
| 1698 | 0,0,flipped |
1698 | 0,0,flipped |
| 1699 | // |
1699 | // Sequence #5 - fatal collision with car |
| 1700 | don't collide // Exclude this frame in collision calcs |
1700 | don't collide // Exclude this frame in collision calcs |
| 1701 | variable // Frame rate type |
1701 | variable // Frame rate type |
| 1702 | 12,12 // Min frame rate, max frame rate, |
1702 | 12,12 // Min frame rate, max frame rate, |
| 1703 | 4 // Number of initial frames |
1703 | 4 // Number of initial frames |
| 1704 | RO8HIT1.PIX |
1704 | RO8HIT1.PIX |
| Line 1719... | Line 1719... | ||
| 1719 | fixed // Frame rate type |
1719 | fixed // Frame rate type |
| 1720 | 1 // Number of initial frames |
1720 | 1 // Number of initial frames |
| 1721 | GCHUNKS1.PIX |
1721 | GCHUNKS1.PIX |
| 1722 | 0,0,not flipped |
1722 | 0,0,not flipped |
| 1723 | 0 // Number of looping frames |
1723 | 0 // Number of looping frames |
| 1724 | // |
1724 | // Sequence #7 - non-fatal collision with car |
| 1725 | collide // Include this frame in collision calcs |
1725 | collide // Include this frame in collision calcs |
| 1726 | variable // Frame rate type |
1726 | variable // Frame rate type |
| 1727 | 12,12 // Min frame rate, max frame rate, |
1727 | 12,12 // Min frame rate, max frame rate, |
| 1728 | 2 // Number of initial frames |
1728 | 2 // Number of initial frames |
| 1729 | RO8HIT1.PIX |
1729 | RO8HIT1.PIX |
| 1730 | 0,0,not flipped |
1730 | 0,0,not flipped |
| 1731 | RO8HIT2.PIX |
1731 | RO8HIT2.PIX |
| 1732 | 0,0,not flipped |
1732 | 0,0,not flipped |
| 1733 | 0 // Number of looping frames |
1733 | 0 // Number of looping frames |
| 1734 | // |
1734 | // Sequence #8 - stationary, looking the other way from side to side |
| 1735 | collide // Include this frame in collision calcs |
1735 | collide // Include this frame in collision calcs |
| 1736 | variable // Frame rate type |
1736 | variable // Frame rate type |
| 1737 | 1,6 // Min frame rate, max frame rate, |
1737 | 1,6 // Min frame rate, max frame rate, |
| 1738 | 0 // Number of initial frames |
1738 | 0 // Number of initial frames |
| 1739 | 2 // Number of looping frames |
1739 | 2 // Number of looping frames |
| 1740 | RO8BAK1.PIX |
1740 | RO8BAK1.PIX |
| 1741 | 0,0,not flipped |
1741 | 0,0,not flipped |
| 1742 | RO8BAK2.PIX |
1742 | RO8BAK2.PIX |
| 1743 | 0,0,flipped |
1743 | 0,0,flipped |
| 1744 | NEXT PEDESTRIAN |
1744 | NEXT PEDESTRIAN |
| 1745 | // |
1745 | // **************** RO1(FORMERLY CAM) ********************************************************************************** |
| 1746 | 8 // Reference number |
1746 | 8 // Reference number |
| 1747 | 0.35 // Height |
1747 | 0.35 // Height |
| 1748 | 250 // Points value |
1748 | 250 // Points value |
| 1749 | 15 // Hit points |
1749 | 15 // Hit points |
| 1750 | 2,4031,4030 // Exploding noises |
1750 | 2,4031,4030 // Exploding noises |
| Line 1768... | Line 1768... | ||
| 1768 | 0 // Sounds |
1768 | 0 // Sounds |
| 1769 | 3 // Number of sequences for this action |
1769 | 3 // Number of sequences for this action |
| 1770 | 90,8 // Max bearing, sequence index |
1770 | 90,8 // Max bearing, sequence index |
| 1771 | 270,4 // Max bearing, sequence index |
1771 | 270,4 // Max bearing, sequence index |
| 1772 | 360,8 // Max bearing, sequence index |
1772 | 360,8 // Max bearing, sequence index |
| 1773 | // |
1773 | // Action #1 - turn frightened and run like fuck |
| 1774 | 1,100 // Danger level, percentage chance |
1774 | 1,100 // Danger level, percentage chance |
| 1775 | 0,0.0008 // Initial speed, looping speed |
1775 | 0,0.0008 // Initial speed, looping speed |
| 1776 | 0.05 // Reaction time for this action |
1776 | 0.05 // Reaction time for this action |
| 1777 | 1,4003 // Sounds |
1777 | 1,4003 // Sounds |
| 1778 | 4 // Number of sequences for this action |
1778 | 4 // Number of sequences for this action |
| 1779 | 90,0 // Max bearing, sequence index |
1779 | 90,0 // Max bearing, sequence index |
| 1780 | 180,1 // Max bearing, sequence index |
1780 | 180,1 // Max bearing, sequence index |
| 1781 | 270,2 // Max bearing, sequence index |
1781 | 270,2 // Max bearing, sequence index |
| 1782 | 360,3 // Max bearing, sequence index |
1782 | 360,3 // Max bearing, sequence index |
| 1783 | // |
1783 | // Action #2 - fatal car collision |
| 1784 | 1000,0 // Danger level, percentage chance |
1784 | 1000,0 // Danger level, percentage chance |
| 1785 | 0,0 // Initial speed, looping speed |
1785 | 0,0 // Initial speed, looping speed |
| 1786 | 0 // Reaction time for this action |
1786 | 0 // Reaction time for this action |
| 1787 | 1,4013 // Sounds |
1787 | 1,4013 // Sounds |
| 1788 | 1 // Number of sequences for this action |
1788 | 1 // Number of sequences for this action |
| 1789 | 360,5 // Max bearing, sequence index |
1789 | 360,5 // Max bearing, sequence index |
| 1790 | // |
1790 | // Action #3 - turning into giblets |
| 1791 | 1000,0 // Danger level, percentage chance |
1791 | 1000,0 // Danger level, percentage chance |
| 1792 | 0,0 // Initial speed, looping speed |
1792 | 0,0 // Initial speed, looping speed |
| 1793 | 0 // Reaction time for this action |
1793 | 0 // Reaction time for this action |
| 1794 | 0 // Sounds |
1794 | 0 // Sounds |
| 1795 | 1 // Number of sequences for this action |
1795 | 1 // Number of sequences for this action |
| Line 1806... | Line 1806... | ||
| 1806 | 0,0 // Initial speed, looping speed |
1806 | 0,0 // Initial speed, looping speed |
| 1807 | 0 // Reaction time for this action |
1807 | 0 // Reaction time for this action |
| 1808 | 1,4013 // Sounds |
1808 | 1,4013 // Sounds |
| 1809 | 1 // Number of sequences for this action |
1809 | 1 // Number of sequences for this action |
| 1810 | 360,5 // Max bearing, sequence index |
1810 | 360,5 // Max bearing, sequence index |
| 1811 | // |
1811 | // Action #6 - non-fatal ground collision |
| 1812 | 1000,0 // Danger level, percentage chance |
1812 | 1000,0 // Danger level, percentage chance |
| 1813 | 0,0 // Initial speed, looping speed |
1813 | 0,0 // Initial speed, looping speed |
| 1814 | 0 // Reaction time for this action |
1814 | 0 // Reaction time for this action |
| 1815 | 1,4003 // Sounds |
1815 | 1,4003 // Sounds |
| 1816 | 1 // Number of sequences for this action |
1816 | 1 // Number of sequences for this action |
| 1817 | 360,7 // Max bearing, sequence index |
1817 | 360,7 // Max bearing, sequence index |
| 1818 | 9 // Number of sequences |
1818 | 9 // Number of sequences |
| 1819 | // |
1819 | // Sequence #0 - turn frightened and run away to their right |
| 1820 | collide // Include this frame in collision calcs |
1820 | collide // Include this frame in collision calcs |
| 1821 | speed // Frame rate type |
1821 | speed // Frame rate type |
| 1822 | 0.06,8 // Min frame rate, max frame rate, |
1822 | 0.06,8 // Min frame rate, max frame rate, |
| 1823 | 4 // Number of initial frames |
1823 | 4 // Number of initial frames |
| 1824 | RO1SHK.PIX |
1824 | RO1SHK.PIX |
| Line 1836... | Line 1836... | ||
| 1836 | 0,0,flipped |
1836 | 0,0,flipped |
| 1837 | RO1RUNA3.PIX |
1837 | RO1RUNA3.PIX |
| 1838 | 0,0,flipped |
1838 | 0,0,flipped |
| 1839 | RO1RUNA2.PIX |
1839 | RO1RUNA2.PIX |
| 1840 | 0,0,flipped |
1840 | 0,0,flipped |
| 1841 | // |
1841 | // Sequence #1 - turn frightened and run towards to their left |
| 1842 | collide // Include this frame in collision calcs |
1842 | collide // Include this frame in collision calcs |
| 1843 | speed // Frame rate type |
1843 | speed // Frame rate type |
| 1844 | 0.06,8 // Min frame rate, max frame rate, |
1844 | 0.06,8 // Min frame rate, max frame rate, |
| 1845 | 4 // Number of initial frames |
1845 | 4 // Number of initial frames |
| 1846 | RO1SHK.PIX |
1846 | RO1SHK.PIX |
| Line 1858... | Line 1858... | ||
| 1858 | 0,0,not flipped |
1858 | 0,0,not flipped |
| 1859 | RO1RUNT3.PIX |
1859 | RO1RUNT3.PIX |
| 1860 | 0,0,not flipped |
1860 | 0,0,not flipped |
| 1861 | RO1RUNT2.PIX |
1861 | RO1RUNT2.PIX |
| 1862 | 0,0,not flipped |
1862 | 0,0,not flipped |
| 1863 | // |
1863 | // Sequence #2 - turn frightened and run towards to their right |
| 1864 | collide // Include this frame in collision calcs |
1864 | collide // Include this frame in collision calcs |
| 1865 | speed // Frame rate type |
1865 | speed // Frame rate type |
| 1866 | 0.06,8 // Min frame rate, max frame rate, |
1866 | 0.06,8 // Min frame rate, max frame rate, |
| 1867 | 4 // Number of initial frames |
1867 | 4 // Number of initial frames |
| 1868 | RO1SHK.PIX |
1868 | RO1SHK.PIX |
| Line 1912... | Line 1912... | ||
| 1912 | 2 // Number of looping frames |
1912 | 2 // Number of looping frames |
| 1913 | RO1STL1.PIX |
1913 | RO1STL1.PIX |
| 1914 | 0,0,flipped |
1914 | 0,0,flipped |
| 1915 | RO1STL2.PIX |
1915 | RO1STL2.PIX |
| 1916 | 0,0,flipped |
1916 | 0,0,flipped |
| 1917 | // |
1917 | // Sequence #5 - fatal collision with car |
| 1918 | don't collide // Exclude this frame in collision calcs |
1918 | don't collide // Exclude this frame in collision calcs |
| 1919 | variable // Frame rate type |
1919 | variable // Frame rate type |
| 1920 | 12,12 // Min frame rate, max frame rate, |
1920 | 12,12 // Min frame rate, max frame rate, |
| 1921 | 4 // Number of initial frames |
1921 | 4 // Number of initial frames |
| 1922 | RO1HIT1.PIX |
1922 | RO1HIT1.PIX |
| Line 1937... | Line 1937... | ||
| 1937 | fixed // Frame rate type |
1937 | fixed // Frame rate type |
| 1938 | 1 // Number of initial frames |
1938 | 1 // Number of initial frames |
| 1939 | GCHUNKS1.PIX |
1939 | GCHUNKS1.PIX |
| 1940 | 0,0,not flipped |
1940 | 0,0,not flipped |
| 1941 | 0 // Number of looping frames |
1941 | 0 // Number of looping frames |
| 1942 | // |
1942 | // Sequence #7 - non-fatal collision with car |
| 1943 | collide // Include this frame in collision calcs |
1943 | collide // Include this frame in collision calcs |
| 1944 | variable // Frame rate type |
1944 | variable // Frame rate type |
| 1945 | 12,12 // Min frame rate, max frame rate, |
1945 | 12,12 // Min frame rate, max frame rate, |
| 1946 | 2 // Number of initial frames |
1946 | 2 // Number of initial frames |
| 1947 | RO1HIT1.PIX |
1947 | RO1HIT1.PIX |
| 1948 | 0,0,not flipped |
1948 | 0,0,not flipped |
| 1949 | RO1HIT2.PIX |
1949 | RO1HIT2.PIX |
| 1950 | 0,0,not flipped |
1950 | 0,0,not flipped |
| 1951 | 0 // Number of looping frames |
1951 | 0 // Number of looping frames |
| 1952 | // |
1952 | // Sequence #8 - stationary, looking the other way from side to side |
| 1953 | collide // Include this frame in collision calcs |
1953 | collide // Include this frame in collision calcs |
| 1954 | variable // Frame rate type |
1954 | variable // Frame rate type |
| 1955 | 1,6 // Min frame rate, max frame rate, |
1955 | 1,6 // Min frame rate, max frame rate, |
| 1956 | 0 // Number of initial frames |
1956 | 0 // Number of initial frames |
| 1957 | 2 // Number of looping frames |
1957 | 2 // Number of looping frames |
| 1958 | RO1BAK1.PIX |
1958 | RO1BAK1.PIX |
| 1959 | 0,0,not flipped |
1959 | 0,0,not flipped |
| 1960 | RO1BAK2.PIX |
1960 | RO1BAK2.PIX |
| 1961 | 0,0,flipped |
1961 | 0,0,flipped |
| 1962 | NEXT PEDESTRIAN |
1962 | NEXT PEDESTRIAN |
| 1963 | //( |
1963 | // **************** RO2 (FORMERLY CW0) ********************************************************************************** |
| 1964 | 9 // Reference number |
1964 | 9 // Reference number |
| 1965 | 0.35 // Height |
1965 | 0.35 // Height |
| 1966 | 250 // Points value |
1966 | 250 // Points value |
| 1967 | 15 // Hit points |
1967 | 15 // Hit points |
| 1968 | 2,4031,4030 // Exploding noises |
1968 | 2,4031,4030 // Exploding noises |
| Line 1986... | Line 1986... | ||
| 1986 | 0 // Sounds |
1986 | 0 // Sounds |
| 1987 | 3 // Number of sequences for this action |
1987 | 3 // Number of sequences for this action |
| 1988 | 90,8 // Max bearing, sequence index |
1988 | 90,8 // Max bearing, sequence index |
| 1989 | 270,4 // Max bearing, sequence index |
1989 | 270,4 // Max bearing, sequence index |
| 1990 | 360,8 // Max bearing, sequence index |
1990 | 360,8 // Max bearing, sequence index |
| 1991 | // |
1991 | // Action #1 - turn frightened and run like fuck |
| 1992 | 1,100 // Danger level, percentage chance |
1992 | 1,100 // Danger level, percentage chance |
| 1993 | 0,0.0008 // Initial speed, looping speed |
1993 | 0,0.0008 // Initial speed, looping speed |
| 1994 | 0.05 // Reaction time for this action |
1994 | 0.05 // Reaction time for this action |
| 1995 | 1,4003 // Sounds |
1995 | 1,4003 // Sounds |
| 1996 | 4 // Number of sequences for this action |
1996 | 4 // Number of sequences for this action |
| 1997 | 90,0 // Max bearing, sequence index |
1997 | 90,0 // Max bearing, sequence index |
| 1998 | 180,1 // Max bearing, sequence index |
1998 | 180,1 // Max bearing, sequence index |
| 1999 | 270,2 // Max bearing, sequence index |
1999 | 270,2 // Max bearing, sequence index |
| 2000 | 360,3 // Max bearing, sequence index |
2000 | 360,3 // Max bearing, sequence index |
| 2001 | // |
2001 | // Action #2 - fatal car collision |
| 2002 | 1000,0 // Danger level, percentage chance |
2002 | 1000,0 // Danger level, percentage chance |
| 2003 | 0,0 // Initial speed, looping speed |
2003 | 0,0 // Initial speed, looping speed |
| 2004 | 0 // Reaction time for this action |
2004 | 0 // Reaction time for this action |
| 2005 | 1,4013 // Sounds |
2005 | 1,4013 // Sounds |
| 2006 | 1 // Number of sequences for this action |
2006 | 1 // Number of sequences for this action |
| 2007 | 360,5 // Max bearing, sequence index |
2007 | 360,5 // Max bearing, sequence index |
| 2008 | // |
2008 | // Action #3 - turning into giblets |
| 2009 | 1000,0 // Danger level, percentage chance |
2009 | 1000,0 // Danger level, percentage chance |
| 2010 | 0,0 // Initial speed, looping speed |
2010 | 0,0 // Initial speed, looping speed |
| 2011 | 0 // Reaction time for this action |
2011 | 0 // Reaction time for this action |
| 2012 | 0 // Sounds |
2012 | 0 // Sounds |
| 2013 | 1 // Number of sequences for this action |
2013 | 1 // Number of sequences for this action |
| Line 2024... | Line 2024... | ||
| 2024 | 0,0 // Initial speed, looping speed |
2024 | 0,0 // Initial speed, looping speed |
| 2025 | 0 // Reaction time for this action |
2025 | 0 // Reaction time for this action |
| 2026 | 1,4013 // Sounds |
2026 | 1,4013 // Sounds |
| 2027 | 1 // Number of sequences for this action |
2027 | 1 // Number of sequences for this action |
| 2028 | 360,5 // Max bearing, sequence index |
2028 | 360,5 // Max bearing, sequence index |
| 2029 | // |
2029 | // Action #6 - non-fatal ground collision |
| 2030 | 1000,0 // Danger level, percentage chance |
2030 | 1000,0 // Danger level, percentage chance |
| 2031 | 0,0 // Initial speed, looping speed |
2031 | 0,0 // Initial speed, looping speed |
| 2032 | 0 // Reaction time for this action |
2032 | 0 // Reaction time for this action |
| 2033 | 1,4003 // Sounds |
2033 | 1,4003 // Sounds |
| 2034 | 1 // Number of sequences for this action |
2034 | 1 // Number of sequences for this action |
| 2035 | 360,7 // Max bearing, sequence index |
2035 | 360,7 // Max bearing, sequence index |
| 2036 | 9 // Number of sequences |
2036 | 9 // Number of sequences |
| 2037 | // |
2037 | // Sequence #0 - turn frightened and run away to their right |
| 2038 | collide // Include this frame in collision calcs |
2038 | collide // Include this frame in collision calcs |
| 2039 | speed // Frame rate type |
2039 | speed // Frame rate type |
| 2040 | 0.06,8 // Min frame rate, max frame rate, |
2040 | 0.06,8 // Min frame rate, max frame rate, |
| 2041 | 4 // Number of initial frames |
2041 | 4 // Number of initial frames |
| 2042 | RO2SHK.PIX |
2042 | RO2SHK.PIX |
| Line 2054... | Line 2054... | ||
| 2054 | 0,0,flipped |
2054 | 0,0,flipped |
| 2055 | RO2RUNA3.PIX |
2055 | RO2RUNA3.PIX |
| 2056 | 0,0,flipped |
2056 | 0,0,flipped |
| 2057 | RO2RUNA2.PIX |
2057 | RO2RUNA2.PIX |
| 2058 | 0,0,flipped |
2058 | 0,0,flipped |
| 2059 | // |
2059 | // Sequence #1 - turn frightened and run towards to their left |
| 2060 | collide // Include this frame in collision calcs |
2060 | collide // Include this frame in collision calcs |
| 2061 | speed // Frame rate type |
2061 | speed // Frame rate type |
| 2062 | 0.06,8 // Min frame rate, max frame rate, |
2062 | 0.06,8 // Min frame rate, max frame rate, |
| 2063 | 4 // Number of initial frames |
2063 | 4 // Number of initial frames |
| 2064 | RO2SHK.PIX |
2064 | RO2SHK.PIX |
| Line 2076... | Line 2076... | ||
| 2076 | 0,0,not flipped |
2076 | 0,0,not flipped |
| 2077 | RO2RUNT3.PIX |
2077 | RO2RUNT3.PIX |
| 2078 | 0,0,not flipped |
2078 | 0,0,not flipped |
| 2079 | RO2RUNT2.PIX |
2079 | RO2RUNT2.PIX |
| 2080 | 0,0,not flipped |
2080 | 0,0,not flipped |
| 2081 | // |
2081 | // Sequence #2 - turn frightened and run towards to their right |
| 2082 | collide // Include this frame in collision calcs |
2082 | collide // Include this frame in collision calcs |
| 2083 | speed // Frame rate type |
2083 | speed // Frame rate type |
| 2084 | 0.06,8 // Min frame rate, max frame rate, |
2084 | 0.06,8 // Min frame rate, max frame rate, |
| 2085 | 4 // Number of initial frames |
2085 | 4 // Number of initial frames |
| 2086 | RO2SHK.PIX |
2086 | RO2SHK.PIX |
| Line 2130... | Line 2130... | ||
| 2130 | 2 // Number of looping frames |
2130 | 2 // Number of looping frames |
| 2131 | RO2STL1.PIX |
2131 | RO2STL1.PIX |
| 2132 | 0,0,flipped |
2132 | 0,0,flipped |
| 2133 | RO2STL2.PIX |
2133 | RO2STL2.PIX |
| 2134 | 0,0,flipped |
2134 | 0,0,flipped |
| 2135 | // |
2135 | // Sequence #5 - fatal collision with car |
| 2136 | don't collide // Exclude this frame in collision calcs |
2136 | don't collide // Exclude this frame in collision calcs |
| 2137 | variable // Frame rate type |
2137 | variable // Frame rate type |
| 2138 | 12,12 // Min frame rate, max frame rate, |
2138 | 12,12 // Min frame rate, max frame rate, |
| 2139 | 4 // Number of initial frames |
2139 | 4 // Number of initial frames |
| 2140 | RO2HIT1.PIX |
2140 | RO2HIT1.PIX |
| Line 2155... | Line 2155... | ||
| 2155 | fixed // Frame rate type |
2155 | fixed // Frame rate type |
| 2156 | 1 // Number of initial frames |
2156 | 1 // Number of initial frames |
| 2157 | GCHUNKS1.PIX |
2157 | GCHUNKS1.PIX |
| 2158 | 0,0,not flipped |
2158 | 0,0,not flipped |
| 2159 | 0 // Number of looping frames |
2159 | 0 // Number of looping frames |
| 2160 | // |
2160 | // Sequence #7 - non-fatal collision with car |
| 2161 | collide // Include this frame in collision calcs |
2161 | collide // Include this frame in collision calcs |
| 2162 | variable // Frame rate type |
2162 | variable // Frame rate type |
| 2163 | 12,12 // Min frame rate, max frame rate, |
2163 | 12,12 // Min frame rate, max frame rate, |
| 2164 | 2 // Number of initial frames |
2164 | 2 // Number of initial frames |
| 2165 | RO2HIT1.PIX |
2165 | RO2HIT1.PIX |
| 2166 | 0,0,not flipped |
2166 | 0,0,not flipped |
| 2167 | RO2HIT2.PIX |
2167 | RO2HIT2.PIX |
| 2168 | 0,0,not flipped |
2168 | 0,0,not flipped |
| 2169 | 0 // Number of looping frames |
2169 | 0 // Number of looping frames |
| 2170 | // |
2170 | // Sequence #8 - stationary, looking the other way from side to side |
| 2171 | collide // Include this frame in collision calcs |
2171 | collide // Include this frame in collision calcs |
| 2172 | variable // Frame rate type |
2172 | variable // Frame rate type |
| 2173 | 1,6 // Min frame rate, max frame rate, |
2173 | 1,6 // Min frame rate, max frame rate, |
| 2174 | 0 // Number of initial frames |
2174 | 0 // Number of initial frames |
| 2175 | 2 // Number of looping frames |
2175 | 2 // Number of looping frames |
| 2176 | RO2BAK1.PIX |
2176 | RO2BAK1.PIX |
| 2177 | 0,0,not flipped |
2177 | 0,0,not flipped |
| 2178 | RO2BAK2.PIX |
2178 | RO2BAK2.PIX |
| 2179 | 0,0,flipped |
2179 | 0,0,flipped |
| 2180 | NEXT PEDESTRIAN |
2180 | NEXT PEDESTRIAN |
| 2181 | // |
2181 | // **************** RO3(FORMERLY CW1) ********************************************************************************** |
| 2182 | 10 // Reference number |
2182 | 10 // Reference number |
| 2183 | 0.35 // Height |
2183 | 0.35 // Height |
| 2184 | 250 // Points value |
2184 | 250 // Points value |
| 2185 | 15 // Hit points |
2185 | 15 // Hit points |
| 2186 | 2,4031,4030 // Exploding noises |
2186 | 2,4031,4030 // Exploding noises |
| Line 2204... | Line 2204... | ||
| 2204 | 0 // Sounds |
2204 | 0 // Sounds |
| 2205 | 3 // Number of sequences for this action |
2205 | 3 // Number of sequences for this action |
| 2206 | 90,8 // Max bearing, sequence index |
2206 | 90,8 // Max bearing, sequence index |
| 2207 | 270,4 // Max bearing, sequence index |
2207 | 270,4 // Max bearing, sequence index |
| 2208 | 360,8 // Max bearing, sequence index |
2208 | 360,8 // Max bearing, sequence index |
| 2209 | // |
2209 | // Action #1 - turn frightened and run like fuck |
| 2210 | 1,100 // Danger level, percentage chance |
2210 | 1,100 // Danger level, percentage chance |
| 2211 | 0,0.0008 // Initial speed, looping speed |
2211 | 0,0.0008 // Initial speed, looping speed |
| 2212 | 0.05 // Reaction time for this action |
2212 | 0.05 // Reaction time for this action |
| 2213 | 1,4003 // Sounds |
2213 | 1,4003 // Sounds |
| 2214 | 4 // Number of sequences for this action |
2214 | 4 // Number of sequences for this action |
| 2215 | 90,0 // Max bearing, sequence index |
2215 | 90,0 // Max bearing, sequence index |
| 2216 | 180,1 // Max bearing, sequence index |
2216 | 180,1 // Max bearing, sequence index |
| 2217 | 270,2 // Max bearing, sequence index |
2217 | 270,2 // Max bearing, sequence index |
| 2218 | 360,3 // Max bearing, sequence index |
2218 | 360,3 // Max bearing, sequence index |
| 2219 | // |
2219 | // Action #2 - fatal car collision |
| 2220 | 1000,0 // Danger level, percentage chance |
2220 | 1000,0 // Danger level, percentage chance |
| 2221 | 0,0 // Initial speed, looping speed |
2221 | 0,0 // Initial speed, looping speed |
| 2222 | 0 // Reaction time for this action |
2222 | 0 // Reaction time for this action |
| 2223 | 1,4013 // Sounds |
2223 | 1,4013 // Sounds |
| 2224 | 1 // Number of sequences for this action |
2224 | 1 // Number of sequences for this action |
| 2225 | 360,5 // Max bearing, sequence index |
2225 | 360,5 // Max bearing, sequence index |
| 2226 | // |
2226 | // Action #3 - turning into giblets |
| 2227 | 1000,0 // Danger level, percentage chance |
2227 | 1000,0 // Danger level, percentage chance |
| 2228 | 0,0 // Initial speed, looping speed |
2228 | 0,0 // Initial speed, looping speed |
| 2229 | 0 // Reaction time for this action |
2229 | 0 // Reaction time for this action |
| 2230 | 0 // Sounds |
2230 | 0 // Sounds |
| 2231 | 1 // Number of sequences for this action |
2231 | 1 // Number of sequences for this action |
| Line 2242... | Line 2242... | ||
| 2242 | 0,0 // Initial speed, looping speed |
2242 | 0,0 // Initial speed, looping speed |
| 2243 | 0 // Reaction time for this action |
2243 | 0 // Reaction time for this action |
| 2244 | 1,4013 // Sounds |
2244 | 1,4013 // Sounds |
| 2245 | 1 // Number of sequences for this action |
2245 | 1 // Number of sequences for this action |
| 2246 | 360,5 // Max bearing, sequence index |
2246 | 360,5 // Max bearing, sequence index |
| 2247 | // |
2247 | // Action #6 - non-fatal ground collision |
| 2248 | 1000,0 // Danger level, percentage chance |
2248 | 1000,0 // Danger level, percentage chance |
| 2249 | 0,0 // Initial speed, looping speed |
2249 | 0,0 // Initial speed, looping speed |
| 2250 | 0 // Reaction time for this action |
2250 | 0 // Reaction time for this action |
| 2251 | 1,4003 // Sounds |
2251 | 1,4003 // Sounds |
| 2252 | 1 // Number of sequences for this action |
2252 | 1 // Number of sequences for this action |
| 2253 | 360,7 // Max bearing, sequence index |
2253 | 360,7 // Max bearing, sequence index |
| 2254 | 9 // Number of sequences |
2254 | 9 // Number of sequences |
| 2255 | // |
2255 | // Sequence #0 - turn frightened and run away to their right |
| 2256 | collide // Include this frame in collision calcs |
2256 | collide // Include this frame in collision calcs |
| 2257 | speed // Frame rate type |
2257 | speed // Frame rate type |
| 2258 | 0.06,8 // Min frame rate, max frame rate, |
2258 | 0.06,8 // Min frame rate, max frame rate, |
| 2259 | 4 // Number of initial frames |
2259 | 4 // Number of initial frames |
| 2260 | RO3SHK.PIX |
2260 | RO3SHK.PIX |
| Line 2272... | Line 2272... | ||
| 2272 | 0,0,flipped |
2272 | 0,0,flipped |
| 2273 | RO3RUNA3.PIX |
2273 | RO3RUNA3.PIX |
| 2274 | 0,0,flipped |
2274 | 0,0,flipped |
| 2275 | RO3RUNA2.PIX |
2275 | RO3RUNA2.PIX |
| 2276 | 0,0,flipped |
2276 | 0,0,flipped |
| 2277 | // |
2277 | // Sequence #1 - turn frightened and run towards to their left |
| 2278 | collide // Include this frame in collision calcs |
2278 | collide // Include this frame in collision calcs |
| 2279 | speed // Frame rate type |
2279 | speed // Frame rate type |
| 2280 | 0.06,8 // Min frame rate, max frame rate, |
2280 | 0.06,8 // Min frame rate, max frame rate, |
| 2281 | 4 // Number of initial frames |
2281 | 4 // Number of initial frames |
| 2282 | RO3SHK.PIX |
2282 | RO3SHK.PIX |
| Line 2294... | Line 2294... | ||
| 2294 | 0,0,not flipped |
2294 | 0,0,not flipped |
| 2295 | RO3RUNT3.PIX |
2295 | RO3RUNT3.PIX |
| 2296 | 0,0,not flipped |
2296 | 0,0,not flipped |
| 2297 | RO3RUNT2.PIX |
2297 | RO3RUNT2.PIX |
| 2298 | 0,0,not flipped |
2298 | 0,0,not flipped |
| 2299 | // |
2299 | // Sequence #2 - turn frightened and run towards to their right |
| 2300 | collide // Include this frame in collision calcs |
2300 | collide // Include this frame in collision calcs |
| 2301 | speed // Frame rate type |
2301 | speed // Frame rate type |
| 2302 | 0.06,8 // Min frame rate, max frame rate, |
2302 | 0.06,8 // Min frame rate, max frame rate, |
| 2303 | 4 // Number of initial frames |
2303 | 4 // Number of initial frames |
| 2304 | RO3SHK.PIX |
2304 | RO3SHK.PIX |
| Line 2348... | Line 2348... | ||
| 2348 | 2 // Number of looping frames |
2348 | 2 // Number of looping frames |
| 2349 | RO3STL1.PIX |
2349 | RO3STL1.PIX |
| 2350 | 0,0,flipped |
2350 | 0,0,flipped |
| 2351 | RO3STL2.PIX |
2351 | RO3STL2.PIX |
| 2352 | 0,0,flipped |
2352 | 0,0,flipped |
| 2353 | // |
2353 | // Sequence #5 - fatal collision with car |
| 2354 | don't collide // Exclude this frame in collision calcs |
2354 | don't collide // Exclude this frame in collision calcs |
| 2355 | variable // Frame rate type |
2355 | variable // Frame rate type |
| 2356 | 12,12 // Min frame rate, max frame rate, |
2356 | 12,12 // Min frame rate, max frame rate, |
| 2357 | 4 // Number of initial frames |
2357 | 4 // Number of initial frames |
| 2358 | RO3HIT1.PIX |
2358 | RO3HIT1.PIX |
| Line 2373... | Line 2373... | ||
| 2373 | fixed // Frame rate type |
2373 | fixed // Frame rate type |
| 2374 | 1 // Number of initial frames |
2374 | 1 // Number of initial frames |
| 2375 | GCHUNKS1.PIX |
2375 | GCHUNKS1.PIX |
| 2376 | 0,0,not flipped |
2376 | 0,0,not flipped |
| 2377 | 0 // Number of looping frames |
2377 | 0 // Number of looping frames |
| 2378 | // |
2378 | // Sequence #7 - non-fatal collision with car |
| 2379 | collide // Include this frame in collision calcs |
2379 | collide // Include this frame in collision calcs |
| 2380 | variable // Frame rate type |
2380 | variable // Frame rate type |
| 2381 | 12,12 // Min frame rate, max frame rate, |
2381 | 12,12 // Min frame rate, max frame rate, |
| 2382 | 2 // Number of initial frames |
2382 | 2 // Number of initial frames |
| 2383 | RO3HIT1.PIX |
2383 | RO3HIT1.PIX |
| 2384 | 0,0,not flipped |
2384 | 0,0,not flipped |
| 2385 | RO3HIT2.PIX |
2385 | RO3HIT2.PIX |
| 2386 | 0,0,not flipped |
2386 | 0,0,not flipped |
| 2387 | 0 // Number of looping frames |
2387 | 0 // Number of looping frames |
| 2388 | // |
2388 | // Sequence #8 - stationary, looking the other way from side to side |
| 2389 | collide // Include this frame in collision calcs |
2389 | collide // Include this frame in collision calcs |
| 2390 | variable // Frame rate type |
2390 | variable // Frame rate type |
| 2391 | 1,6 // Min frame rate, max frame rate, |
2391 | 1,6 // Min frame rate, max frame rate, |
| 2392 | 0 // Number of initial frames |
2392 | 0 // Number of initial frames |
| 2393 | 2 // Number of looping frames |
2393 | 2 // Number of looping frames |
| 2394 | RO3BAK1.PIX |
2394 | RO3BAK1.PIX |
| 2395 | 0,0,not flipped |
2395 | 0,0,not flipped |
| 2396 | RO3BAK2.PIX |
2396 | RO3BAK2.PIX |
| 2397 | 0,0,flipped |
2397 | 0,0,flipped |
| 2398 | NEXT PEDESTRIAN |
2398 | NEXT PEDESTRIAN |
| 2399 | //( |
2399 | // **************** RO4 (FORMERLY CW3) ********************************************************************************** |
| 2400 | 11 // Reference number |
2400 | 11 // Reference number |
| 2401 | 0.35 // Height |
2401 | 0.35 // Height |
| 2402 | 250 // Points value |
2402 | 250 // Points value |
| 2403 | 15 // Hit points |
2403 | 15 // Hit points |
| 2404 | 2,4031,4030 // Exploding noises |
2404 | 2,4031,4030 // Exploding noises |
| Line 2422... | Line 2422... | ||
| 2422 | 0 // Sounds |
2422 | 0 // Sounds |
| 2423 | 3 // Number of sequences for this action |
2423 | 3 // Number of sequences for this action |
| 2424 | 90,8 // Max bearing, sequence index |
2424 | 90,8 // Max bearing, sequence index |
| 2425 | 270,4 // Max bearing, sequence index |
2425 | 270,4 // Max bearing, sequence index |
| 2426 | 360,8 // Max bearing, sequence index |
2426 | 360,8 // Max bearing, sequence index |
| 2427 | // |
2427 | // Action #1 - turn frightened and run like fuck |
| 2428 | 1,100 // Danger level, percentage chance |
2428 | 1,100 // Danger level, percentage chance |
| 2429 | 0,0.0008 // Initial speed, looping speed |
2429 | 0,0.0008 // Initial speed, looping speed |
| 2430 | 0.05 // Reaction time for this action |
2430 | 0.05 // Reaction time for this action |
| 2431 | 1,4003 // Sounds |
2431 | 1,4003 // Sounds |
| 2432 | 4 // Number of sequences for this action |
2432 | 4 // Number of sequences for this action |
| 2433 | 90,0 // Max bearing, sequence index |
2433 | 90,0 // Max bearing, sequence index |
| 2434 | 180,1 // Max bearing, sequence index |
2434 | 180,1 // Max bearing, sequence index |
| 2435 | 270,2 // Max bearing, sequence index |
2435 | 270,2 // Max bearing, sequence index |
| 2436 | 360,3 // Max bearing, sequence index |
2436 | 360,3 // Max bearing, sequence index |
| 2437 | // |
2437 | // Action #2 - fatal car collision |
| 2438 | 1000,0 // Danger level, percentage chance |
2438 | 1000,0 // Danger level, percentage chance |
| 2439 | 0,0 // Initial speed, looping speed |
2439 | 0,0 // Initial speed, looping speed |
| 2440 | 0 // Reaction time for this action |
2440 | 0 // Reaction time for this action |
| 2441 | 1,4013 // Sounds |
2441 | 1,4013 // Sounds |
| 2442 | 1 // Number of sequences for this action |
2442 | 1 // Number of sequences for this action |
| 2443 | 360,5 // Max bearing, sequence index |
2443 | 360,5 // Max bearing, sequence index |
| 2444 | // |
2444 | // Action #3 - turning into giblets |
| 2445 | 1000,0 // Danger level, percentage chance |
2445 | 1000,0 // Danger level, percentage chance |
| 2446 | 0,0 // Initial speed, looping speed |
2446 | 0,0 // Initial speed, looping speed |
| 2447 | 0 // Reaction time for this action |
2447 | 0 // Reaction time for this action |
| 2448 | 0 // Sounds |
2448 | 0 // Sounds |
| 2449 | 1 // Number of sequences for this action |
2449 | 1 // Number of sequences for this action |
| Line 2460... | Line 2460... | ||
| 2460 | 0,0 // Initial speed, looping speed |
2460 | 0,0 // Initial speed, looping speed |
| 2461 | 0 // Reaction time for this action |
2461 | 0 // Reaction time for this action |
| 2462 | 1,4013 // Sounds |
2462 | 1,4013 // Sounds |
| 2463 | 1 // Number of sequences for this action |
2463 | 1 // Number of sequences for this action |
| 2464 | 360,5 // Max bearing, sequence index |
2464 | 360,5 // Max bearing, sequence index |
| 2465 | // |
2465 | // Action #6 - non-fatal ground collision |
| 2466 | 1000,0 // Danger level, percentage chance |
2466 | 1000,0 // Danger level, percentage chance |
| 2467 | 0,0 // Initial speed, looping speed |
2467 | 0,0 // Initial speed, looping speed |
| 2468 | 0 // Reaction time for this action |
2468 | 0 // Reaction time for this action |
| 2469 | 1,4003 // Sounds |
2469 | 1,4003 // Sounds |
| 2470 | 1 // Number of sequences for this action |
2470 | 1 // Number of sequences for this action |
| 2471 | 360,7 // Max bearing, sequence index |
2471 | 360,7 // Max bearing, sequence index |
| 2472 | 9 // Number of sequences |
2472 | 9 // Number of sequences |
| 2473 | // |
2473 | // Sequence #0 - turn frightened and run away to their right |
| 2474 | collide // Include this frame in collision calcs |
2474 | collide // Include this frame in collision calcs |
| 2475 | speed // Frame rate type |
2475 | speed // Frame rate type |
| 2476 | 0.06,8 // Min frame rate, max frame rate, |
2476 | 0.06,8 // Min frame rate, max frame rate, |
| 2477 | 4 // Number of initial frames |
2477 | 4 // Number of initial frames |
| 2478 | RO4SHK.PIX |
2478 | RO4SHK.PIX |
| Line 2490... | Line 2490... | ||
| 2490 | 0,0,flipped |
2490 | 0,0,flipped |
| 2491 | RO4RUNA3.PIX |
2491 | RO4RUNA3.PIX |
| 2492 | 0,0,flipped |
2492 | 0,0,flipped |
| 2493 | RO4RUNA2.PIX |
2493 | RO4RUNA2.PIX |
| 2494 | 0,0,flipped |
2494 | 0,0,flipped |
| 2495 | // |
2495 | // Sequence #1 - turn frightened and run towards to their left |
| 2496 | collide // Include this frame in collision calcs |
2496 | collide // Include this frame in collision calcs |
| 2497 | speed // Frame rate type |
2497 | speed // Frame rate type |
| 2498 | 0.06,8 // Min frame rate, max frame rate, |
2498 | 0.06,8 // Min frame rate, max frame rate, |
| 2499 | 4 // Number of initial frames |
2499 | 4 // Number of initial frames |
| 2500 | RO4SHK.PIX |
2500 | RO4SHK.PIX |
| Line 2512... | Line 2512... | ||
| 2512 | 0,0,not flipped |
2512 | 0,0,not flipped |
| 2513 | RO4RUNT3.PIX |
2513 | RO4RUNT3.PIX |
| 2514 | 0,0,not flipped |
2514 | 0,0,not flipped |
| 2515 | RO4RUNT2.PIX |
2515 | RO4RUNT2.PIX |
| 2516 | 0,0,not flipped |
2516 | 0,0,not flipped |
| 2517 | // |
2517 | // Sequence #2 - turn frightened and run towards to their right |
| 2518 | collide // Include this frame in collision calcs |
2518 | collide // Include this frame in collision calcs |
| 2519 | speed // Frame rate type |
2519 | speed // Frame rate type |
| 2520 | 0.06,8 // Min frame rate, max frame rate, |
2520 | 0.06,8 // Min frame rate, max frame rate, |
| 2521 | 4 // Number of initial frames |
2521 | 4 // Number of initial frames |
| 2522 | RO4SHK.PIX |
2522 | RO4SHK.PIX |
| Line 2566... | Line 2566... | ||
| 2566 | 2 // Number of looping frames |
2566 | 2 // Number of looping frames |
| 2567 | RO4STL1.PIX |
2567 | RO4STL1.PIX |
| 2568 | 0,0,flipped |
2568 | 0,0,flipped |
| 2569 | RO4STL2.PIX |
2569 | RO4STL2.PIX |
| 2570 | 0,0,flipped |
2570 | 0,0,flipped |
| 2571 | // |
2571 | // Sequence #5 - fatal collision with car |
| 2572 | don't collide // Exclude this frame in collision calcs |
2572 | don't collide // Exclude this frame in collision calcs |
| 2573 | variable // Frame rate type |
2573 | variable // Frame rate type |
| 2574 | 12,12 // Min frame rate, max frame rate, |
2574 | 12,12 // Min frame rate, max frame rate, |
| 2575 | 4 // Number of initial frames |
2575 | 4 // Number of initial frames |
| 2576 | RO4HIT1.PIX |
2576 | RO4HIT1.PIX |
| Line 2591... | Line 2591... | ||
| 2591 | fixed // Frame rate type |
2591 | fixed // Frame rate type |
| 2592 | 1 // Number of initial frames |
2592 | 1 // Number of initial frames |
| 2593 | GCHUNKS1.PIX |
2593 | GCHUNKS1.PIX |
| 2594 | 0,0,not flipped |
2594 | 0,0,not flipped |
| 2595 | 0 // Number of looping frames |
2595 | 0 // Number of looping frames |
| 2596 | // |
2596 | // Sequence #7 - non-fatal collision with car |
| 2597 | collide // Include this frame in collision calcs |
2597 | collide // Include this frame in collision calcs |
| 2598 | variable // Frame rate type |
2598 | variable // Frame rate type |
| 2599 | 12,12 // Min frame rate, max frame rate, |
2599 | 12,12 // Min frame rate, max frame rate, |
| 2600 | 2 // Number of initial frames |
2600 | 2 // Number of initial frames |
| 2601 | RO4HIT1.PIX |
2601 | RO4HIT1.PIX |
| 2602 | 0,0,not flipped |
2602 | 0,0,not flipped |
| 2603 | RO4HIT2.PIX |
2603 | RO4HIT2.PIX |
| 2604 | 0,0,not flipped |
2604 | 0,0,not flipped |
| 2605 | 0 // Number of looping frames |
2605 | 0 // Number of looping frames |
| 2606 | // |
2606 | // Sequence #8 - stationary, looking the other way from side to side |
| 2607 | collide // Include this frame in collision calcs |
2607 | collide // Include this frame in collision calcs |
| 2608 | variable // Frame rate type |
2608 | variable // Frame rate type |
| 2609 | 1,6 // Min frame rate, max frame rate, |
2609 | 1,6 // Min frame rate, max frame rate, |
| 2610 | 0 // Number of initial frames |
2610 | 0 // Number of initial frames |
| 2611 | 2 // Number of looping frames |
2611 | 2 // Number of looping frames |
| 2612 | RO4BAK1.PIX |
2612 | RO4BAK1.PIX |
| 2613 | 0,0,not flipped |
2613 | 0,0,not flipped |
| 2614 | RO4BAK2.PIX |
2614 | RO4BAK2.PIX |
| 2615 | 0,0,flipped |
2615 | 0,0,flipped |
| 2616 | NEXT PEDESTRIAN |
2616 | NEXT PEDESTRIAN |
| 2617 | //( |
2617 | // **************** RO5 (FORMERLY ???) ********************************************************************************** |
| 2618 | 99 // Reference number |
2618 | 99 // Reference number |
| 2619 | 0.35 // Height |
2619 | 0.35 // Height |
| 2620 | 250 // Points value |
2620 | 250 // Points value |
| 2621 | 15 // Hit points |
2621 | 15 // Hit points |
| 2622 | 2,4031,4030 // Exploding noises |
2622 | 2,4031,4030 // Exploding noises |
| Line 2640... | Line 2640... | ||
| 2640 | 0 // Sounds |
2640 | 0 // Sounds |
| 2641 | 3 // Number of sequences for this action |
2641 | 3 // Number of sequences for this action |
| 2642 | 90,8 // Max bearing, sequence index |
2642 | 90,8 // Max bearing, sequence index |
| 2643 | 270,4 // Max bearing, sequence index |
2643 | 270,4 // Max bearing, sequence index |
| 2644 | 360,8 // Max bearing, sequence index |
2644 | 360,8 // Max bearing, sequence index |
| 2645 | // |
2645 | // Action #1 - turn frightened and run like fuck |
| 2646 | 1,100 // Danger level, percentage chance |
2646 | 1,100 // Danger level, percentage chance |
| 2647 | 0,0.0008 // Initial speed, looping speed |
2647 | 0,0.0008 // Initial speed, looping speed |
| 2648 | 0.05 // Reaction time for this action |
2648 | 0.05 // Reaction time for this action |
| 2649 | 1,4003 // Sounds |
2649 | 1,4003 // Sounds |
| 2650 | 4 // Number of sequences for this action |
2650 | 4 // Number of sequences for this action |
| 2651 | 90,0 // Max bearing, sequence index |
2651 | 90,0 // Max bearing, sequence index |
| 2652 | 180,1 // Max bearing, sequence index |
2652 | 180,1 // Max bearing, sequence index |
| 2653 | 270,2 // Max bearing, sequence index |
2653 | 270,2 // Max bearing, sequence index |
| 2654 | 360,3 // Max bearing, sequence index |
2654 | 360,3 // Max bearing, sequence index |
| 2655 | // |
2655 | // Action #2 - fatal car collision |
| 2656 | 1000,0 // Danger level, percentage chance |
2656 | 1000,0 // Danger level, percentage chance |
| 2657 | 0,0 // Initial speed, looping speed |
2657 | 0,0 // Initial speed, looping speed |
| 2658 | 0 // Reaction time for this action |
2658 | 0 // Reaction time for this action |
| 2659 | 1,4013 // Sounds |
2659 | 1,4013 // Sounds |
| 2660 | 1 // Number of sequences for this action |
2660 | 1 // Number of sequences for this action |
| 2661 | 360,5 // Max bearing, sequence index |
2661 | 360,5 // Max bearing, sequence index |
| 2662 | // |
2662 | // Action #3 - turning into giblets |
| 2663 | 1000,0 // Danger level, percentage chance |
2663 | 1000,0 // Danger level, percentage chance |
| 2664 | 0,0 // Initial speed, looping speed |
2664 | 0,0 // Initial speed, looping speed |
| 2665 | 0 // Reaction time for this action |
2665 | 0 // Reaction time for this action |
| 2666 | 0 // Sounds |
2666 | 0 // Sounds |
| 2667 | 1 // Number of sequences for this action |
2667 | 1 // Number of sequences for this action |
| Line 2678... | Line 2678... | ||
| 2678 | 0,0 // Initial speed, looping speed |
2678 | 0,0 // Initial speed, looping speed |
| 2679 | 0 // Reaction time for this action |
2679 | 0 // Reaction time for this action |
| 2680 | 1,4013 // Sounds |
2680 | 1,4013 // Sounds |
| 2681 | 1 // Number of sequences for this action |
2681 | 1 // Number of sequences for this action |
| 2682 | 360,5 // Max bearing, sequence index |
2682 | 360,5 // Max bearing, sequence index |
| 2683 | // |
2683 | // Action #6 - non-fatal ground collision |
| 2684 | 1000,0 // Danger level, percentage chance |
2684 | 1000,0 // Danger level, percentage chance |
| 2685 | 0,0 // Initial speed, looping speed |
2685 | 0,0 // Initial speed, looping speed |
| 2686 | 0 // Reaction time for this action |
2686 | 0 // Reaction time for this action |
| 2687 | 1,4003 // Sounds |
2687 | 1,4003 // Sounds |
| 2688 | 1 // Number of sequences for this action |
2688 | 1 // Number of sequences for this action |
| 2689 | 360,7 // Max bearing, sequence index |
2689 | 360,7 // Max bearing, sequence index |
| 2690 | 9 // Number of sequences |
2690 | 9 // Number of sequences |
| 2691 | // |
2691 | // Sequence #0 - turn frightened and run away to their right |
| 2692 | collide // Include this frame in collision calcs |
2692 | collide // Include this frame in collision calcs |
| 2693 | speed // Frame rate type |
2693 | speed // Frame rate type |
| 2694 | 0.06,8 // Min frame rate, max frame rate, |
2694 | 0.06,8 // Min frame rate, max frame rate, |
| 2695 | 4 // Number of initial frames |
2695 | 4 // Number of initial frames |
| 2696 | RO5SHK.PIX |
2696 | RO5SHK.PIX |
| Line 2708... | Line 2708... | ||
| 2708 | 0,0,flipped |
2708 | 0,0,flipped |
| 2709 | RO5RUNA3.PIX |
2709 | RO5RUNA3.PIX |
| 2710 | 0,0,flipped |
2710 | 0,0,flipped |
| 2711 | RO5RUNA2.PIX |
2711 | RO5RUNA2.PIX |
| 2712 | 0,0,flipped |
2712 | 0,0,flipped |
| 2713 | // |
2713 | // Sequence #1 - turn frightened and run towards to their left |
| 2714 | collide // Include this frame in collision calcs |
2714 | collide // Include this frame in collision calcs |
| 2715 | speed // Frame rate type |
2715 | speed // Frame rate type |
| 2716 | 0.06,8 // Min frame rate, max frame rate, |
2716 | 0.06,8 // Min frame rate, max frame rate, |
| 2717 | 4 // Number of initial frames |
2717 | 4 // Number of initial frames |
| 2718 | RO5SHK.PIX |
2718 | RO5SHK.PIX |
| Line 2730... | Line 2730... | ||
| 2730 | 0,0,not flipped |
2730 | 0,0,not flipped |
| 2731 | RO5RUNT3.PIX |
2731 | RO5RUNT3.PIX |
| 2732 | 0,0,not flipped |
2732 | 0,0,not flipped |
| 2733 | RO5RUNT2.PIX |
2733 | RO5RUNT2.PIX |
| 2734 | 0,0,not flipped |
2734 | 0,0,not flipped |
| 2735 | // |
2735 | // Sequence #2 - turn frightened and run towards to their right |
| 2736 | collide // Include this frame in collision calcs |
2736 | collide // Include this frame in collision calcs |
| 2737 | speed // Frame rate type |
2737 | speed // Frame rate type |
| 2738 | 0.06,8 // Min frame rate, max frame rate, |
2738 | 0.06,8 // Min frame rate, max frame rate, |
| 2739 | 4 // Number of initial frames |
2739 | 4 // Number of initial frames |
| 2740 | RO5SHK.PIX |
2740 | RO5SHK.PIX |
| Line 2784... | Line 2784... | ||
| 2784 | 2 // Number of looping frames |
2784 | 2 // Number of looping frames |
| 2785 | RO5STL1.PIX |
2785 | RO5STL1.PIX |
| 2786 | 0,0,flipped |
2786 | 0,0,flipped |
| 2787 | RO5STL2.PIX |
2787 | RO5STL2.PIX |
| 2788 | 0,0,flipped |
2788 | 0,0,flipped |
| 2789 | // |
2789 | // Sequence #5 - fatal collision with car |
| 2790 | don't collide // Exclude this frame in collision calcs |
2790 | don't collide // Exclude this frame in collision calcs |
| 2791 | variable // Frame rate type |
2791 | variable // Frame rate type |
| 2792 | 12,12 // Min frame rate, max frame rate, |
2792 | 12,12 // Min frame rate, max frame rate, |
| 2793 | 4 // Number of initial frames |
2793 | 4 // Number of initial frames |
| 2794 | RO5HIT1.PIX |
2794 | RO5HIT1.PIX |
| Line 2809... | Line 2809... | ||
| 2809 | fixed // Frame rate type |
2809 | fixed // Frame rate type |
| 2810 | 1 // Number of initial frames |
2810 | 1 // Number of initial frames |
| 2811 | GCHUNKS1.PIX |
2811 | GCHUNKS1.PIX |
| 2812 | 0,0,not flipped |
2812 | 0,0,not flipped |
| 2813 | 0 // Number of looping frames |
2813 | 0 // Number of looping frames |
| 2814 | // |
2814 | // Sequence #7 - non-fatal collision with car |
| 2815 | collide // Include this frame in collision calcs |
2815 | collide // Include this frame in collision calcs |
| 2816 | variable // Frame rate type |
2816 | variable // Frame rate type |
| 2817 | 12,12 // Min frame rate, max frame rate, |
2817 | 12,12 // Min frame rate, max frame rate, |
| 2818 | 2 // Number of initial frames |
2818 | 2 // Number of initial frames |
| 2819 | RO5HIT1.PIX |
2819 | RO5HIT1.PIX |
| 2820 | 0,0,not flipped |
2820 | 0,0,not flipped |
| 2821 | RO5HIT2.PIX |
2821 | RO5HIT2.PIX |
| 2822 | 0,0,not flipped |
2822 | 0,0,not flipped |
| 2823 | 0 // Number of looping frames |
2823 | 0 // Number of looping frames |
| 2824 | // |
2824 | // Sequence #8 - stationary, looking the other way from side to side |
| 2825 | collide // Include this frame in collision calcs |
2825 | collide // Include this frame in collision calcs |
| 2826 | variable // Frame rate type |
2826 | variable // Frame rate type |
| 2827 | 1,6 // Min frame rate, max frame rate, |
2827 | 1,6 // Min frame rate, max frame rate, |
| 2828 | 0 // Number of initial frames |
2828 | 0 // Number of initial frames |
| 2829 | 2 // Number of looping frames |
2829 | 2 // Number of looping frames |
| 2830 | RO5BAK1.PIX |
2830 | RO5BAK1.PIX |
| 2831 | 0,0,not flipped |
2831 | 0,0,not flipped |
| 2832 | RO5BAK2.PIX |
2832 | RO5BAK2.PIX |
| 2833 | 0,0,flipped |
2833 | 0,0,flipped |
| 2834 | NEXT PEDESTRIAN |
2834 | NEXT PEDESTRIAN |
| 2835 | //( |
2835 | // **************** RO6 (FORMERLY SKN) ********************************************************************************** |
| 2836 | 20 // Reference number |
2836 | 20 // Reference number |
| 2837 | 0.35 // Height |
2837 | 0.35 // Height |
| 2838 | 250 // Points value |
2838 | 250 // Points value |
| 2839 | 15 // Hit points |
2839 | 15 // Hit points |
| 2840 | 2,4031,4030 // Exploding noises |
2840 | 2,4031,4030 // Exploding noises |
| Line 2858... | Line 2858... | ||
| 2858 | 0 // Sounds |
2858 | 0 // Sounds |
| 2859 | 3 // Number of sequences for this action |
2859 | 3 // Number of sequences for this action |
| 2860 | 90,8 // Max bearing, sequence index |
2860 | 90,8 // Max bearing, sequence index |
| 2861 | 270,4 // Max bearing, sequence index |
2861 | 270,4 // Max bearing, sequence index |
| 2862 | 360,8 // Max bearing, sequence index |
2862 | 360,8 // Max bearing, sequence index |
| 2863 | // |
2863 | // Action #1 - turn frightened and run like fuck |
| 2864 | 1,100 // Danger level, percentage chance |
2864 | 1,100 // Danger level, percentage chance |
| 2865 | 0,0.0008 // Initial speed, looping speed |
2865 | 0,0.0008 // Initial speed, looping speed |
| 2866 | 0.05 // Reaction time for this action |
2866 | 0.05 // Reaction time for this action |
| 2867 | 1,4003 // Sounds |
2867 | 1,4003 // Sounds |
| 2868 | 4 // Number of sequences for this action |
2868 | 4 // Number of sequences for this action |
| 2869 | 90,0 // Max bearing, sequence index |
2869 | 90,0 // Max bearing, sequence index |
| 2870 | 180,1 // Max bearing, sequence index |
2870 | 180,1 // Max bearing, sequence index |
| 2871 | 270,2 // Max bearing, sequence index |
2871 | 270,2 // Max bearing, sequence index |
| 2872 | 360,3 // Max bearing, sequence index |
2872 | 360,3 // Max bearing, sequence index |
| 2873 | // |
2873 | // Action #2 - fatal car collision |
| 2874 | 1000,0 // Danger level, percentage chance |
2874 | 1000,0 // Danger level, percentage chance |
| 2875 | 0,0 // Initial speed, looping speed |
2875 | 0,0 // Initial speed, looping speed |
| 2876 | 0 // Reaction time for this action |
2876 | 0 // Reaction time for this action |
| 2877 | 1,4013 // Sounds |
2877 | 1,4013 // Sounds |
| 2878 | 1 // Number of sequences for this action |
2878 | 1 // Number of sequences for this action |
| 2879 | 360,5 // Max bearing, sequence index |
2879 | 360,5 // Max bearing, sequence index |
| 2880 | // |
2880 | // Action #3 - turning into giblets |
| 2881 | 1000,0 // Danger level, percentage chance |
2881 | 1000,0 // Danger level, percentage chance |
| 2882 | 0,0 // Initial speed, looping speed |
2882 | 0,0 // Initial speed, looping speed |
| 2883 | 0 // Reaction time for this action |
2883 | 0 // Reaction time for this action |
| 2884 | 0 // Sounds |
2884 | 0 // Sounds |
| 2885 | 1 // Number of sequences for this action |
2885 | 1 // Number of sequences for this action |
| Line 2896... | Line 2896... | ||
| 2896 | 0,0 // Initial speed, looping speed |
2896 | 0,0 // Initial speed, looping speed |
| 2897 | 0 // Reaction time for this action |
2897 | 0 // Reaction time for this action |
| 2898 | 1,4013 // Sounds |
2898 | 1,4013 // Sounds |
| 2899 | 1 // Number of sequences for this action |
2899 | 1 // Number of sequences for this action |
| 2900 | 360,5 // Max bearing, sequence index |
2900 | 360,5 // Max bearing, sequence index |
| 2901 | // |
2901 | // Action #6 - non-fatal ground collision |
| 2902 | 1000,0 // Danger level, percentage chance |
2902 | 1000,0 // Danger level, percentage chance |
| 2903 | 0,0 // Initial speed, looping speed |
2903 | 0,0 // Initial speed, looping speed |
| 2904 | 0 // Reaction time for this action |
2904 | 0 // Reaction time for this action |
| 2905 | 1,4003 // Sounds |
2905 | 1,4003 // Sounds |
| 2906 | 1 // Number of sequences for this action |
2906 | 1 // Number of sequences for this action |
| 2907 | 360,7 // Max bearing, sequence index |
2907 | 360,7 // Max bearing, sequence index |
| 2908 | 9 // Number of sequences |
2908 | 9 // Number of sequences |
| 2909 | // |
2909 | // Sequence #0 - turn frightened and run away to their right |
| 2910 | collide // Include this frame in collision calcs |
2910 | collide // Include this frame in collision calcs |
| 2911 | speed // Frame rate type |
2911 | speed // Frame rate type |
| 2912 | 0.06,8 // Min frame rate, max frame rate, |
2912 | 0.06,8 // Min frame rate, max frame rate, |
| 2913 | 4 // Number of initial frames |
2913 | 4 // Number of initial frames |
| 2914 | RO6SHK.PIX |
2914 | RO6SHK.PIX |
| Line 2926... | Line 2926... | ||
| 2926 | 0,0,flipped |
2926 | 0,0,flipped |
| 2927 | RO6RUNA3.PIX |
2927 | RO6RUNA3.PIX |
| 2928 | 0,0,flipped |
2928 | 0,0,flipped |
| 2929 | RO6RUNA2.PIX |
2929 | RO6RUNA2.PIX |
| 2930 | 0,0,flipped |
2930 | 0,0,flipped |
| 2931 | // |
2931 | // Sequence #1 - turn frightened and run towards to their left |
| 2932 | collide // Include this frame in collision calcs |
2932 | collide // Include this frame in collision calcs |
| 2933 | speed // Frame rate type |
2933 | speed // Frame rate type |
| 2934 | 0.06,8 // Min frame rate, max frame rate, |
2934 | 0.06,8 // Min frame rate, max frame rate, |
| 2935 | 4 // Number of initial frames |
2935 | 4 // Number of initial frames |
| 2936 | RO6SHK.PIX |
2936 | RO6SHK.PIX |
| Line 2948... | Line 2948... | ||
| 2948 | 0,0,not flipped |
2948 | 0,0,not flipped |
| 2949 | RO6RUNT3.PIX |
2949 | RO6RUNT3.PIX |
| 2950 | 0,0,not flipped |
2950 | 0,0,not flipped |
| 2951 | RO6RUNT2.PIX |
2951 | RO6RUNT2.PIX |
| 2952 | 0,0,not flipped |
2952 | 0,0,not flipped |
| 2953 | // |
2953 | // Sequence #2 - turn frightened and run towards to their right |
| 2954 | collide // Include this frame in collision calcs |
2954 | collide // Include this frame in collision calcs |
| 2955 | speed // Frame rate type |
2955 | speed // Frame rate type |
| 2956 | 0.06,8 // Min frame rate, max frame rate, |
2956 | 0.06,8 // Min frame rate, max frame rate, |
| 2957 | 4 // Number of initial frames |
2957 | 4 // Number of initial frames |
| 2958 | RO6SHK.PIX |
2958 | RO6SHK.PIX |
| Line 3002... | Line 3002... | ||
| 3002 | 2 // Number of looping frames |
3002 | 2 // Number of looping frames |
| 3003 | RO6STL1.PIX |
3003 | RO6STL1.PIX |
| 3004 | 0,0,flipped |
3004 | 0,0,flipped |
| 3005 | RO6STL2.PIX |
3005 | RO6STL2.PIX |
| 3006 | 0,0,flipped |
3006 | 0,0,flipped |
| 3007 | // |
3007 | // Sequence #5 - fatal collision with car |
| 3008 | don't collide // Exclude this frame in collision calcs |
3008 | don't collide // Exclude this frame in collision calcs |
| 3009 | variable // Frame rate type |
3009 | variable // Frame rate type |
| 3010 | 12,12 // Min frame rate, max frame rate, |
3010 | 12,12 // Min frame rate, max frame rate, |
| 3011 | 4 // Number of initial frames |
3011 | 4 // Number of initial frames |
| 3012 | RO6HIT1.PIX |
3012 | RO6HIT1.PIX |
| Line 3027... | Line 3027... | ||
| 3027 | fixed // Frame rate type |
3027 | fixed // Frame rate type |
| 3028 | 1 // Number of initial frames |
3028 | 1 // Number of initial frames |
| 3029 | GCHUNKS1.PIX |
3029 | GCHUNKS1.PIX |
| 3030 | 0,0,not flipped |
3030 | 0,0,not flipped |
| 3031 | 0 // Number of looping frames |
3031 | 0 // Number of looping frames |
| 3032 | // |
3032 | // Sequence #7 - non-fatal collision with car |
| 3033 | collide // Include this frame in collision calcs |
3033 | collide // Include this frame in collision calcs |
| 3034 | variable // Frame rate type |
3034 | variable // Frame rate type |
| 3035 | 12,12 // Min frame rate, max frame rate, |
3035 | 12,12 // Min frame rate, max frame rate, |
| 3036 | 2 // Number of initial frames |
3036 | 2 // Number of initial frames |
| 3037 | RO6HIT1.PIX |
3037 | RO6HIT1.PIX |
| 3038 | 0,0,not flipped |
3038 | 0,0,not flipped |
| 3039 | RO6HIT2.PIX |
3039 | RO6HIT2.PIX |
| 3040 | 0,0,not flipped |
3040 | 0,0,not flipped |
| 3041 | 0 // Number of looping frames |
3041 | 0 // Number of looping frames |
| 3042 | // |
3042 | // Sequence #8 - stationary, looking the other way from side to side |
| 3043 | collide // Include this frame in collision calcs |
3043 | collide // Include this frame in collision calcs |
| 3044 | variable // Frame rate type |
3044 | variable // Frame rate type |
| 3045 | 1,6 // Min frame rate, max frame rate, |
3045 | 1,6 // Min frame rate, max frame rate, |
| 3046 | 0 // Number of initial frames |
3046 | 0 // Number of initial frames |
| 3047 | 2 // Number of looping frames |
3047 | 2 // Number of looping frames |
| 3048 | RO6BAK1.PIX |
3048 | RO6BAK1.PIX |
| 3049 | 0,0,not flipped |
3049 | 0,0,not flipped |
| 3050 | RO6BAK2.PIX |
3050 | RO6BAK2.PIX |
| 3051 | 0,0,flipped |
3051 | 0,0,flipped |
| 3052 | NEXT PEDESTRIAN |
3052 | NEXT PEDESTRIAN |
| 3053 | //( |
3053 | // **************** RO7 (FORMERLY ???) ********************************************************************************** |
| 3054 | 21 // Reference number |
3054 | 21 // Reference number |
| 3055 | 0.35 // Height |
3055 | 0.35 // Height |
| 3056 | 250 // Points value |
3056 | 250 // Points value |
| 3057 | 15 // Hit points |
3057 | 15 // Hit points |
| 3058 | 2,4031,4030 // Exploding noises |
3058 | 2,4031,4030 // Exploding noises |
| Line 3076... | Line 3076... | ||
| 3076 | 0 // Sounds |
3076 | 0 // Sounds |
| 3077 | 3 // Number of sequences for this action |
3077 | 3 // Number of sequences for this action |
| 3078 | 90,8 // Max bearing, sequence index |
3078 | 90,8 // Max bearing, sequence index |
| 3079 | 270,4 // Max bearing, sequence index |
3079 | 270,4 // Max bearing, sequence index |
| 3080 | 360,8 // Max bearing, sequence index |
3080 | 360,8 // Max bearing, sequence index |
| 3081 | // |
3081 | // Action #1 - turn frightened and run like fuck |
| 3082 | 1,100 // Danger level, percentage chance |
3082 | 1,100 // Danger level, percentage chance |
| 3083 | 0,0.0008 // Initial speed, looping speed |
3083 | 0,0.0008 // Initial speed, looping speed |
| 3084 | 0.05 // Reaction time for this action |
3084 | 0.05 // Reaction time for this action |
| 3085 | 1,4003 // Sounds |
3085 | 1,4003 // Sounds |
| 3086 | 4 // Number of sequences for this action |
3086 | 4 // Number of sequences for this action |
| 3087 | 90,0 // Max bearing, sequence index |
3087 | 90,0 // Max bearing, sequence index |
| 3088 | 180,1 // Max bearing, sequence index |
3088 | 180,1 // Max bearing, sequence index |
| 3089 | 270,2 // Max bearing, sequence index |
3089 | 270,2 // Max bearing, sequence index |
| 3090 | 360,3 // Max bearing, sequence index |
3090 | 360,3 // Max bearing, sequence index |
| 3091 | // |
3091 | // Action #2 - fatal car collision |
| 3092 | 1000,0 // Danger level, percentage chance |
3092 | 1000,0 // Danger level, percentage chance |
| 3093 | 0,0 // Initial speed, looping speed |
3093 | 0,0 // Initial speed, looping speed |
| 3094 | 0 // Reaction time for this action |
3094 | 0 // Reaction time for this action |
| 3095 | 1,4013 // Sounds |
3095 | 1,4013 // Sounds |
| 3096 | 1 // Number of sequences for this action |
3096 | 1 // Number of sequences for this action |
| 3097 | 360,5 // Max bearing, sequence index |
3097 | 360,5 // Max bearing, sequence index |
| 3098 | // |
3098 | // Action #3 - turning into giblets |
| 3099 | 1000,0 // Danger level, percentage chance |
3099 | 1000,0 // Danger level, percentage chance |
| 3100 | 0,0 // Initial speed, looping speed |
3100 | 0,0 // Initial speed, looping speed |
| 3101 | 0 // Reaction time for this action |
3101 | 0 // Reaction time for this action |
| 3102 | 0 // Sounds |
3102 | 0 // Sounds |
| 3103 | 1 // Number of sequences for this action |
3103 | 1 // Number of sequences for this action |
| Line 3114... | Line 3114... | ||
| 3114 | 0,0 // Initial speed, looping speed |
3114 | 0,0 // Initial speed, looping speed |
| 3115 | 0 // Reaction time for this action |
3115 | 0 // Reaction time for this action |
| 3116 | 1,4013 // Sounds |
3116 | 1,4013 // Sounds |
| 3117 | 1 // Number of sequences for this action |
3117 | 1 // Number of sequences for this action |
| 3118 | 360,5 // Max bearing, sequence index |
3118 | 360,5 // Max bearing, sequence index |
| 3119 | // |
3119 | // Action #6 - non-fatal ground collision |
| 3120 | 1000,0 // Danger level, percentage chance |
3120 | 1000,0 // Danger level, percentage chance |
| 3121 | 0,0 // Initial speed, looping speed |
3121 | 0,0 // Initial speed, looping speed |
| 3122 | 0 // Reaction time for this action |
3122 | 0 // Reaction time for this action |
| 3123 | 1,4003 // Sounds |
3123 | 1,4003 // Sounds |
| 3124 | 1 // Number of sequences for this action |
3124 | 1 // Number of sequences for this action |
| 3125 | 360,7 // Max bearing, sequence index |
3125 | 360,7 // Max bearing, sequence index |
| 3126 | 9 // Number of sequences |
3126 | 9 // Number of sequences |
| 3127 | // |
3127 | // Sequence #0 - turn frightened and run away to their right |
| 3128 | collide // Include this frame in collision calcs |
3128 | collide // Include this frame in collision calcs |
| 3129 | speed // Frame rate type |
3129 | speed // Frame rate type |
| 3130 | 0.06,8 // Min frame rate, max frame rate, |
3130 | 0.06,8 // Min frame rate, max frame rate, |
| 3131 | 4 // Number of initial frames |
3131 | 4 // Number of initial frames |
| 3132 | RO7SHK.PIX |
3132 | RO7SHK.PIX |
| Line 3144... | Line 3144... | ||
| 3144 | 0,0,flipped |
3144 | 0,0,flipped |
| 3145 | RO7RUNA3.PIX |
3145 | RO7RUNA3.PIX |
| 3146 | 0,0,flipped |
3146 | 0,0,flipped |
| 3147 | RO7RUNA2.PIX |
3147 | RO7RUNA2.PIX |
| 3148 | 0,0,flipped |
3148 | 0,0,flipped |
| 3149 | // |
3149 | // Sequence #1 - turn frightened and run towards to their left |
| 3150 | collide // Include this frame in collision calcs |
3150 | collide // Include this frame in collision calcs |
| 3151 | speed // Frame rate type |
3151 | speed // Frame rate type |
| 3152 | 0.06,8 // Min frame rate, max frame rate, |
3152 | 0.06,8 // Min frame rate, max frame rate, |
| 3153 | 4 // Number of initial frames |
3153 | 4 // Number of initial frames |
| 3154 | RO7SHK.PIX |
3154 | RO7SHK.PIX |
| Line 3166... | Line 3166... | ||
| 3166 | 0,0,not flipped |
3166 | 0,0,not flipped |
| 3167 | RO7RUNT3.PIX |
3167 | RO7RUNT3.PIX |
| 3168 | 0,0,not flipped |
3168 | 0,0,not flipped |
| 3169 | RO7RUNT2.PIX |
3169 | RO7RUNT2.PIX |
| 3170 | 0,0,not flipped |
3170 | 0,0,not flipped |
| 3171 | // |
3171 | // Sequence #2 - turn frightened and run towards to their right |
| 3172 | collide // Include this frame in collision calcs |
3172 | collide // Include this frame in collision calcs |
| 3173 | speed // Frame rate type |
3173 | speed // Frame rate type |
| 3174 | 0.06,8 // Min frame rate, max frame rate, |
3174 | 0.06,8 // Min frame rate, max frame rate, |
| 3175 | 4 // Number of initial frames |
3175 | 4 // Number of initial frames |
| 3176 | RO7SHK.PIX |
3176 | RO7SHK.PIX |
| Line 3220... | Line 3220... | ||
| 3220 | 2 // Number of looping frames |
3220 | 2 // Number of looping frames |
| 3221 | RO7STL1.PIX |
3221 | RO7STL1.PIX |
| 3222 | 0,0,flipped |
3222 | 0,0,flipped |
| 3223 | RO7STL2.PIX |
3223 | RO7STL2.PIX |
| 3224 | 0,0,flipped |
3224 | 0,0,flipped |
| 3225 | // |
3225 | // Sequence #5 - fatal collision with car |
| 3226 | don't collide // Exclude this frame in collision calcs |
3226 | don't collide // Exclude this frame in collision calcs |
| 3227 | variable // Frame rate type |
3227 | variable // Frame rate type |
| 3228 | 12,12 // Min frame rate, max frame rate, |
3228 | 12,12 // Min frame rate, max frame rate, |
| 3229 | 4 // Number of initial frames |
3229 | 4 // Number of initial frames |
| 3230 | RO7HIT1.PIX |
3230 | RO7HIT1.PIX |
| Line 3245... | Line 3245... | ||
| 3245 | fixed // Frame rate type |
3245 | fixed // Frame rate type |
| 3246 | 1 // Number of initial frames |
3246 | 1 // Number of initial frames |
| 3247 | GCHUNKS1.PIX |
3247 | GCHUNKS1.PIX |
| 3248 | 0,0,not flipped |
3248 | 0,0,not flipped |
| 3249 | 0 // Number of looping frames |
3249 | 0 // Number of looping frames |
| 3250 | // |
3250 | // Sequence #7 - non-fatal collision with car |
| 3251 | collide // Include this frame in collision calcs |
3251 | collide // Include this frame in collision calcs |
| 3252 | variable // Frame rate type |
3252 | variable // Frame rate type |
| 3253 | 12,12 // Min frame rate, max frame rate, |
3253 | 12,12 // Min frame rate, max frame rate, |
| 3254 | 2 // Number of initial frames |
3254 | 2 // Number of initial frames |
| 3255 | RO7HIT1.PIX |
3255 | RO7HIT1.PIX |
| 3256 | 0,0,not flipped |
3256 | 0,0,not flipped |
| 3257 | RO7HIT2.PIX |
3257 | RO7HIT2.PIX |
| 3258 | 0,0,not flipped |
3258 | 0,0,not flipped |
| 3259 | 0 // Number of looping frames |
3259 | 0 // Number of looping frames |
| 3260 | // |
3260 | // Sequence #8 - stationary, looking the other way from side to side |
| 3261 | collide // Include this frame in collision calcs |
3261 | collide // Include this frame in collision calcs |
| 3262 | variable // Frame rate type |
3262 | variable // Frame rate type |
| 3263 | 1,6 // Min frame rate, max frame rate, |
3263 | 1,6 // Min frame rate, max frame rate, |
| 3264 | 0 // Number of initial frames |
3264 | 0 // Number of initial frames |
| 3265 | 2 // Number of looping frames |
3265 | 2 // Number of looping frames |
| 3266 | RO7BAK1.PIX |
3266 | RO7BAK1.PIX |
| 3267 | 0,0,not flipped |
3267 | 0,0,not flipped |
| 3268 | RO7BAK2.PIX |
3268 | RO7BAK2.PIX |
| 3269 | 0,0,flipped |
3269 | 0,0,flipped |
| 3270 | NEXT PEDESTRIAN |
3270 | NEXT PEDESTRIAN |
| 3271 | //( |
3271 | // **************** RO8 (FORMERLY ???) ********************************************************************************** |
| 3272 | 12 // Reference number |
3272 | 12 // Reference number |
| 3273 | 0.35 // Height |
3273 | 0.35 // Height |
| 3274 | 250 // Points value |
3274 | 250 // Points value |
| 3275 | 15 // Hit points |
3275 | 15 // Hit points |
| 3276 | 2,4031,4030 // Exploding noises |
3276 | 2,4031,4030 // Exploding noises |
| Line 3294... | Line 3294... | ||
| 3294 | 0 // Sounds |
3294 | 0 // Sounds |
| 3295 | 3 // Number of sequences for this action |
3295 | 3 // Number of sequences for this action |
| 3296 | 90,8 // Max bearing, sequence index |
3296 | 90,8 // Max bearing, sequence index |
| 3297 | 270,4 // Max bearing, sequence index |
3297 | 270,4 // Max bearing, sequence index |
| 3298 | 360,8 // Max bearing, sequence index |
3298 | 360,8 // Max bearing, sequence index |
| 3299 | // |
3299 | // Action #1 - turn frightened and run like fuck |
| 3300 | 1,100 // Danger level, percentage chance |
3300 | 1,100 // Danger level, percentage chance |
| 3301 | 0,0.0008 // Initial speed, looping speed |
3301 | 0,0.0008 // Initial speed, looping speed |
| 3302 | 0.05 // Reaction time for this action |
3302 | 0.05 // Reaction time for this action |
| 3303 | 1,4003 // Sounds |
3303 | 1,4003 // Sounds |
| 3304 | 4 // Number of sequences for this action |
3304 | 4 // Number of sequences for this action |
| 3305 | 90,0 // Max bearing, sequence index |
3305 | 90,0 // Max bearing, sequence index |
| 3306 | 180,1 // Max bearing, sequence index |
3306 | 180,1 // Max bearing, sequence index |
| 3307 | 270,2 // Max bearing, sequence index |
3307 | 270,2 // Max bearing, sequence index |
| 3308 | 360,3 // Max bearing, sequence index |
3308 | 360,3 // Max bearing, sequence index |
| 3309 | // |
3309 | // Action #2 - fatal car collision |
| 3310 | 1000,0 // Danger level, percentage chance |
3310 | 1000,0 // Danger level, percentage chance |
| 3311 | 0,0 // Initial speed, looping speed |
3311 | 0,0 // Initial speed, looping speed |
| 3312 | 0 // Reaction time for this action |
3312 | 0 // Reaction time for this action |
| 3313 | 1,4013 // Sounds |
3313 | 1,4013 // Sounds |
| 3314 | 1 // Number of sequences for this action |
3314 | 1 // Number of sequences for this action |
| 3315 | 360,5 // Max bearing, sequence index |
3315 | 360,5 // Max bearing, sequence index |
| 3316 | // |
3316 | // Action #3 - turning into giblets |
| 3317 | 1000,0 // Danger level, percentage chance |
3317 | 1000,0 // Danger level, percentage chance |
| 3318 | 0,0 // Initial speed, looping speed |
3318 | 0,0 // Initial speed, looping speed |
| 3319 | 0 // Reaction time for this action |
3319 | 0 // Reaction time for this action |
| 3320 | 0 // Sounds |
3320 | 0 // Sounds |
| 3321 | 1 // Number of sequences for this action |
3321 | 1 // Number of sequences for this action |
| Line 3332... | Line 3332... | ||
| 3332 | 0,0 // Initial speed, looping speed |
3332 | 0,0 // Initial speed, looping speed |
| 3333 | 0 // Reaction time for this action |
3333 | 0 // Reaction time for this action |
| 3334 | 1,4013 // Sounds |
3334 | 1,4013 // Sounds |
| 3335 | 1 // Number of sequences for this action |
3335 | 1 // Number of sequences for this action |
| 3336 | 360,5 // Max bearing, sequence index |
3336 | 360,5 // Max bearing, sequence index |
| 3337 | // |
3337 | // Action #6 - non-fatal ground collision |
| 3338 | 1000,0 // Danger level, percentage chance |
3338 | 1000,0 // Danger level, percentage chance |
| 3339 | 0,0 // Initial speed, looping speed |
3339 | 0,0 // Initial speed, looping speed |
| 3340 | 0 // Reaction time for this action |
3340 | 0 // Reaction time for this action |
| 3341 | 1,4003 // Sounds |
3341 | 1,4003 // Sounds |
| 3342 | 1 // Number of sequences for this action |
3342 | 1 // Number of sequences for this action |
| 3343 | 360,7 // Max bearing, sequence index |
3343 | 360,7 // Max bearing, sequence index |
| 3344 | 9 // Number of sequences |
3344 | 9 // Number of sequences |
| 3345 | // |
3345 | // Sequence #0 - turn frightened and run away to their right |
| 3346 | collide // Include this frame in collision calcs |
3346 | collide // Include this frame in collision calcs |
| 3347 | speed // Frame rate type |
3347 | speed // Frame rate type |
| 3348 | 0.06,8 // Min frame rate, max frame rate, |
3348 | 0.06,8 // Min frame rate, max frame rate, |
| 3349 | 4 // Number of initial frames |
3349 | 4 // Number of initial frames |
| 3350 | RO8SHK.PIX |
3350 | RO8SHK.PIX |
| Line 3362... | Line 3362... | ||
| 3362 | 0,0,flipped |
3362 | 0,0,flipped |
| 3363 | RO8RUNA3.PIX |
3363 | RO8RUNA3.PIX |
| 3364 | 0,0,flipped |
3364 | 0,0,flipped |
| 3365 | RO8RUNA2.PIX |
3365 | RO8RUNA2.PIX |
| 3366 | 0,0,flipped |
3366 | 0,0,flipped |
| 3367 | // |
3367 | // Sequence #1 - turn frightened and run towards to their left |
| 3368 | collide // Include this frame in collision calcs |
3368 | collide // Include this frame in collision calcs |
| 3369 | speed // Frame rate type |
3369 | speed // Frame rate type |
| 3370 | 0.06,8 // Min frame rate, max frame rate, |
3370 | 0.06,8 // Min frame rate, max frame rate, |
| 3371 | 4 // Number of initial frames |
3371 | 4 // Number of initial frames |
| 3372 | RO8SHK.PIX |
3372 | RO8SHK.PIX |
| Line 3384... | Line 3384... | ||
| 3384 | 0,0,not flipped |
3384 | 0,0,not flipped |
| 3385 | RO8RUNT3.PIX |
3385 | RO8RUNT3.PIX |
| 3386 | 0,0,not flipped |
3386 | 0,0,not flipped |
| 3387 | RO8RUNT2.PIX |
3387 | RO8RUNT2.PIX |
| 3388 | 0,0,not flipped |
3388 | 0,0,not flipped |
| 3389 | // |
3389 | // Sequence #2 - turn frightened and run towards to their right |
| 3390 | collide // Include this frame in collision calcs |
3390 | collide // Include this frame in collision calcs |
| 3391 | speed // Frame rate type |
3391 | speed // Frame rate type |
| 3392 | 0.06,8 // Min frame rate, max frame rate, |
3392 | 0.06,8 // Min frame rate, max frame rate, |
| 3393 | 4 // Number of initial frames |
3393 | 4 // Number of initial frames |
| 3394 | RO8SHK.PIX |
3394 | RO8SHK.PIX |
| Line 3438... | Line 3438... | ||
| 3438 | 2 // Number of looping frames |
3438 | 2 // Number of looping frames |
| 3439 | RO8STL1.PIX |
3439 | RO8STL1.PIX |
| 3440 | 0,0,flipped |
3440 | 0,0,flipped |
| 3441 | RO8STL2.PIX |
3441 | RO8STL2.PIX |
| 3442 | 0,0,flipped |
3442 | 0,0,flipped |
| 3443 | // |
3443 | // Sequence #5 - fatal collision with car |
| 3444 | don't collide // Exclude this frame in collision calcs |
3444 | don't collide // Exclude this frame in collision calcs |
| 3445 | variable // Frame rate type |
3445 | variable // Frame rate type |
| 3446 | 12,12 // Min frame rate, max frame rate, |
3446 | 12,12 // Min frame rate, max frame rate, |
| 3447 | 4 // Number of initial frames |
3447 | 4 // Number of initial frames |
| 3448 | RO8HIT1.PIX |
3448 | RO8HIT1.PIX |
| Line 3463... | Line 3463... | ||
| 3463 | fixed // Frame rate type |
3463 | fixed // Frame rate type |
| 3464 | 1 // Number of initial frames |
3464 | 1 // Number of initial frames |
| 3465 | GCHUNKS1.PIX |
3465 | GCHUNKS1.PIX |
| 3466 | 0,0,not flipped |
3466 | 0,0,not flipped |
| 3467 | 0 // Number of looping frames |
3467 | 0 // Number of looping frames |
| 3468 | // |
3468 | // Sequence #7 - non-fatal collision with car |
| 3469 | collide // Include this frame in collision calcs |
3469 | collide // Include this frame in collision calcs |
| 3470 | variable // Frame rate type |
3470 | variable // Frame rate type |
| 3471 | 12,12 // Min frame rate, max frame rate, |
3471 | 12,12 // Min frame rate, max frame rate, |
| 3472 | 2 // Number of initial frames |
3472 | 2 // Number of initial frames |
| 3473 | RO8HIT1.PIX |
3473 | RO8HIT1.PIX |
| 3474 | 0,0,not flipped |
3474 | 0,0,not flipped |
| 3475 | RO8HIT2.PIX |
3475 | RO8HIT2.PIX |
| 3476 | 0,0,not flipped |
3476 | 0,0,not flipped |
| 3477 | 0 // Number of looping frames |
3477 | 0 // Number of looping frames |
| 3478 | // |
3478 | // Sequence #8 - stationary, looking the other way from side to side |
| 3479 | collide // Include this frame in collision calcs |
3479 | collide // Include this frame in collision calcs |
| 3480 | variable // Frame rate type |
3480 | variable // Frame rate type |
| 3481 | 1,6 // Min frame rate, max frame rate, |
3481 | 1,6 // Min frame rate, max frame rate, |
| 3482 | 0 // Number of initial frames |
3482 | 0 // Number of initial frames |
| 3483 | 2 // Number of looping frames |
3483 | 2 // Number of looping frames |
| 3484 | RO8BAK1.PIX |
3484 | RO8BAK1.PIX |
| 3485 | 0,0,not flipped |
3485 | 0,0,not flipped |
| 3486 | RO8BAK2.PIX |
3486 | RO8BAK2.PIX |
| 3487 | 0,0,flipped |
3487 | 0,0,flipped |
| 3488 | NEXT PEDESTRIAN |
3488 | NEXT PEDESTRIAN |
| 3489 | //( |
3489 | // **************** RO1 (FORMERLY COP) ********************************************************************************** |
| 3490 | 13 // Reference number |
3490 | 13 // Reference number |
| 3491 | 0.35 // Height |
3491 | 0.35 // Height |
| 3492 | 250 // Points value |
3492 | 250 // Points value |
| 3493 | 15 // Hit points |
3493 | 15 // Hit points |
| 3494 | 2,4031,4030 // Exploding noises |
3494 | 2,4031,4030 // Exploding noises |
| Line 3512... | Line 3512... | ||
| 3512 | 0 // Sounds |
3512 | 0 // Sounds |
| 3513 | 3 // Number of sequences for this action |
3513 | 3 // Number of sequences for this action |
| 3514 | 90,8 // Max bearing, sequence index |
3514 | 90,8 // Max bearing, sequence index |
| 3515 | 270,4 // Max bearing, sequence index |
3515 | 270,4 // Max bearing, sequence index |
| 3516 | 360,8 // Max bearing, sequence index |
3516 | 360,8 // Max bearing, sequence index |
| 3517 | // |
3517 | // Action #1 - turn frightened and run like fuck |
| 3518 | 1,100 // Danger level, percentage chance |
3518 | 1,100 // Danger level, percentage chance |
| 3519 | 0,0.0008 // Initial speed, looping speed |
3519 | 0,0.0008 // Initial speed, looping speed |
| 3520 | 0.05 // Reaction time for this action |
3520 | 0.05 // Reaction time for this action |
| 3521 | 1,4003 // Sounds |
3521 | 1,4003 // Sounds |
| 3522 | 4 // Number of sequences for this action |
3522 | 4 // Number of sequences for this action |
| 3523 | 90,0 // Max bearing, sequence index |
3523 | 90,0 // Max bearing, sequence index |
| 3524 | 180,1 // Max bearing, sequence index |
3524 | 180,1 // Max bearing, sequence index |
| 3525 | 270,2 // Max bearing, sequence index |
3525 | 270,2 // Max bearing, sequence index |
| 3526 | 360,3 // Max bearing, sequence index |
3526 | 360,3 // Max bearing, sequence index |
| 3527 | // |
3527 | // Action #2 - fatal car collision |
| 3528 | 1000,0 // Danger level, percentage chance |
3528 | 1000,0 // Danger level, percentage chance |
| 3529 | 0,0 // Initial speed, looping speed |
3529 | 0,0 // Initial speed, looping speed |
| 3530 | 0 // Reaction time for this action |
3530 | 0 // Reaction time for this action |
| 3531 | 1,4013 // Sounds |
3531 | 1,4013 // Sounds |
| 3532 | 1 // Number of sequences for this action |
3532 | 1 // Number of sequences for this action |
| 3533 | 360,5 // Max bearing, sequence index |
3533 | 360,5 // Max bearing, sequence index |
| 3534 | // |
3534 | // Action #3 - turning into giblets |
| 3535 | 1000,0 // Danger level, percentage chance |
3535 | 1000,0 // Danger level, percentage chance |
| 3536 | 0,0 // Initial speed, looping speed |
3536 | 0,0 // Initial speed, looping speed |
| 3537 | 0 // Reaction time for this action |
3537 | 0 // Reaction time for this action |
| 3538 | 0 // Sounds |
3538 | 0 // Sounds |
| 3539 | 1 // Number of sequences for this action |
3539 | 1 // Number of sequences for this action |
| Line 3550... | Line 3550... | ||
| 3550 | 0,0 // Initial speed, looping speed |
3550 | 0,0 // Initial speed, looping speed |
| 3551 | 0 // Reaction time for this action |
3551 | 0 // Reaction time for this action |
| 3552 | 1,4013 // Sounds |
3552 | 1,4013 // Sounds |
| 3553 | 1 // Number of sequences for this action |
3553 | 1 // Number of sequences for this action |
| 3554 | 360,5 // Max bearing, sequence index |
3554 | 360,5 // Max bearing, sequence index |
| 3555 | // |
3555 | // Action #6 - non-fatal ground collision |
| 3556 | 1000,0 // Danger level, percentage chance |
3556 | 1000,0 // Danger level, percentage chance |
| 3557 | 0,0 // Initial speed, looping speed |
3557 | 0,0 // Initial speed, looping speed |
| 3558 | 0 // Reaction time for this action |
3558 | 0 // Reaction time for this action |
| 3559 | 1,4003 // Sounds |
3559 | 1,4003 // Sounds |
| 3560 | 1 // Number of sequences for this action |
3560 | 1 // Number of sequences for this action |
| 3561 | 360,7 // Max bearing, sequence index |
3561 | 360,7 // Max bearing, sequence index |
| 3562 | 9 // Number of sequences |
3562 | 9 // Number of sequences |
| 3563 | // |
3563 | // Sequence #0 - turn frightened and run away to their right |
| 3564 | collide // Include this frame in collision calcs |
3564 | collide // Include this frame in collision calcs |
| 3565 | speed // Frame rate type |
3565 | speed // Frame rate type |
| 3566 | 0.06,8 // Min frame rate, max frame rate, |
3566 | 0.06,8 // Min frame rate, max frame rate, |
| 3567 | 4 // Number of initial frames |
3567 | 4 // Number of initial frames |
| 3568 | RO1SHK.PIX |
3568 | RO1SHK.PIX |
| Line 3580... | Line 3580... | ||
| 3580 | 0,0,flipped |
3580 | 0,0,flipped |
| 3581 | RO1RUNA3.PIX |
3581 | RO1RUNA3.PIX |
| 3582 | 0,0,flipped |
3582 | 0,0,flipped |
| 3583 | RO1RUNA2.PIX |
3583 | RO1RUNA2.PIX |
| 3584 | 0,0,flipped |
3584 | 0,0,flipped |
| 3585 | // |
3585 | // Sequence #1 - turn frightened and run towards to their left |
| 3586 | collide // Include this frame in collision calcs |
3586 | collide // Include this frame in collision calcs |
| 3587 | speed // Frame rate type |
3587 | speed // Frame rate type |
| 3588 | 0.06,8 // Min frame rate, max frame rate, |
3588 | 0.06,8 // Min frame rate, max frame rate, |
| 3589 | 4 // Number of initial frames |
3589 | 4 // Number of initial frames |
| 3590 | RO1SHK.PIX |
3590 | RO1SHK.PIX |
| Line 3602... | Line 3602... | ||
| 3602 | 0,0,not flipped |
3602 | 0,0,not flipped |
| 3603 | RO1RUNT3.PIX |
3603 | RO1RUNT3.PIX |
| 3604 | 0,0,not flipped |
3604 | 0,0,not flipped |
| 3605 | RO1RUNT2.PIX |
3605 | RO1RUNT2.PIX |
| 3606 | 0,0,not flipped |
3606 | 0,0,not flipped |
| 3607 | // |
3607 | // Sequence #2 - turn frightened and run towards to their right |
| 3608 | collide // Include this frame in collision calcs |
3608 | collide // Include this frame in collision calcs |
| 3609 | speed // Frame rate type |
3609 | speed // Frame rate type |
| 3610 | 0.06,8 // Min frame rate, max frame rate, |
3610 | 0.06,8 // Min frame rate, max frame rate, |
| 3611 | 4 // Number of initial frames |
3611 | 4 // Number of initial frames |
| 3612 | RO1SHK.PIX |
3612 | RO1SHK.PIX |
| Line 3656... | Line 3656... | ||
| 3656 | 2 // Number of looping frames |
3656 | 2 // Number of looping frames |
| 3657 | RO1STL1.PIX |
3657 | RO1STL1.PIX |
| 3658 | 0,0,flipped |
3658 | 0,0,flipped |
| 3659 | RO1STL2.PIX |
3659 | RO1STL2.PIX |
| 3660 | 0,0,flipped |
3660 | 0,0,flipped |
| 3661 | // |
3661 | // Sequence #5 - fatal collision with car |
| 3662 | don't collide // Exclude this frame in collision calcs |
3662 | don't collide // Exclude this frame in collision calcs |
| 3663 | variable // Frame rate type |
3663 | variable // Frame rate type |
| 3664 | 12,12 // Min frame rate, max frame rate, |
3664 | 12,12 // Min frame rate, max frame rate, |
| 3665 | 4 // Number of initial frames |
3665 | 4 // Number of initial frames |
| 3666 | RO1HIT1.PIX |
3666 | RO1HIT1.PIX |
| Line 3681... | Line 3681... | ||
| 3681 | fixed // Frame rate type |
3681 | fixed // Frame rate type |
| 3682 | 1 // Number of initial frames |
3682 | 1 // Number of initial frames |
| 3683 | GCHUNKS1.PIX |
3683 | GCHUNKS1.PIX |
| 3684 | 0,0,not flipped |
3684 | 0,0,not flipped |
| 3685 | 0 // Number of looping frames |
3685 | 0 // Number of looping frames |
| 3686 | // |
3686 | // Sequence #7 - non-fatal collision with car |
| 3687 | collide // Include this frame in collision calcs |
3687 | collide // Include this frame in collision calcs |
| 3688 | variable // Frame rate type |
3688 | variable // Frame rate type |
| 3689 | 12,12 // Min frame rate, max frame rate, |
3689 | 12,12 // Min frame rate, max frame rate, |
| 3690 | 2 // Number of initial frames |
3690 | 2 // Number of initial frames |
| 3691 | RO1HIT1.PIX |
3691 | RO1HIT1.PIX |
| 3692 | 0,0,not flipped |
3692 | 0,0,not flipped |
| 3693 | RO1HIT2.PIX |
3693 | RO1HIT2.PIX |
| 3694 | 0,0,not flipped |
3694 | 0,0,not flipped |
| 3695 | 0 // Number of looping frames |
3695 | 0 // Number of looping frames |
| 3696 | // |
3696 | // Sequence #8 - stationary, looking the other way from side to side |
| 3697 | collide // Include this frame in collision calcs |
3697 | collide // Include this frame in collision calcs |
| 3698 | variable // Frame rate type |
3698 | variable // Frame rate type |
| 3699 | 1,6 // Min frame rate, max frame rate, |
3699 | 1,6 // Min frame rate, max frame rate, |
| 3700 | 0 // Number of initial frames |
3700 | 0 // Number of initial frames |
| 3701 | 2 // Number of looping frames |
3701 | 2 // Number of looping frames |
| 3702 | RO1BAK1.PIX |
3702 | RO1BAK1.PIX |
| 3703 | 0,0,not flipped |
3703 | 0,0,not flipped |
| 3704 | RO1BAK2.PIX |
3704 | RO1BAK2.PIX |
| 3705 | 0,0,flipped |
3705 | 0,0,flipped |
| 3706 | NEXT PEDESTRIAN |
3706 | NEXT PEDESTRIAN |
| 3707 | // |
3707 | // **************** RO2(FORMERLY CPT) ********************************************************************************** |
| 3708 | 14 // Reference number |
3708 | 14 // Reference number |
| 3709 | 0.35 // Height |
3709 | 0.35 // Height |
| 3710 | 250 // Points value |
3710 | 250 // Points value |
| 3711 | 15 // Hit points |
3711 | 15 // Hit points |
| 3712 | 2,4031,4030 // Exploding noises |
3712 | 2,4031,4030 // Exploding noises |
| Line 3730... | Line 3730... | ||
| 3730 | 0 // Sounds |
3730 | 0 // Sounds |
| 3731 | 3 // Number of sequences for this action |
3731 | 3 // Number of sequences for this action |
| 3732 | 90,8 // Max bearing, sequence index |
3732 | 90,8 // Max bearing, sequence index |
| 3733 | 270,4 // Max bearing, sequence index |
3733 | 270,4 // Max bearing, sequence index |
| 3734 | 360,8 // Max bearing, sequence index |
3734 | 360,8 // Max bearing, sequence index |
| 3735 | // |
3735 | // Action #1 - turn frightened and run like fuck |
| 3736 | 1,100 // Danger level, percentage chance |
3736 | 1,100 // Danger level, percentage chance |
| 3737 | 0,0.0008 // Initial speed, looping speed |
3737 | 0,0.0008 // Initial speed, looping speed |
| 3738 | 0.05 // Reaction time for this action |
3738 | 0.05 // Reaction time for this action |
| 3739 | 1,4003 // Sounds |
3739 | 1,4003 // Sounds |
| 3740 | 4 // Number of sequences for this action |
3740 | 4 // Number of sequences for this action |
| 3741 | 90,0 // Max bearing, sequence index |
3741 | 90,0 // Max bearing, sequence index |
| 3742 | 180,1 // Max bearing, sequence index |
3742 | 180,1 // Max bearing, sequence index |
| 3743 | 270,2 // Max bearing, sequence index |
3743 | 270,2 // Max bearing, sequence index |
| 3744 | 360,3 // Max bearing, sequence index |
3744 | 360,3 // Max bearing, sequence index |
| 3745 | // |
3745 | // Action #2 - fatal car collision |
| 3746 | 1000,0 // Danger level, percentage chance |
3746 | 1000,0 // Danger level, percentage chance |
| 3747 | 0,0 // Initial speed, looping speed |
3747 | 0,0 // Initial speed, looping speed |
| 3748 | 0 // Reaction time for this action |
3748 | 0 // Reaction time for this action |
| 3749 | 1,4013 // Sounds |
3749 | 1,4013 // Sounds |
| 3750 | 1 // Number of sequences for this action |
3750 | 1 // Number of sequences for this action |
| 3751 | 360,5 // Max bearing, sequence index |
3751 | 360,5 // Max bearing, sequence index |
| 3752 | // |
3752 | // Action #3 - turning into giblets |
| 3753 | 1000,0 // Danger level, percentage chance |
3753 | 1000,0 // Danger level, percentage chance |
| 3754 | 0,0 // Initial speed, looping speed |
3754 | 0,0 // Initial speed, looping speed |
| 3755 | 0 // Reaction time for this action |
3755 | 0 // Reaction time for this action |
| 3756 | 0 // Sounds |
3756 | 0 // Sounds |
| 3757 | 1 // Number of sequences for this action |
3757 | 1 // Number of sequences for this action |
| Line 3768... | Line 3768... | ||
| 3768 | 0,0 // Initial speed, looping speed |
3768 | 0,0 // Initial speed, looping speed |
| 3769 | 0 // Reaction time for this action |
3769 | 0 // Reaction time for this action |
| 3770 | 1,4013 // Sounds |
3770 | 1,4013 // Sounds |
| 3771 | 1 // Number of sequences for this action |
3771 | 1 // Number of sequences for this action |
| 3772 | 360,5 // Max bearing, sequence index |
3772 | 360,5 // Max bearing, sequence index |
| 3773 | // |
3773 | // Action #6 - non-fatal ground collision |
| 3774 | 1000,0 // Danger level, percentage chance |
3774 | 1000,0 // Danger level, percentage chance |
| 3775 | 0,0 // Initial speed, looping speed |
3775 | 0,0 // Initial speed, looping speed |
| 3776 | 0 // Reaction time for this action |
3776 | 0 // Reaction time for this action |
| 3777 | 1,4003 // Sounds |
3777 | 1,4003 // Sounds |
| 3778 | 1 // Number of sequences for this action |
3778 | 1 // Number of sequences for this action |
| 3779 | 360,7 // Max bearing, sequence index |
3779 | 360,7 // Max bearing, sequence index |
| 3780 | 9 // Number of sequences |
3780 | 9 // Number of sequences |
| 3781 | // |
3781 | // Sequence #0 - turn frightened and run away to their right |
| 3782 | collide // Include this frame in collision calcs |
3782 | collide // Include this frame in collision calcs |
| 3783 | speed // Frame rate type |
3783 | speed // Frame rate type |
| 3784 | 0.06,8 // Min frame rate, max frame rate, |
3784 | 0.06,8 // Min frame rate, max frame rate, |
| 3785 | 4 // Number of initial frames |
3785 | 4 // Number of initial frames |
| 3786 | RO2SHK.PIX |
3786 | RO2SHK.PIX |
| Line 3798... | Line 3798... | ||
| 3798 | 0,0,flipped |
3798 | 0,0,flipped |
| 3799 | RO2RUNA3.PIX |
3799 | RO2RUNA3.PIX |
| 3800 | 0,0,flipped |
3800 | 0,0,flipped |
| 3801 | RO2RUNA2.PIX |
3801 | RO2RUNA2.PIX |
| 3802 | 0,0,flipped |
3802 | 0,0,flipped |
| 3803 | // |
3803 | // Sequence #1 - turn frightened and run towards to their left |
| 3804 | collide // Include this frame in collision calcs |
3804 | collide // Include this frame in collision calcs |
| 3805 | speed // Frame rate type |
3805 | speed // Frame rate type |
| 3806 | 0.06,8 // Min frame rate, max frame rate, |
3806 | 0.06,8 // Min frame rate, max frame rate, |
| 3807 | 4 // Number of initial frames |
3807 | 4 // Number of initial frames |
| 3808 | RO2SHK.PIX |
3808 | RO2SHK.PIX |
| Line 3820... | Line 3820... | ||
| 3820 | 0,0,not flipped |
3820 | 0,0,not flipped |
| 3821 | RO2RUNT3.PIX |
3821 | RO2RUNT3.PIX |
| 3822 | 0,0,not flipped |
3822 | 0,0,not flipped |
| 3823 | RO2RUNT2.PIX |
3823 | RO2RUNT2.PIX |
| 3824 | 0,0,not flipped |
3824 | 0,0,not flipped |
| 3825 | // |
3825 | // Sequence #2 - turn frightened and run towards to their right |
| 3826 | collide // Include this frame in collision calcs |
3826 | collide // Include this frame in collision calcs |
| 3827 | speed // Frame rate type |
3827 | speed // Frame rate type |
| 3828 | 0.06,8 // Min frame rate, max frame rate, |
3828 | 0.06,8 // Min frame rate, max frame rate, |
| 3829 | 4 // Number of initial frames |
3829 | 4 // Number of initial frames |
| 3830 | RO2SHK.PIX |
3830 | RO2SHK.PIX |
| Line 3874... | Line 3874... | ||
| 3874 | 2 // Number of looping frames |
3874 | 2 // Number of looping frames |
| 3875 | RO2STL1.PIX |
3875 | RO2STL1.PIX |
| 3876 | 0,0,flipped |
3876 | 0,0,flipped |
| 3877 | RO2STL2.PIX |
3877 | RO2STL2.PIX |
| 3878 | 0,0,flipped |
3878 | 0,0,flipped |
| 3879 | // |
3879 | // Sequence #5 - fatal collision with car |
| 3880 | don't collide // Exclude this frame in collision calcs |
3880 | don't collide // Exclude this frame in collision calcs |
| 3881 | variable // Frame rate type |
3881 | variable // Frame rate type |
| 3882 | 12,12 // Min frame rate, max frame rate, |
3882 | 12,12 // Min frame rate, max frame rate, |
| 3883 | 4 // Number of initial frames |
3883 | 4 // Number of initial frames |
| 3884 | RO2HIT1.PIX |
3884 | RO2HIT1.PIX |
| Line 3899... | Line 3899... | ||
| 3899 | fixed // Frame rate type |
3899 | fixed // Frame rate type |
| 3900 | 1 // Number of initial frames |
3900 | 1 // Number of initial frames |
| 3901 | GCHUNKS1.PIX |
3901 | GCHUNKS1.PIX |
| 3902 | 0,0,not flipped |
3902 | 0,0,not flipped |
| 3903 | 0 // Number of looping frames |
3903 | 0 // Number of looping frames |
| 3904 | // |
3904 | // Sequence #7 - non-fatal collision with car |
| 3905 | collide // Include this frame in collision calcs |
3905 | collide // Include this frame in collision calcs |
| 3906 | variable // Frame rate type |
3906 | variable // Frame rate type |
| 3907 | 12,12 // Min frame rate, max frame rate, |
3907 | 12,12 // Min frame rate, max frame rate, |
| 3908 | 2 // Number of initial frames |
3908 | 2 // Number of initial frames |
| 3909 | RO2HIT1.PIX |
3909 | RO2HIT1.PIX |
| 3910 | 0,0,not flipped |
3910 | 0,0,not flipped |
| 3911 | RO2HIT2.PIX |
3911 | RO2HIT2.PIX |
| 3912 | 0,0,not flipped |
3912 | 0,0,not flipped |
| 3913 | 0 // Number of looping frames |
3913 | 0 // Number of looping frames |
| 3914 | // |
3914 | // Sequence #8 - stationary, looking the other way from side to side |
| 3915 | collide // Include this frame in collision calcs |
3915 | collide // Include this frame in collision calcs |
| 3916 | variable // Frame rate type |
3916 | variable // Frame rate type |
| 3917 | 1,6 // Min frame rate, max frame rate, |
3917 | 1,6 // Min frame rate, max frame rate, |
| 3918 | 0 // Number of initial frames |
3918 | 0 // Number of initial frames |
| 3919 | 2 // Number of looping frames |
3919 | 2 // Number of looping frames |
| 3920 | RO2BAK1.PIX |
3920 | RO2BAK1.PIX |
| 3921 | 0,0,not flipped |
3921 | 0,0,not flipped |
| 3922 | RO2BAK2.PIX |
3922 | RO2BAK2.PIX |
| 3923 | 0,0,flipped |
3923 | 0,0,flipped |
| 3924 | NEXT PEDESTRIAN |
3924 | NEXT PEDESTRIAN |
| 3925 | // |
3925 | // **************** RO3(FORMERLY FM0) ********************************************************************************** |
| 3926 | 15 // Reference number |
3926 | 15 // Reference number |
| 3927 | 0.35 // Height |
3927 | 0.35 // Height |
| 3928 | 250 // Points value |
3928 | 250 // Points value |
| 3929 | 15 // Hit points |
3929 | 15 // Hit points |
| 3930 | 2,4031,4030 // Exploding noises |
3930 | 2,4031,4030 // Exploding noises |
| Line 3948... | Line 3948... | ||
| 3948 | 0 // Sounds |
3948 | 0 // Sounds |
| 3949 | 3 // Number of sequences for this action |
3949 | 3 // Number of sequences for this action |
| 3950 | 90,8 // Max bearing, sequence index |
3950 | 90,8 // Max bearing, sequence index |
| 3951 | 270,4 // Max bearing, sequence index |
3951 | 270,4 // Max bearing, sequence index |
| 3952 | 360,8 // Max bearing, sequence index |
3952 | 360,8 // Max bearing, sequence index |
| 3953 | // |
3953 | // Action #1 - turn frightened and run like fuck |
| 3954 | 1,100 // Danger level, percentage chance |
3954 | 1,100 // Danger level, percentage chance |
| 3955 | 0,0.0008 // Initial speed, looping speed |
3955 | 0,0.0008 // Initial speed, looping speed |
| 3956 | 0.05 // Reaction time for this action |
3956 | 0.05 // Reaction time for this action |
| 3957 | 1,4003 // Sounds |
3957 | 1,4003 // Sounds |
| 3958 | 4 // Number of sequences for this action |
3958 | 4 // Number of sequences for this action |
| 3959 | 90,0 // Max bearing, sequence index |
3959 | 90,0 // Max bearing, sequence index |
| 3960 | 180,1 // Max bearing, sequence index |
3960 | 180,1 // Max bearing, sequence index |
| 3961 | 270,2 // Max bearing, sequence index |
3961 | 270,2 // Max bearing, sequence index |
| 3962 | 360,3 // Max bearing, sequence index |
3962 | 360,3 // Max bearing, sequence index |
| 3963 | // |
3963 | // Action #2 - fatal car collision |
| 3964 | 1000,0 // Danger level, percentage chance |
3964 | 1000,0 // Danger level, percentage chance |
| 3965 | 0,0 // Initial speed, looping speed |
3965 | 0,0 // Initial speed, looping speed |
| 3966 | 0 // Reaction time for this action |
3966 | 0 // Reaction time for this action |
| 3967 | 1,4013 // Sounds |
3967 | 1,4013 // Sounds |
| 3968 | 1 // Number of sequences for this action |
3968 | 1 // Number of sequences for this action |
| 3969 | 360,5 // Max bearing, sequence index |
3969 | 360,5 // Max bearing, sequence index |
| 3970 | // |
3970 | // Action #3 - turning into giblets |
| 3971 | 1000,0 // Danger level, percentage chance |
3971 | 1000,0 // Danger level, percentage chance |
| 3972 | 0,0 // Initial speed, looping speed |
3972 | 0,0 // Initial speed, looping speed |
| 3973 | 0 // Reaction time for this action |
3973 | 0 // Reaction time for this action |
| 3974 | 0 // Sounds |
3974 | 0 // Sounds |
| 3975 | 1 // Number of sequences for this action |
3975 | 1 // Number of sequences for this action |
| Line 3986... | Line 3986... | ||
| 3986 | 0,0 // Initial speed, looping speed |
3986 | 0,0 // Initial speed, looping speed |
| 3987 | 0 // Reaction time for this action |
3987 | 0 // Reaction time for this action |
| 3988 | 1,4013 // Sounds |
3988 | 1,4013 // Sounds |
| 3989 | 1 // Number of sequences for this action |
3989 | 1 // Number of sequences for this action |
| 3990 | 360,5 // Max bearing, sequence index |
3990 | 360,5 // Max bearing, sequence index |
| 3991 | // |
3991 | // Action #6 - non-fatal ground collision |
| 3992 | 1000,0 // Danger level, percentage chance |
3992 | 1000,0 // Danger level, percentage chance |
| 3993 | 0,0 // Initial speed, looping speed |
3993 | 0,0 // Initial speed, looping speed |
| 3994 | 0 // Reaction time for this action |
3994 | 0 // Reaction time for this action |
| 3995 | 1,4003 // Sounds |
3995 | 1,4003 // Sounds |
| 3996 | 1 // Number of sequences for this action |
3996 | 1 // Number of sequences for this action |
| 3997 | 360,7 // Max bearing, sequence index |
3997 | 360,7 // Max bearing, sequence index |
| 3998 | 9 // Number of sequences |
3998 | 9 // Number of sequences |
| 3999 | // |
3999 | // Sequence #0 - turn frightened and run away to their right |
| 4000 | collide // Include this frame in collision calcs |
4000 | collide // Include this frame in collision calcs |
| 4001 | speed // Frame rate type |
4001 | speed // Frame rate type |
| 4002 | 0.06,8 // Min frame rate, max frame rate, |
4002 | 0.06,8 // Min frame rate, max frame rate, |
| 4003 | 4 // Number of initial frames |
4003 | 4 // Number of initial frames |
| 4004 | RO3SHK.PIX |
4004 | RO3SHK.PIX |
| Line 4016... | Line 4016... | ||
| 4016 | 0,0,flipped |
4016 | 0,0,flipped |
| 4017 | RO3RUNA3.PIX |
4017 | RO3RUNA3.PIX |
| 4018 | 0,0,flipped |
4018 | 0,0,flipped |
| 4019 | RO3RUNA2.PIX |
4019 | RO3RUNA2.PIX |
| 4020 | 0,0,flipped |
4020 | 0,0,flipped |
| 4021 | // |
4021 | // Sequence #1 - turn frightened and run towards to their left |
| 4022 | collide // Include this frame in collision calcs |
4022 | collide // Include this frame in collision calcs |
| 4023 | speed // Frame rate type |
4023 | speed // Frame rate type |
| 4024 | 0.06,8 // Min frame rate, max frame rate, |
4024 | 0.06,8 // Min frame rate, max frame rate, |
| 4025 | 4 // Number of initial frames |
4025 | 4 // Number of initial frames |
| 4026 | RO3SHK.PIX |
4026 | RO3SHK.PIX |
| Line 4038... | Line 4038... | ||
| 4038 | 0,0,not flipped |
4038 | 0,0,not flipped |
| 4039 | RO3RUNT3.PIX |
4039 | RO3RUNT3.PIX |
| 4040 | 0,0,not flipped |
4040 | 0,0,not flipped |
| 4041 | RO3RUNT2.PIX |
4041 | RO3RUNT2.PIX |
| 4042 | 0,0,not flipped |
4042 | 0,0,not flipped |
| 4043 | // |
4043 | // Sequence #2 - turn frightened and run towards to their right |
| 4044 | collide // Include this frame in collision calcs |
4044 | collide // Include this frame in collision calcs |
| 4045 | speed // Frame rate type |
4045 | speed // Frame rate type |
| 4046 | 0.06,8 // Min frame rate, max frame rate, |
4046 | 0.06,8 // Min frame rate, max frame rate, |
| 4047 | 4 // Number of initial frames |
4047 | 4 // Number of initial frames |
| 4048 | RO3SHK.PIX |
4048 | RO3SHK.PIX |
| Line 4092... | Line 4092... | ||
| 4092 | 2 // Number of looping frames |
4092 | 2 // Number of looping frames |
| 4093 | RO3STL1.PIX |
4093 | RO3STL1.PIX |
| 4094 | 0,0,flipped |
4094 | 0,0,flipped |
| 4095 | RO3STL2.PIX |
4095 | RO3STL2.PIX |
| 4096 | 0,0,flipped |
4096 | 0,0,flipped |
| 4097 | // |
4097 | // Sequence #5 - fatal collision with car |
| 4098 | don't collide // Exclude this frame in collision calcs |
4098 | don't collide // Exclude this frame in collision calcs |
| 4099 | variable // Frame rate type |
4099 | variable // Frame rate type |
| 4100 | 12,12 // Min frame rate, max frame rate, |
4100 | 12,12 // Min frame rate, max frame rate, |
| 4101 | 4 // Number of initial frames |
4101 | 4 // Number of initial frames |
| 4102 | RO3HIT1.PIX |
4102 | RO3HIT1.PIX |
| Line 4117... | Line 4117... | ||
| 4117 | fixed // Frame rate type |
4117 | fixed // Frame rate type |
| 4118 | 1 // Number of initial frames |
4118 | 1 // Number of initial frames |
| 4119 | GCHUNKS1.PIX |
4119 | GCHUNKS1.PIX |
| 4120 | 0,0,not flipped |
4120 | 0,0,not flipped |
| 4121 | 0 // Number of looping frames |
4121 | 0 // Number of looping frames |
| 4122 | // |
4122 | // Sequence #7 - non-fatal collision with car |
| 4123 | collide // Include this frame in collision calcs |
4123 | collide // Include this frame in collision calcs |
| 4124 | variable // Frame rate type |
4124 | variable // Frame rate type |
| 4125 | 12,12 // Min frame rate, max frame rate, |
4125 | 12,12 // Min frame rate, max frame rate, |
| 4126 | 2 // Number of initial frames |
4126 | 2 // Number of initial frames |
| 4127 | RO3HIT1.PIX |
4127 | RO3HIT1.PIX |
| 4128 | 0,0,not flipped |
4128 | 0,0,not flipped |
| 4129 | RO3HIT2.PIX |
4129 | RO3HIT2.PIX |
| 4130 | 0,0,not flipped |
4130 | 0,0,not flipped |
| 4131 | 0 // Number of looping frames |
4131 | 0 // Number of looping frames |
| 4132 | // |
4132 | // Sequence #8 - stationary, looking the other way from side to side |
| 4133 | collide // Include this frame in collision calcs |
4133 | collide // Include this frame in collision calcs |
| 4134 | variable // Frame rate type |
4134 | variable // Frame rate type |
| 4135 | 1,6 // Min frame rate, max frame rate, |
4135 | 1,6 // Min frame rate, max frame rate, |
| 4136 | 0 // Number of initial frames |
4136 | 0 // Number of initial frames |
| 4137 | 2 // Number of looping frames |
4137 | 2 // Number of looping frames |
| 4138 | RO3BAK1.PIX |
4138 | RO3BAK1.PIX |
| 4139 | 0,0,not flipped |
4139 | 0,0,not flipped |
| 4140 | RO3BAK2.PIX |
4140 | RO3BAK2.PIX |
| 4141 | 0,0,flipped |
4141 | 0,0,flipped |
| 4142 | NEXT PEDESTRIAN |
4142 | NEXT PEDESTRIAN |
| 4143 | // |
4143 | // **************** RO4(FORMERLY MAN) ********************************************************************************** |
| 4144 | 16 // Reference number |
4144 | 16 // Reference number |
| 4145 | 0.35 // Height |
4145 | 0.35 // Height |
| 4146 | 250 // Points value |
4146 | 250 // Points value |
| 4147 | 15 // Hit points |
4147 | 15 // Hit points |
| 4148 | 2,4031,4030 // Exploding noises |
4148 | 2,4031,4030 // Exploding noises |
| Line 4166... | Line 4166... | ||
| 4166 | 0 // Sounds |
4166 | 0 // Sounds |
| 4167 | 3 // Number of sequences for this action |
4167 | 3 // Number of sequences for this action |
| 4168 | 90,8 // Max bearing, sequence index |
4168 | 90,8 // Max bearing, sequence index |
| 4169 | 270,4 // Max bearing, sequence index |
4169 | 270,4 // Max bearing, sequence index |
| 4170 | 360,8 // Max bearing, sequence index |
4170 | 360,8 // Max bearing, sequence index |
| 4171 | // |
4171 | // Action #1 - turn frightened and run like fuck |
| 4172 | 1,100 // Danger level, percentage chance |
4172 | 1,100 // Danger level, percentage chance |
| 4173 | 0,0.0008 // Initial speed, looping speed |
4173 | 0,0.0008 // Initial speed, looping speed |
| 4174 | 0.05 // Reaction time for this action |
4174 | 0.05 // Reaction time for this action |
| 4175 | 1,4003 // Sounds |
4175 | 1,4003 // Sounds |
| 4176 | 4 // Number of sequences for this action |
4176 | 4 // Number of sequences for this action |
| 4177 | 90,0 // Max bearing, sequence index |
4177 | 90,0 // Max bearing, sequence index |
| 4178 | 180,1 // Max bearing, sequence index |
4178 | 180,1 // Max bearing, sequence index |
| 4179 | 270,2 // Max bearing, sequence index |
4179 | 270,2 // Max bearing, sequence index |
| 4180 | 360,3 // Max bearing, sequence index |
4180 | 360,3 // Max bearing, sequence index |
| 4181 | // |
4181 | // Action #2 - fatal car collision |
| 4182 | 1000,0 // Danger level, percentage chance |
4182 | 1000,0 // Danger level, percentage chance |
| 4183 | 0,0 // Initial speed, looping speed |
4183 | 0,0 // Initial speed, looping speed |
| 4184 | 0 // Reaction time for this action |
4184 | 0 // Reaction time for this action |
| 4185 | 1,4013 // Sounds |
4185 | 1,4013 // Sounds |
| 4186 | 1 // Number of sequences for this action |
4186 | 1 // Number of sequences for this action |
| 4187 | 360,5 // Max bearing, sequence index |
4187 | 360,5 // Max bearing, sequence index |
| 4188 | // |
4188 | // Action #3 - turning into giblets |
| 4189 | 1000,0 // Danger level, percentage chance |
4189 | 1000,0 // Danger level, percentage chance |
| 4190 | 0,0 // Initial speed, looping speed |
4190 | 0,0 // Initial speed, looping speed |
| 4191 | 0 // Reaction time for this action |
4191 | 0 // Reaction time for this action |
| 4192 | 0 // Sounds |
4192 | 0 // Sounds |
| 4193 | 1 // Number of sequences for this action |
4193 | 1 // Number of sequences for this action |
| Line 4204... | Line 4204... | ||
| 4204 | 0,0 // Initial speed, looping speed |
4204 | 0,0 // Initial speed, looping speed |
| 4205 | 0 // Reaction time for this action |
4205 | 0 // Reaction time for this action |
| 4206 | 1,4013 // Sounds |
4206 | 1,4013 // Sounds |
| 4207 | 1 // Number of sequences for this action |
4207 | 1 // Number of sequences for this action |
| 4208 | 360,5 // Max bearing, sequence index |
4208 | 360,5 // Max bearing, sequence index |
| 4209 | // |
4209 | // Action #6 - non-fatal ground collision |
| 4210 | 1000,0 // Danger level, percentage chance |
4210 | 1000,0 // Danger level, percentage chance |
| 4211 | 0,0 // Initial speed, looping speed |
4211 | 0,0 // Initial speed, looping speed |
| 4212 | 0 // Reaction time for this action |
4212 | 0 // Reaction time for this action |
| 4213 | 1,4003 // Sounds |
4213 | 1,4003 // Sounds |
| 4214 | 1 // Number of sequences for this action |
4214 | 1 // Number of sequences for this action |
| 4215 | 360,7 // Max bearing, sequence index |
4215 | 360,7 // Max bearing, sequence index |
| 4216 | 9 // Number of sequences |
4216 | 9 // Number of sequences |
| 4217 | // |
4217 | // Sequence #0 - turn frightened and run away to their right |
| 4218 | collide // Include this frame in collision calcs |
4218 | collide // Include this frame in collision calcs |
| 4219 | speed // Frame rate type |
4219 | speed // Frame rate type |
| 4220 | 0.06,8 // Min frame rate, max frame rate, |
4220 | 0.06,8 // Min frame rate, max frame rate, |
| 4221 | 4 // Number of initial frames |
4221 | 4 // Number of initial frames |
| 4222 | RO4SHK.PIX |
4222 | RO4SHK.PIX |
| Line 4234... | Line 4234... | ||
| 4234 | 0,0,flipped |
4234 | 0,0,flipped |
| 4235 | RO4RUNA3.PIX |
4235 | RO4RUNA3.PIX |
| 4236 | 0,0,flipped |
4236 | 0,0,flipped |
| 4237 | RO4RUNA2.PIX |
4237 | RO4RUNA2.PIX |
| 4238 | 0,0,flipped |
4238 | 0,0,flipped |
| 4239 | // |
4239 | // Sequence #1 - turn frightened and run towards to their left |
| 4240 | collide // Include this frame in collision calcs |
4240 | collide // Include this frame in collision calcs |
| 4241 | speed // Frame rate type |
4241 | speed // Frame rate type |
| 4242 | 0.06,8 // Min frame rate, max frame rate, |
4242 | 0.06,8 // Min frame rate, max frame rate, |
| 4243 | 4 // Number of initial frames |
4243 | 4 // Number of initial frames |
| 4244 | RO4SHK.PIX |
4244 | RO4SHK.PIX |
| Line 4256... | Line 4256... | ||
| 4256 | 0,0,not flipped |
4256 | 0,0,not flipped |
| 4257 | RO4RUNT3.PIX |
4257 | RO4RUNT3.PIX |
| 4258 | 0,0,not flipped |
4258 | 0,0,not flipped |
| 4259 | RO4RUNT2.PIX |
4259 | RO4RUNT2.PIX |
| 4260 | 0,0,not flipped |
4260 | 0,0,not flipped |
| 4261 | // |
4261 | // Sequence #2 - turn frightened and run towards to their right |
| 4262 | collide // Include this frame in collision calcs |
4262 | collide // Include this frame in collision calcs |
| 4263 | speed // Frame rate type |
4263 | speed // Frame rate type |
| 4264 | 0.06,8 // Min frame rate, max frame rate, |
4264 | 0.06,8 // Min frame rate, max frame rate, |
| 4265 | 4 // Number of initial frames |
4265 | 4 // Number of initial frames |
| 4266 | RO4SHK.PIX |
4266 | RO4SHK.PIX |
| Line 4310... | Line 4310... | ||
| 4310 | 2 // Number of looping frames |
4310 | 2 // Number of looping frames |
| 4311 | RO4STL1.PIX |
4311 | RO4STL1.PIX |
| 4312 | 0,0,flipped |
4312 | 0,0,flipped |
| 4313 | RO4STL2.PIX |
4313 | RO4STL2.PIX |
| 4314 | 0,0,flipped |
4314 | 0,0,flipped |
| 4315 | // |
4315 | // Sequence #5 - fatal collision with car |
| 4316 | don't collide // Exclude this frame in collision calcs |
4316 | don't collide // Exclude this frame in collision calcs |
| 4317 | variable // Frame rate type |
4317 | variable // Frame rate type |
| 4318 | 12,12 // Min frame rate, max frame rate, |
4318 | 12,12 // Min frame rate, max frame rate, |
| 4319 | 4 // Number of initial frames |
4319 | 4 // Number of initial frames |
| 4320 | RO4HIT1.PIX |
4320 | RO4HIT1.PIX |
| Line 4335... | Line 4335... | ||
| 4335 | fixed // Frame rate type |
4335 | fixed // Frame rate type |
| 4336 | 1 // Number of initial frames |
4336 | 1 // Number of initial frames |
| 4337 | GCHUNKS1.PIX |
4337 | GCHUNKS1.PIX |
| 4338 | 0,0,not flipped |
4338 | 0,0,not flipped |
| 4339 | 0 // Number of looping frames |
4339 | 0 // Number of looping frames |
| 4340 | // |
4340 | // Sequence #7 - non-fatal collision with car |
| 4341 | collide // Include this frame in collision calcs |
4341 | collide // Include this frame in collision calcs |
| 4342 | variable // Frame rate type |
4342 | variable // Frame rate type |
| 4343 | 12,12 // Min frame rate, max frame rate, |
4343 | 12,12 // Min frame rate, max frame rate, |
| 4344 | 2 // Number of initial frames |
4344 | 2 // Number of initial frames |
| 4345 | RO4HIT1.PIX |
4345 | RO4HIT1.PIX |
| 4346 | 0,0,not flipped |
4346 | 0,0,not flipped |
| 4347 | RO4HIT2.PIX |
4347 | RO4HIT2.PIX |
| 4348 | 0,0,not flipped |
4348 | 0,0,not flipped |
| 4349 | 0 // Number of looping frames |
4349 | 0 // Number of looping frames |
| 4350 | // |
4350 | // Sequence #8 - stationary, looking the other way from side to side |
| 4351 | collide // Include this frame in collision calcs |
4351 | collide // Include this frame in collision calcs |
| 4352 | variable // Frame rate type |
4352 | variable // Frame rate type |
| 4353 | 1,6 // Min frame rate, max frame rate, |
4353 | 1,6 // Min frame rate, max frame rate, |
| 4354 | 0 // Number of initial frames |
4354 | 0 // Number of initial frames |
| 4355 | 2 // Number of looping frames |
4355 | 2 // Number of looping frames |
| 4356 | RO4BAK1.PIX |
4356 | RO4BAK1.PIX |
| 4357 | 0,0,not flipped |
4357 | 0,0,not flipped |
| 4358 | RO4BAK2.PIX |
4358 | RO4BAK2.PIX |
| 4359 | 0,0,flipped |
4359 | 0,0,flipped |
| 4360 | NEXT PEDESTRIAN |
4360 | NEXT PEDESTRIAN |
| 4361 | //( |
4361 | // **************** RO5 (FORMERLY MUS) ********************************************************************************** |
| 4362 | 17 // Reference number |
4362 | 17 // Reference number |
| 4363 | 0.35 // Height |
4363 | 0.35 // Height |
| 4364 | 250 // Points value |
4364 | 250 // Points value |
| 4365 | 15 // Hit points |
4365 | 15 // Hit points |
| 4366 | 2,4031,4030 // Exploding noises |
4366 | 2,4031,4030 // Exploding noises |
| Line 4384... | Line 4384... | ||
| 4384 | 0 // Sounds |
4384 | 0 // Sounds |
| 4385 | 3 // Number of sequences for this action |
4385 | 3 // Number of sequences for this action |
| 4386 | 90,8 // Max bearing, sequence index |
4386 | 90,8 // Max bearing, sequence index |
| 4387 | 270,4 // Max bearing, sequence index |
4387 | 270,4 // Max bearing, sequence index |
| 4388 | 360,8 // Max bearing, sequence index |
4388 | 360,8 // Max bearing, sequence index |
| 4389 | // |
4389 | // Action #1 - turn frightened and run like fuck |
| 4390 | 1,100 // Danger level, percentage chance |
4390 | 1,100 // Danger level, percentage chance |
| 4391 | 0,0.0008 // Initial speed, looping speed |
4391 | 0,0.0008 // Initial speed, looping speed |
| 4392 | 0.05 // Reaction time for this action |
4392 | 0.05 // Reaction time for this action |
| 4393 | 1,4003 // Sounds |
4393 | 1,4003 // Sounds |
| 4394 | 4 // Number of sequences for this action |
4394 | 4 // Number of sequences for this action |
| 4395 | 90,0 // Max bearing, sequence index |
4395 | 90,0 // Max bearing, sequence index |
| 4396 | 180,1 // Max bearing, sequence index |
4396 | 180,1 // Max bearing, sequence index |
| 4397 | 270,2 // Max bearing, sequence index |
4397 | 270,2 // Max bearing, sequence index |
| 4398 | 360,3 // Max bearing, sequence index |
4398 | 360,3 // Max bearing, sequence index |
| 4399 | // |
4399 | // Action #2 - fatal car collision |
| 4400 | 1000,0 // Danger level, percentage chance |
4400 | 1000,0 // Danger level, percentage chance |
| 4401 | 0,0 // Initial speed, looping speed |
4401 | 0,0 // Initial speed, looping speed |
| 4402 | 0 // Reaction time for this action |
4402 | 0 // Reaction time for this action |
| 4403 | 1,4013 // Sounds |
4403 | 1,4013 // Sounds |
| 4404 | 1 // Number of sequences for this action |
4404 | 1 // Number of sequences for this action |
| 4405 | 360,5 // Max bearing, sequence index |
4405 | 360,5 // Max bearing, sequence index |
| 4406 | // |
4406 | // Action #3 - turning into giblets |
| 4407 | 1000,0 // Danger level, percentage chance |
4407 | 1000,0 // Danger level, percentage chance |
| 4408 | 0,0 // Initial speed, looping speed |
4408 | 0,0 // Initial speed, looping speed |
| 4409 | 0 // Reaction time for this action |
4409 | 0 // Reaction time for this action |
| 4410 | 0 // Sounds |
4410 | 0 // Sounds |
| 4411 | 1 // Number of sequences for this action |
4411 | 1 // Number of sequences for this action |
| Line 4422... | Line 4422... | ||
| 4422 | 0,0 // Initial speed, looping speed |
4422 | 0,0 // Initial speed, looping speed |
| 4423 | 0 // Reaction time for this action |
4423 | 0 // Reaction time for this action |
| 4424 | 1,4013 // Sounds |
4424 | 1,4013 // Sounds |
| 4425 | 1 // Number of sequences for this action |
4425 | 1 // Number of sequences for this action |
| 4426 | 360,5 // Max bearing, sequence index |
4426 | 360,5 // Max bearing, sequence index |
| 4427 | // |
4427 | // Action #6 - non-fatal ground collision |
| 4428 | 1000,0 // Danger level, percentage chance |
4428 | 1000,0 // Danger level, percentage chance |
| 4429 | 0,0 // Initial speed, looping speed |
4429 | 0,0 // Initial speed, looping speed |
| 4430 | 0 // Reaction time for this action |
4430 | 0 // Reaction time for this action |
| 4431 | 1,4003 // Sounds |
4431 | 1,4003 // Sounds |
| 4432 | 1 // Number of sequences for this action |
4432 | 1 // Number of sequences for this action |
| 4433 | 360,7 // Max bearing, sequence index |
4433 | 360,7 // Max bearing, sequence index |
| 4434 | 9 // Number of sequences |
4434 | 9 // Number of sequences |
| 4435 | // |
4435 | // Sequence #0 - turn frightened and run away to their right |
| 4436 | collide // Include this frame in collision calcs |
4436 | collide // Include this frame in collision calcs |
| 4437 | speed // Frame rate type |
4437 | speed // Frame rate type |
| 4438 | 0.06,8 // Min frame rate, max frame rate, |
4438 | 0.06,8 // Min frame rate, max frame rate, |
| 4439 | 4 // Number of initial frames |
4439 | 4 // Number of initial frames |
| 4440 | RO5SHK.PIX |
4440 | RO5SHK.PIX |
| Line 4452... | Line 4452... | ||
| 4452 | 0,0,flipped |
4452 | 0,0,flipped |
| 4453 | RO5RUNA3.PIX |
4453 | RO5RUNA3.PIX |
| 4454 | 0,0,flipped |
4454 | 0,0,flipped |
| 4455 | RO5RUNA2.PIX |
4455 | RO5RUNA2.PIX |
| 4456 | 0,0,flipped |
4456 | 0,0,flipped |
| 4457 | // |
4457 | // Sequence #1 - turn frightened and run towards to their left |
| 4458 | collide // Include this frame in collision calcs |
4458 | collide // Include this frame in collision calcs |
| 4459 | speed // Frame rate type |
4459 | speed // Frame rate type |
| 4460 | 0.06,8 // Min frame rate, max frame rate, |
4460 | 0.06,8 // Min frame rate, max frame rate, |
| 4461 | 4 // Number of initial frames |
4461 | 4 // Number of initial frames |
| 4462 | RO5SHK.PIX |
4462 | RO5SHK.PIX |
| Line 4474... | Line 4474... | ||
| 4474 | 0,0,not flipped |
4474 | 0,0,not flipped |
| 4475 | RO5RUNT3.PIX |
4475 | RO5RUNT3.PIX |
| 4476 | 0,0,not flipped |
4476 | 0,0,not flipped |
| 4477 | RO5RUNT2.PIX |
4477 | RO5RUNT2.PIX |
| 4478 | 0,0,not flipped |
4478 | 0,0,not flipped |
| 4479 | // |
4479 | // Sequence #2 - turn frightened and run towards to their right |
| 4480 | collide // Include this frame in collision calcs |
4480 | collide // Include this frame in collision calcs |
| 4481 | speed // Frame rate type |
4481 | speed // Frame rate type |
| 4482 | 0.06,8 // Min frame rate, max frame rate, |
4482 | 0.06,8 // Min frame rate, max frame rate, |
| 4483 | 4 // Number of initial frames |
4483 | 4 // Number of initial frames |
| 4484 | RO5SHK.PIX |
4484 | RO5SHK.PIX |
| Line 4528... | Line 4528... | ||
| 4528 | 2 // Number of looping frames |
4528 | 2 // Number of looping frames |
| 4529 | RO5STL1.PIX |
4529 | RO5STL1.PIX |
| 4530 | 0,0,flipped |
4530 | 0,0,flipped |
| 4531 | RO5STL2.PIX |
4531 | RO5STL2.PIX |
| 4532 | 0,0,flipped |
4532 | 0,0,flipped |
| 4533 | // |
4533 | // Sequence #5 - fatal collision with car |
| 4534 | don't collide // Exclude this frame in collision calcs |
4534 | don't collide // Exclude this frame in collision calcs |
| 4535 | variable // Frame rate type |
4535 | variable // Frame rate type |
| 4536 | 12,12 // Min frame rate, max frame rate, |
4536 | 12,12 // Min frame rate, max frame rate, |
| 4537 | 4 // Number of initial frames |
4537 | 4 // Number of initial frames |
| 4538 | RO5HIT1.PIX |
4538 | RO5HIT1.PIX |
| Line 4553... | Line 4553... | ||
| 4553 | fixed // Frame rate type |
4553 | fixed // Frame rate type |
| 4554 | 1 // Number of initial frames |
4554 | 1 // Number of initial frames |
| 4555 | GCHUNKS1.PIX |
4555 | GCHUNKS1.PIX |
| 4556 | 0,0,not flipped |
4556 | 0,0,not flipped |
| 4557 | 0 // Number of looping frames |
4557 | 0 // Number of looping frames |
| 4558 | // |
4558 | // Sequence #7 - non-fatal collision with car |
| 4559 | collide // Include this frame in collision calcs |
4559 | collide // Include this frame in collision calcs |
| 4560 | variable // Frame rate type |
4560 | variable // Frame rate type |
| 4561 | 12,12 // Min frame rate, max frame rate, |
4561 | 12,12 // Min frame rate, max frame rate, |
| 4562 | 2 // Number of initial frames |
4562 | 2 // Number of initial frames |
| 4563 | RO5HIT1.PIX |
4563 | RO5HIT1.PIX |
| 4564 | 0,0,not flipped |
4564 | 0,0,not flipped |
| 4565 | RO5HIT2.PIX |
4565 | RO5HIT2.PIX |
| 4566 | 0,0,not flipped |
4566 | 0,0,not flipped |
| 4567 | 0 // Number of looping frames |
4567 | 0 // Number of looping frames |
| 4568 | // |
4568 | // Sequence #8 - stationary, looking the other way from side to side |
| 4569 | collide // Include this frame in collision calcs |
4569 | collide // Include this frame in collision calcs |
| 4570 | variable // Frame rate type |
4570 | variable // Frame rate type |
| 4571 | 1,6 // Min frame rate, max frame rate, |
4571 | 1,6 // Min frame rate, max frame rate, |
| 4572 | 0 // Number of initial frames |
4572 | 0 // Number of initial frames |
| 4573 | 2 // Number of looping frames |
4573 | 2 // Number of looping frames |
| 4574 | RO5BAK1.PIX |
4574 | RO5BAK1.PIX |
| 4575 | 0,0,not flipped |
4575 | 0,0,not flipped |
| 4576 | RO5BAK2.PIX |
4576 | RO5BAK2.PIX |
| 4577 | 0,0,flipped |
4577 | 0,0,flipped |
| 4578 | NEXT PEDESTRIAN |
4578 | NEXT PEDESTRIAN |
| 4579 | // |
4579 | // **************** RO6(FORMERLY OLD) ********************************************************************************** |
| 4580 | 18 // Reference number |
4580 | 18 // Reference number |
| 4581 | 0.35 // Height |
4581 | 0.35 // Height |
| 4582 | 250 // Points value |
4582 | 250 // Points value |
| 4583 | 15 // Hit points |
4583 | 15 // Hit points |
| 4584 | 2,4031,4030 // Exploding noises |
4584 | 2,4031,4030 // Exploding noises |
| Line 4602... | Line 4602... | ||
| 4602 | 0 // Sounds |
4602 | 0 // Sounds |
| 4603 | 3 // Number of sequences for this action |
4603 | 3 // Number of sequences for this action |
| 4604 | 90,8 // Max bearing, sequence index |
4604 | 90,8 // Max bearing, sequence index |
| 4605 | 270,4 // Max bearing, sequence index |
4605 | 270,4 // Max bearing, sequence index |
| 4606 | 360,8 // Max bearing, sequence index |
4606 | 360,8 // Max bearing, sequence index |
| 4607 | // |
4607 | // Action #1 - turn frightened and run like fuck |
| 4608 | 1,100 // Danger level, percentage chance |
4608 | 1,100 // Danger level, percentage chance |
| 4609 | 0,0.0008 // Initial speed, looping speed |
4609 | 0,0.0008 // Initial speed, looping speed |
| 4610 | 0.05 // Reaction time for this action |
4610 | 0.05 // Reaction time for this action |
| 4611 | 1,4003 // Sounds |
4611 | 1,4003 // Sounds |
| 4612 | 4 // Number of sequences for this action |
4612 | 4 // Number of sequences for this action |
| 4613 | 90,0 // Max bearing, sequence index |
4613 | 90,0 // Max bearing, sequence index |
| 4614 | 180,1 // Max bearing, sequence index |
4614 | 180,1 // Max bearing, sequence index |
| 4615 | 270,2 // Max bearing, sequence index |
4615 | 270,2 // Max bearing, sequence index |
| 4616 | 360,3 // Max bearing, sequence index |
4616 | 360,3 // Max bearing, sequence index |
| 4617 | // |
4617 | // Action #2 - fatal car collision |
| 4618 | 1000,0 // Danger level, percentage chance |
4618 | 1000,0 // Danger level, percentage chance |
| 4619 | 0,0 // Initial speed, looping speed |
4619 | 0,0 // Initial speed, looping speed |
| 4620 | 0 // Reaction time for this action |
4620 | 0 // Reaction time for this action |
| 4621 | 1,4013 // Sounds |
4621 | 1,4013 // Sounds |
| 4622 | 1 // Number of sequences for this action |
4622 | 1 // Number of sequences for this action |
| 4623 | 360,5 // Max bearing, sequence index |
4623 | 360,5 // Max bearing, sequence index |
| 4624 | // |
4624 | // Action #3 - turning into giblets |
| 4625 | 1000,0 // Danger level, percentage chance |
4625 | 1000,0 // Danger level, percentage chance |
| 4626 | 0,0 // Initial speed, looping speed |
4626 | 0,0 // Initial speed, looping speed |
| 4627 | 0 // Reaction time for this action |
4627 | 0 // Reaction time for this action |
| 4628 | 0 // Sounds |
4628 | 0 // Sounds |
| 4629 | 1 // Number of sequences for this action |
4629 | 1 // Number of sequences for this action |
| Line 4640... | Line 4640... | ||
| 4640 | 0,0 // Initial speed, looping speed |
4640 | 0,0 // Initial speed, looping speed |
| 4641 | 0 // Reaction time for this action |
4641 | 0 // Reaction time for this action |
| 4642 | 1,4013 // Sounds |
4642 | 1,4013 // Sounds |
| 4643 | 1 // Number of sequences for this action |
4643 | 1 // Number of sequences for this action |
| 4644 | 360,5 // Max bearing, sequence index |
4644 | 360,5 // Max bearing, sequence index |
| 4645 | // |
4645 | // Action #6 - non-fatal ground collision |
| 4646 | 1000,0 // Danger level, percentage chance |
4646 | 1000,0 // Danger level, percentage chance |
| 4647 | 0,0 // Initial speed, looping speed |
4647 | 0,0 // Initial speed, looping speed |
| 4648 | 0 // Reaction time for this action |
4648 | 0 // Reaction time for this action |
| 4649 | 1,4003 // Sounds |
4649 | 1,4003 // Sounds |
| 4650 | 1 // Number of sequences for this action |
4650 | 1 // Number of sequences for this action |
| 4651 | 360,7 // Max bearing, sequence index |
4651 | 360,7 // Max bearing, sequence index |
| 4652 | 9 // Number of sequences |
4652 | 9 // Number of sequences |
| 4653 | // |
4653 | // Sequence #0 - turn frightened and run away to their right |
| 4654 | collide // Include this frame in collision calcs |
4654 | collide // Include this frame in collision calcs |
| 4655 | speed // Frame rate type |
4655 | speed // Frame rate type |
| 4656 | 0.06,8 // Min frame rate, max frame rate, |
4656 | 0.06,8 // Min frame rate, max frame rate, |
| 4657 | 4 // Number of initial frames |
4657 | 4 // Number of initial frames |
| 4658 | RO6SHK.PIX |
4658 | RO6SHK.PIX |
| Line 4670... | Line 4670... | ||
| 4670 | 0,0,flipped |
4670 | 0,0,flipped |
| 4671 | RO6RUNA3.PIX |
4671 | RO6RUNA3.PIX |
| 4672 | 0,0,flipped |
4672 | 0,0,flipped |
| 4673 | RO6RUNA2.PIX |
4673 | RO6RUNA2.PIX |
| 4674 | 0,0,flipped |
4674 | 0,0,flipped |
| 4675 | // |
4675 | // Sequence #1 - turn frightened and run towards to their left |
| 4676 | collide // Include this frame in collision calcs |
4676 | collide // Include this frame in collision calcs |
| 4677 | speed // Frame rate type |
4677 | speed // Frame rate type |
| 4678 | 0.06,8 // Min frame rate, max frame rate, |
4678 | 0.06,8 // Min frame rate, max frame rate, |
| 4679 | 4 // Number of initial frames |
4679 | 4 // Number of initial frames |
| 4680 | RO6SHK.PIX |
4680 | RO6SHK.PIX |
| Line 4692... | Line 4692... | ||
| 4692 | 0,0,not flipped |
4692 | 0,0,not flipped |
| 4693 | RO6RUNT3.PIX |
4693 | RO6RUNT3.PIX |
| 4694 | 0,0,not flipped |
4694 | 0,0,not flipped |
| 4695 | RO6RUNT2.PIX |
4695 | RO6RUNT2.PIX |
| 4696 | 0,0,not flipped |
4696 | 0,0,not flipped |
| 4697 | // |
4697 | // Sequence #2 - turn frightened and run towards to their right |
| 4698 | collide // Include this frame in collision calcs |
4698 | collide // Include this frame in collision calcs |
| 4699 | speed // Frame rate type |
4699 | speed // Frame rate type |
| 4700 | 0.06,8 // Min frame rate, max frame rate, |
4700 | 0.06,8 // Min frame rate, max frame rate, |
| 4701 | 4 // Number of initial frames |
4701 | 4 // Number of initial frames |
| 4702 | RO6SHK.PIX |
4702 | RO6SHK.PIX |
| Line 4746... | Line 4746... | ||
| 4746 | 2 // Number of looping frames |
4746 | 2 // Number of looping frames |
| 4747 | RO6STL1.PIX |
4747 | RO6STL1.PIX |
| 4748 | 0,0,flipped |
4748 | 0,0,flipped |
| 4749 | RO6STL2.PIX |
4749 | RO6STL2.PIX |
| 4750 | 0,0,flipped |
4750 | 0,0,flipped |
| 4751 | // |
4751 | // Sequence #5 - fatal collision with car |
| 4752 | don't collide // Exclude this frame in collision calcs |
4752 | don't collide // Exclude this frame in collision calcs |
| 4753 | variable // Frame rate type |
4753 | variable // Frame rate type |
| 4754 | 12,12 // Min frame rate, max frame rate, |
4754 | 12,12 // Min frame rate, max frame rate, |
| 4755 | 4 // Number of initial frames |
4755 | 4 // Number of initial frames |
| 4756 | RO6HIT1.PIX |
4756 | RO6HIT1.PIX |
| Line 4771... | Line 4771... | ||
| 4771 | fixed // Frame rate type |
4771 | fixed // Frame rate type |
| 4772 | 1 // Number of initial frames |
4772 | 1 // Number of initial frames |
| 4773 | GCHUNKS1.PIX |
4773 | GCHUNKS1.PIX |
| 4774 | 0,0,not flipped |
4774 | 0,0,not flipped |
| 4775 | 0 // Number of looping frames |
4775 | 0 // Number of looping frames |
| 4776 | // |
4776 | // Sequence #7 - non-fatal collision with car |
| 4777 | collide // Include this frame in collision calcs |
4777 | collide // Include this frame in collision calcs |
| 4778 | variable // Frame rate type |
4778 | variable // Frame rate type |
| 4779 | 12,12 // Min frame rate, max frame rate, |
4779 | 12,12 // Min frame rate, max frame rate, |
| 4780 | 2 // Number of initial frames |
4780 | 2 // Number of initial frames |
| 4781 | RO6HIT1.PIX |
4781 | RO6HIT1.PIX |
| 4782 | 0,0,not flipped |
4782 | 0,0,not flipped |
| 4783 | RO6HIT2.PIX |
4783 | RO6HIT2.PIX |
| 4784 | 0,0,not flipped |
4784 | 0,0,not flipped |
| 4785 | 0 // Number of looping frames |
4785 | 0 // Number of looping frames |
| 4786 | // |
4786 | // Sequence #8 - stationary, looking the other way from side to side |
| 4787 | collide // Include this frame in collision calcs |
4787 | collide // Include this frame in collision calcs |
| 4788 | variable // Frame rate type |
4788 | variable // Frame rate type |
| 4789 | 1,6 // Min frame rate, max frame rate, |
4789 | 1,6 // Min frame rate, max frame rate, |
| 4790 | 0 // Number of initial frames |
4790 | 0 // Number of initial frames |
| 4791 | 2 // Number of looping frames |
4791 | 2 // Number of looping frames |
| 4792 | RO6BAK1.PIX |
4792 | RO6BAK1.PIX |
| 4793 | 0,0,not flipped |
4793 | 0,0,not flipped |
| 4794 | RO6BAK2.PIX |
4794 | RO6BAK2.PIX |
| 4795 | 0,0,flipped |
4795 | 0,0,flipped |
| 4796 | NEXT PEDESTRIAN |
4796 | NEXT PEDESTRIAN |
| 4797 | // |
4797 | // **************** RO7(FORMERLY RID) ********************************************************************************** |
| 4798 | 19 // Reference number |
4798 | 19 // Reference number |
| 4799 | 0.35 // Height |
4799 | 0.35 // Height |
| 4800 | 250 // Points value |
4800 | 250 // Points value |
| 4801 | 15 // Hit points |
4801 | 15 // Hit points |
| 4802 | 2,4031,4030 // Exploding noises |
4802 | 2,4031,4030 // Exploding noises |
| Line 4820... | Line 4820... | ||
| 4820 | 0 // Sounds |
4820 | 0 // Sounds |
| 4821 | 3 // Number of sequences for this action |
4821 | 3 // Number of sequences for this action |
| 4822 | 90,8 // Max bearing, sequence index |
4822 | 90,8 // Max bearing, sequence index |
| 4823 | 270,4 // Max bearing, sequence index |
4823 | 270,4 // Max bearing, sequence index |
| 4824 | 360,8 // Max bearing, sequence index |
4824 | 360,8 // Max bearing, sequence index |
| 4825 | // |
4825 | // Action #1 - turn frightened and run like fuck |
| 4826 | 1,100 // Danger level, percentage chance |
4826 | 1,100 // Danger level, percentage chance |
| 4827 | 0,0.0008 // Initial speed, looping speed |
4827 | 0,0.0008 // Initial speed, looping speed |
| 4828 | 0.05 // Reaction time for this action |
4828 | 0.05 // Reaction time for this action |
| 4829 | 1,4003 // Sounds |
4829 | 1,4003 // Sounds |
| 4830 | 4 // Number of sequences for this action |
4830 | 4 // Number of sequences for this action |
| 4831 | 90,0 // Max bearing, sequence index |
4831 | 90,0 // Max bearing, sequence index |
| 4832 | 180,1 // Max bearing, sequence index |
4832 | 180,1 // Max bearing, sequence index |
| 4833 | 270,2 // Max bearing, sequence index |
4833 | 270,2 // Max bearing, sequence index |
| 4834 | 360,3 // Max bearing, sequence index |
4834 | 360,3 // Max bearing, sequence index |
| 4835 | // |
4835 | // Action #2 - fatal car collision |
| 4836 | 1000,0 // Danger level, percentage chance |
4836 | 1000,0 // Danger level, percentage chance |
| 4837 | 0,0 // Initial speed, looping speed |
4837 | 0,0 // Initial speed, looping speed |
| 4838 | 0 // Reaction time for this action |
4838 | 0 // Reaction time for this action |
| 4839 | 1,4013 // Sounds |
4839 | 1,4013 // Sounds |
| 4840 | 1 // Number of sequences for this action |
4840 | 1 // Number of sequences for this action |
| 4841 | 360,5 // Max bearing, sequence index |
4841 | 360,5 // Max bearing, sequence index |
| 4842 | // |
4842 | // Action #3 - turning into giblets |
| 4843 | 1000,0 // Danger level, percentage chance |
4843 | 1000,0 // Danger level, percentage chance |
| 4844 | 0,0 // Initial speed, looping speed |
4844 | 0,0 // Initial speed, looping speed |
| 4845 | 0 // Reaction time for this action |
4845 | 0 // Reaction time for this action |
| 4846 | 0 // Sounds |
4846 | 0 // Sounds |
| 4847 | 1 // Number of sequences for this action |
4847 | 1 // Number of sequences for this action |
| Line 4858... | Line 4858... | ||
| 4858 | 0,0 // Initial speed, looping speed |
4858 | 0,0 // Initial speed, looping speed |
| 4859 | 0 // Reaction time for this action |
4859 | 0 // Reaction time for this action |
| 4860 | 1,4013 // Sounds |
4860 | 1,4013 // Sounds |
| 4861 | 1 // Number of sequences for this action |
4861 | 1 // Number of sequences for this action |
| 4862 | 360,5 // Max bearing, sequence index |
4862 | 360,5 // Max bearing, sequence index |
| 4863 | // |
4863 | // Action #6 - non-fatal ground collision |
| 4864 | 1000,0 // Danger level, percentage chance |
4864 | 1000,0 // Danger level, percentage chance |
| 4865 | 0,0 // Initial speed, looping speed |
4865 | 0,0 // Initial speed, looping speed |
| 4866 | 0 // Reaction time for this action |
4866 | 0 // Reaction time for this action |
| 4867 | 1,4003 // Sounds |
4867 | 1,4003 // Sounds |
| 4868 | 1 // Number of sequences for this action |
4868 | 1 // Number of sequences for this action |
| 4869 | 360,7 // Max bearing, sequence index |
4869 | 360,7 // Max bearing, sequence index |
| 4870 | 9 // Number of sequences |
4870 | 9 // Number of sequences |
| 4871 | // |
4871 | // Sequence #0 - turn frightened and run away to their right |
| 4872 | collide // Include this frame in collision calcs |
4872 | collide // Include this frame in collision calcs |
| 4873 | speed // Frame rate type |
4873 | speed // Frame rate type |
| 4874 | 0.06,8 // Min frame rate, max frame rate, |
4874 | 0.06,8 // Min frame rate, max frame rate, |
| 4875 | 4 // Number of initial frames |
4875 | 4 // Number of initial frames |
| 4876 | RO7SHK.PIX |
4876 | RO7SHK.PIX |
| Line 4888... | Line 4888... | ||
| 4888 | 0,0,flipped |
4888 | 0,0,flipped |
| 4889 | RO7RUNA3.PIX |
4889 | RO7RUNA3.PIX |
| 4890 | 0,0,flipped |
4890 | 0,0,flipped |
| 4891 | RO7RUNA2.PIX |
4891 | RO7RUNA2.PIX |
| 4892 | 0,0,flipped |
4892 | 0,0,flipped |
| 4893 | // |
4893 | // Sequence #1 - turn frightened and run towards to their left |
| 4894 | collide // Include this frame in collision calcs |
4894 | collide // Include this frame in collision calcs |
| 4895 | speed // Frame rate type |
4895 | speed // Frame rate type |
| 4896 | 0.06,8 // Min frame rate, max frame rate, |
4896 | 0.06,8 // Min frame rate, max frame rate, |
| 4897 | 4 // Number of initial frames |
4897 | 4 // Number of initial frames |
| 4898 | RO7SHK.PIX |
4898 | RO7SHK.PIX |
| Line 4910... | Line 4910... | ||
| 4910 | 0,0,not flipped |
4910 | 0,0,not flipped |
| 4911 | RO7RUNT3.PIX |
4911 | RO7RUNT3.PIX |
| 4912 | 0,0,not flipped |
4912 | 0,0,not flipped |
| 4913 | RO7RUNT2.PIX |
4913 | RO7RUNT2.PIX |
| 4914 | 0,0,not flipped |
4914 | 0,0,not flipped |
| 4915 | // |
4915 | // Sequence #2 - turn frightened and run towards to their right |
| 4916 | collide // Include this frame in collision calcs |
4916 | collide // Include this frame in collision calcs |
| 4917 | speed // Frame rate type |
4917 | speed // Frame rate type |
| 4918 | 0.06,8 // Min frame rate, max frame rate, |
4918 | 0.06,8 // Min frame rate, max frame rate, |
| 4919 | 4 // Number of initial frames |
4919 | 4 // Number of initial frames |
| 4920 | RO7SHK.PIX |
4920 | RO7SHK.PIX |
| Line 4964... | Line 4964... | ||
| 4964 | 2 // Number of looping frames |
4964 | 2 // Number of looping frames |
| 4965 | RO7STL1.PIX |
4965 | RO7STL1.PIX |
| 4966 | 0,0,flipped |
4966 | 0,0,flipped |
| 4967 | RO7STL2.PIX |
4967 | RO7STL2.PIX |
| 4968 | 0,0,flipped |
4968 | 0,0,flipped |
| 4969 | // |
4969 | // Sequence #5 - fatal collision with car |
| 4970 | don't collide // Exclude this frame in collision calcs |
4970 | don't collide // Exclude this frame in collision calcs |
| 4971 | variable // Frame rate type |
4971 | variable // Frame rate type |
| 4972 | 12,12 // Min frame rate, max frame rate, |
4972 | 12,12 // Min frame rate, max frame rate, |
| 4973 | 4 // Number of initial frames |
4973 | 4 // Number of initial frames |
| 4974 | RO7HIT1.PIX |
4974 | RO7HIT1.PIX |
| Line 4989... | Line 4989... | ||
| 4989 | fixed // Frame rate type |
4989 | fixed // Frame rate type |
| 4990 | 1 // Number of initial frames |
4990 | 1 // Number of initial frames |
| 4991 | GCHUNKS1.PIX |
4991 | GCHUNKS1.PIX |
| 4992 | 0,0,not flipped |
4992 | 0,0,not flipped |
| 4993 | 0 // Number of looping frames |
4993 | 0 // Number of looping frames |
| 4994 | // |
4994 | // Sequence #7 - non-fatal collision with car |
| 4995 | collide // Include this frame in collision calcs |
4995 | collide // Include this frame in collision calcs |
| 4996 | variable // Frame rate type |
4996 | variable // Frame rate type |
| 4997 | 12,12 // Min frame rate, max frame rate, |
4997 | 12,12 // Min frame rate, max frame rate, |
| 4998 | 2 // Number of initial frames |
4998 | 2 // Number of initial frames |
| 4999 | RO7HIT1.PIX |
4999 | RO7HIT1.PIX |
| 5000 | 0,0,not flipped |
5000 | 0,0,not flipped |
| 5001 | RO7HIT2.PIX |
5001 | RO7HIT2.PIX |
| 5002 | 0,0,not flipped |
5002 | 0,0,not flipped |
| 5003 | 0 // Number of looping frames |
5003 | 0 // Number of looping frames |
| 5004 | // |
5004 | // Sequence #8 - stationary, looking the other way from side to side |
| 5005 | collide // Include this frame in collision calcs |
5005 | collide // Include this frame in collision calcs |
| 5006 | variable // Frame rate type |
5006 | variable // Frame rate type |
| 5007 | 1,6 // Min frame rate, max frame rate, |
5007 | 1,6 // Min frame rate, max frame rate, |
| 5008 | 0 // Number of initial frames |
5008 | 0 // Number of initial frames |
| 5009 | 2 // Number of looping frames |
5009 | 2 // Number of looping frames |
| 5010 | RO7BAK1.PIX |
5010 | RO7BAK1.PIX |
| 5011 | 0,0,not flipped |
5011 | 0,0,not flipped |
| 5012 | RO7BAK2.PIX |
5012 | RO7BAK2.PIX |
| 5013 | 0,0,flipped |
5013 | 0,0,flipped |
| 5014 | NEXT PEDESTRIAN |
5014 | NEXT PEDESTRIAN |
| 5015 | // |
5015 | // **************** RO8(FORMERLY ???) ********************************************************************************** |
| 5016 | 26 // Reference number |
5016 | 26 // Reference number |
| 5017 | 0.35 // Height |
5017 | 0.35 // Height |
| 5018 | 250 // Points value |
5018 | 250 // Points value |
| 5019 | 15 // Hit points |
5019 | 15 // Hit points |
| 5020 | 2,4031,4030 // Exploding noises |
5020 | 2,4031,4030 // Exploding noises |
| Line 5038... | Line 5038... | ||
| 5038 | 0 // Sounds |
5038 | 0 // Sounds |
| 5039 | 3 // Number of sequences for this action |
5039 | 3 // Number of sequences for this action |
| 5040 | 90,8 // Max bearing, sequence index |
5040 | 90,8 // Max bearing, sequence index |
| 5041 | 270,4 // Max bearing, sequence index |
5041 | 270,4 // Max bearing, sequence index |
| 5042 | 360,8 // Max bearing, sequence index |
5042 | 360,8 // Max bearing, sequence index |
| 5043 | // |
5043 | // Action #1 - turn frightened and run like fuck |
| 5044 | 1,100 // Danger level, percentage chance |
5044 | 1,100 // Danger level, percentage chance |
| 5045 | 0,0.0008 // Initial speed, looping speed |
5045 | 0,0.0008 // Initial speed, looping speed |
| 5046 | 0.05 // Reaction time for this action |
5046 | 0.05 // Reaction time for this action |
| 5047 | 1,4003 // Sounds |
5047 | 1,4003 // Sounds |
| 5048 | 4 // Number of sequences for this action |
5048 | 4 // Number of sequences for this action |
| 5049 | 90,0 // Max bearing, sequence index |
5049 | 90,0 // Max bearing, sequence index |
| 5050 | 180,1 // Max bearing, sequence index |
5050 | 180,1 // Max bearing, sequence index |
| 5051 | 270,2 // Max bearing, sequence index |
5051 | 270,2 // Max bearing, sequence index |
| 5052 | 360,3 // Max bearing, sequence index |
5052 | 360,3 // Max bearing, sequence index |
| 5053 | // |
5053 | // Action #2 - fatal car collision |
| 5054 | 1000,0 // Danger level, percentage chance |
5054 | 1000,0 // Danger level, percentage chance |
| 5055 | 0,0 // Initial speed, looping speed |
5055 | 0,0 // Initial speed, looping speed |
| 5056 | 0 // Reaction time for this action |
5056 | 0 // Reaction time for this action |
| 5057 | 1,4013 // Sounds |
5057 | 1,4013 // Sounds |
| 5058 | 1 // Number of sequences for this action |
5058 | 1 // Number of sequences for this action |
| 5059 | 360,5 // Max bearing, sequence index |
5059 | 360,5 // Max bearing, sequence index |
| 5060 | // |
5060 | // Action #3 - turning into giblets |
| 5061 | 1000,0 // Danger level, percentage chance |
5061 | 1000,0 // Danger level, percentage chance |
| 5062 | 0,0 // Initial speed, looping speed |
5062 | 0,0 // Initial speed, looping speed |
| 5063 | 0 // Reaction time for this action |
5063 | 0 // Reaction time for this action |
| 5064 | 0 // Sounds |
5064 | 0 // Sounds |
| 5065 | 1 // Number of sequences for this action |
5065 | 1 // Number of sequences for this action |
| Line 5076... | Line 5076... | ||
| 5076 | 0,0 // Initial speed, looping speed |
5076 | 0,0 // Initial speed, looping speed |
| 5077 | 0 // Reaction time for this action |
5077 | 0 // Reaction time for this action |
| 5078 | 1,4013 // Sounds |
5078 | 1,4013 // Sounds |
| 5079 | 1 // Number of sequences for this action |
5079 | 1 // Number of sequences for this action |
| 5080 | 360,5 // Max bearing, sequence index |
5080 | 360,5 // Max bearing, sequence index |
| 5081 | // |
5081 | // Action #6 - non-fatal ground collision |
| 5082 | 1000,0 // Danger level, percentage chance |
5082 | 1000,0 // Danger level, percentage chance |
| 5083 | 0,0 // Initial speed, looping speed |
5083 | 0,0 // Initial speed, looping speed |
| 5084 | 0 // Reaction time for this action |
5084 | 0 // Reaction time for this action |
| 5085 | 1,4003 // Sounds |
5085 | 1,4003 // Sounds |
| 5086 | 1 // Number of sequences for this action |
5086 | 1 // Number of sequences for this action |
| 5087 | 360,7 // Max bearing, sequence index |
5087 | 360,7 // Max bearing, sequence index |
| 5088 | 9 // Number of sequences |
5088 | 9 // Number of sequences |
| 5089 | // |
5089 | // Sequence #0 - turn frightened and run away to their right |
| 5090 | collide // Include this frame in collision calcs |
5090 | collide // Include this frame in collision calcs |
| 5091 | speed // Frame rate type |
5091 | speed // Frame rate type |
| 5092 | 0.06,8 // Min frame rate, max frame rate, |
5092 | 0.06,8 // Min frame rate, max frame rate, |
| 5093 | 4 // Number of initial frames |
5093 | 4 // Number of initial frames |
| 5094 | RO8SHK.PIX |
5094 | RO8SHK.PIX |
| Line 5106... | Line 5106... | ||
| 5106 | 0,0,flipped |
5106 | 0,0,flipped |
| 5107 | RO8RUNA3.PIX |
5107 | RO8RUNA3.PIX |
| 5108 | 0,0,flipped |
5108 | 0,0,flipped |
| 5109 | RO8RUNA2.PIX |
5109 | RO8RUNA2.PIX |
| 5110 | 0,0,flipped |
5110 | 0,0,flipped |
| 5111 | // |
5111 | // Sequence #1 - turn frightened and run towards to their left |
| 5112 | collide // Include this frame in collision calcs |
5112 | collide // Include this frame in collision calcs |
| 5113 | speed // Frame rate type |
5113 | speed // Frame rate type |
| 5114 | 0.06,8 // Min frame rate, max frame rate, |
5114 | 0.06,8 // Min frame rate, max frame rate, |
| 5115 | 4 // Number of initial frames |
5115 | 4 // Number of initial frames |
| 5116 | RO8SHK.PIX |
5116 | RO8SHK.PIX |
| Line 5128... | Line 5128... | ||
| 5128 | 0,0,not flipped |
5128 | 0,0,not flipped |
| 5129 | RO8RUNT3.PIX |
5129 | RO8RUNT3.PIX |
| 5130 | 0,0,not flipped |
5130 | 0,0,not flipped |
| 5131 | RO8RUNT2.PIX |
5131 | RO8RUNT2.PIX |
| 5132 | 0,0,not flipped |
5132 | 0,0,not flipped |
| 5133 | // |
5133 | // Sequence #2 - turn frightened and run towards to their right |
| 5134 | collide // Include this frame in collision calcs |
5134 | collide // Include this frame in collision calcs |
| 5135 | speed // Frame rate type |
5135 | speed // Frame rate type |
| 5136 | 0.06,8 // Min frame rate, max frame rate, |
5136 | 0.06,8 // Min frame rate, max frame rate, |
| 5137 | 4 // Number of initial frames |
5137 | 4 // Number of initial frames |
| 5138 | RO8SHK.PIX |
5138 | RO8SHK.PIX |
| Line 5182... | Line 5182... | ||
| 5182 | 2 // Number of looping frames |
5182 | 2 // Number of looping frames |
| 5183 | RO8STL1.PIX |
5183 | RO8STL1.PIX |
| 5184 | 0,0,flipped |
5184 | 0,0,flipped |
| 5185 | RO8STL2.PIX |
5185 | RO8STL2.PIX |
| 5186 | 0,0,flipped |
5186 | 0,0,flipped |
| 5187 | // |
5187 | // Sequence #5 - fatal collision with car |
| 5188 | don't collide // Exclude this frame in collision calcs |
5188 | don't collide // Exclude this frame in collision calcs |
| 5189 | variable // Frame rate type |
5189 | variable // Frame rate type |
| 5190 | 12,12 // Min frame rate, max frame rate, |
5190 | 12,12 // Min frame rate, max frame rate, |
| 5191 | 4 // Number of initial frames |
5191 | 4 // Number of initial frames |
| 5192 | RO8HIT1.PIX |
5192 | RO8HIT1.PIX |
| Line 5207... | Line 5207... | ||
| 5207 | fixed // Frame rate type |
5207 | fixed // Frame rate type |
| 5208 | 1 // Number of initial frames |
5208 | 1 // Number of initial frames |
| 5209 | GCHUNKS1.PIX |
5209 | GCHUNKS1.PIX |
| 5210 | 0,0,not flipped |
5210 | 0,0,not flipped |
| 5211 | 0 // Number of looping frames |
5211 | 0 // Number of looping frames |
| 5212 | // |
5212 | // Sequence #7 - non-fatal collision with car |
| 5213 | collide // Include this frame in collision calcs |
5213 | collide // Include this frame in collision calcs |
| 5214 | variable // Frame rate type |
5214 | variable // Frame rate type |
| 5215 | 12,12 // Min frame rate, max frame rate, |
5215 | 12,12 // Min frame rate, max frame rate, |
| 5216 | 2 // Number of initial frames |
5216 | 2 // Number of initial frames |
| 5217 | RO8HIT1.PIX |
5217 | RO8HIT1.PIX |
| 5218 | 0,0,not flipped |
5218 | 0,0,not flipped |
| 5219 | RO8HIT2.PIX |
5219 | RO8HIT2.PIX |
| 5220 | 0,0,not flipped |
5220 | 0,0,not flipped |
| 5221 | 0 // Number of looping frames |
5221 | 0 // Number of looping frames |
| 5222 | // |
5222 | // Sequence #8 - stationary, looking the other way from side to side |
| 5223 | collide // Include this frame in collision calcs |
5223 | collide // Include this frame in collision calcs |
| 5224 | variable // Frame rate type |
5224 | variable // Frame rate type |
| 5225 | 1,6 // Min frame rate, max frame rate, |
5225 | 1,6 // Min frame rate, max frame rate, |
| 5226 | 0 // Number of initial frames |
5226 | 0 // Number of initial frames |
| 5227 | 2 // Number of looping frames |
5227 | 2 // Number of looping frames |
| 5228 | RO8BAK1.PIX |
5228 | RO8BAK1.PIX |
| 5229 | 0,0,not flipped |
5229 | 0,0,not flipped |
| 5230 | RO8BAK2.PIX |
5230 | RO8BAK2.PIX |
| 5231 | 0,0,flipped |
5231 | 0,0,flipped |
| 5232 | NEXT PEDESTRIAN |
5232 | NEXT PEDESTRIAN |
| 5233 | // |
5233 | // **************** RO1 (FORMERLY LTH) ************************************************************************************************ |
| 5234 | 22 // Reference number |
5234 | 22 // Reference number |
| 5235 | 0.35 // Height |
5235 | 0.35 // Height |
| 5236 | 250 // Points value |
5236 | 250 // Points value |
| 5237 | 15 // Hit points |
5237 | 15 // Hit points |
| 5238 | 2,4031,4030 // Exploding noises |
5238 | 2,4031,4030 // Exploding noises |
| Line 5256... | Line 5256... | ||
| 5256 | 0 // Sounds |
5256 | 0 // Sounds |
| 5257 | 3 // Number of sequences for this action |
5257 | 3 // Number of sequences for this action |
| 5258 | 90,8 // Max bearing, sequence index |
5258 | 90,8 // Max bearing, sequence index |
| 5259 | 270,4 // Max bearing, sequence index |
5259 | 270,4 // Max bearing, sequence index |
| 5260 | 360,8 // Max bearing, sequence index |
5260 | 360,8 // Max bearing, sequence index |
| 5261 | // |
5261 | // Action #1 - turn frightened and run like fuck |
| 5262 | 1,100 // Danger level, percentage chance |
5262 | 1,100 // Danger level, percentage chance |
| 5263 | 0,0.0008 // Initial speed, looping speed |
5263 | 0,0.0008 // Initial speed, looping speed |
| 5264 | 0.05 // Reaction time for this action |
5264 | 0.05 // Reaction time for this action |
| 5265 | 1,4003 // Sounds |
5265 | 1,4003 // Sounds |
| 5266 | 4 // Number of sequences for this action |
5266 | 4 // Number of sequences for this action |
| 5267 | 90,0 // Max bearing, sequence index |
5267 | 90,0 // Max bearing, sequence index |
| 5268 | 180,1 // Max bearing, sequence index |
5268 | 180,1 // Max bearing, sequence index |
| 5269 | 270,2 // Max bearing, sequence index |
5269 | 270,2 // Max bearing, sequence index |
| 5270 | 360,3 // Max bearing, sequence index |
5270 | 360,3 // Max bearing, sequence index |
| 5271 | // |
5271 | // Action #2 - fatal car collision |
| 5272 | 1000,0 // Danger level, percentage chance |
5272 | 1000,0 // Danger level, percentage chance |
| 5273 | 0,0 // Initial speed, looping speed |
5273 | 0,0 // Initial speed, looping speed |
| 5274 | 0 // Reaction time for this action |
5274 | 0 // Reaction time for this action |
| 5275 | 1,4013 // Sounds |
5275 | 1,4013 // Sounds |
| 5276 | 1 // Number of sequences for this action |
5276 | 1 // Number of sequences for this action |
| 5277 | 360,5 // Max bearing, sequence index |
5277 | 360,5 // Max bearing, sequence index |
| 5278 | // |
5278 | // Action #3 - turning into giblets |
| 5279 | 1000,0 // Danger level, percentage chance |
5279 | 1000,0 // Danger level, percentage chance |
| 5280 | 0,0 // Initial speed, looping speed |
5280 | 0,0 // Initial speed, looping speed |
| 5281 | 0 // Reaction time for this action |
5281 | 0 // Reaction time for this action |
| 5282 | 0 // Sounds |
5282 | 0 // Sounds |
| 5283 | 1 // Number of sequences for this action |
5283 | 1 // Number of sequences for this action |
| Line 5294... | Line 5294... | ||
| 5294 | 0,0 // Initial speed, looping speed |
5294 | 0,0 // Initial speed, looping speed |
| 5295 | 0 // Reaction time for this action |
5295 | 0 // Reaction time for this action |
| 5296 | 1,4013 // Sounds |
5296 | 1,4013 // Sounds |
| 5297 | 1 // Number of sequences for this action |
5297 | 1 // Number of sequences for this action |
| 5298 | 360,5 // Max bearing, sequence index |
5298 | 360,5 // Max bearing, sequence index |
| 5299 | // |
5299 | // Action #6 - non-fatal ground collision |
| 5300 | 1000,0 // Danger level, percentage chance |
5300 | 1000,0 // Danger level, percentage chance |
| 5301 | 0,0 // Initial speed, looping speed |
5301 | 0,0 // Initial speed, looping speed |
| 5302 | 0 // Reaction time for this action |
5302 | 0 // Reaction time for this action |
| 5303 | 1,4003 // Sounds |
5303 | 1,4003 // Sounds |
| 5304 | 1 // Number of sequences for this action |
5304 | 1 // Number of sequences for this action |
| 5305 | 360,7 // Max bearing, sequence index |
5305 | 360,7 // Max bearing, sequence index |
| 5306 | 9 // Number of sequences |
5306 | 9 // Number of sequences |
| 5307 | // |
5307 | // Sequence #0 - turn frightened and run away to their right |
| 5308 | collide // Include this frame in collision calcs |
5308 | collide // Include this frame in collision calcs |
| 5309 | speed // Frame rate type |
5309 | speed // Frame rate type |
| 5310 | 0.06,8 // Min frame rate, max frame rate, |
5310 | 0.06,8 // Min frame rate, max frame rate, |
| 5311 | 4 // Number of initial frames |
5311 | 4 // Number of initial frames |
| 5312 | RO1SHK.PIX |
5312 | RO1SHK.PIX |
| Line 5324... | Line 5324... | ||
| 5324 | 0,0,flipped |
5324 | 0,0,flipped |
| 5325 | RO1RUNA3.PIX |
5325 | RO1RUNA3.PIX |
| 5326 | 0,0,flipped |
5326 | 0,0,flipped |
| 5327 | RO1RUNA2.PIX |
5327 | RO1RUNA2.PIX |
| 5328 | 0,0,flipped |
5328 | 0,0,flipped |
| 5329 | // |
5329 | // Sequence #1 - turn frightened and run towards to their left |
| 5330 | collide // Include this frame in collision calcs |
5330 | collide // Include this frame in collision calcs |
| 5331 | speed // Frame rate type |
5331 | speed // Frame rate type |
| 5332 | 0.06,8 // Min frame rate, max frame rate, |
5332 | 0.06,8 // Min frame rate, max frame rate, |
| 5333 | 4 // Number of initial frames |
5333 | 4 // Number of initial frames |
| 5334 | RO1SHK.PIX |
5334 | RO1SHK.PIX |
| Line 5346... | Line 5346... | ||
| 5346 | 0,0,not flipped |
5346 | 0,0,not flipped |
| 5347 | RO1RUNT3.PIX |
5347 | RO1RUNT3.PIX |
| 5348 | 0,0,not flipped |
5348 | 0,0,not flipped |
| 5349 | RO1RUNT2.PIX |
5349 | RO1RUNT2.PIX |
| 5350 | 0,0,not flipped |
5350 | 0,0,not flipped |
| 5351 | // |
5351 | // Sequence #2 - turn frightened and run towards to their right |
| 5352 | collide // Include this frame in collision calcs |
5352 | collide // Include this frame in collision calcs |
| 5353 | speed // Frame rate type |
5353 | speed // Frame rate type |
| 5354 | 0.06,8 // Min frame rate, max frame rate, |
5354 | 0.06,8 // Min frame rate, max frame rate, |
| 5355 | 4 // Number of initial frames |
5355 | 4 // Number of initial frames |
| 5356 | RO1SHK.PIX |
5356 | RO1SHK.PIX |
| Line 5400... | Line 5400... | ||
| 5400 | 2 // Number of looping frames |
5400 | 2 // Number of looping frames |
| 5401 | RO1STL1.PIX |
5401 | RO1STL1.PIX |
| 5402 | 0,0,flipped |
5402 | 0,0,flipped |
| 5403 | RO1STL2.PIX |
5403 | RO1STL2.PIX |
| 5404 | 0,0,flipped |
5404 | 0,0,flipped |
| 5405 | // |
5405 | // Sequence #5 - fatal collision with car |
| 5406 | don't collide // Exclude this frame in collision calcs |
5406 | don't collide // Exclude this frame in collision calcs |
| 5407 | variable // Frame rate type |
5407 | variable // Frame rate type |
| 5408 | 12,12 // Min frame rate, max frame rate, |
5408 | 12,12 // Min frame rate, max frame rate, |
| 5409 | 4 // Number of initial frames |
5409 | 4 // Number of initial frames |
| 5410 | RO1HIT1.PIX |
5410 | RO1HIT1.PIX |
| Line 5425... | Line 5425... | ||
| 5425 | fixed // Frame rate type |
5425 | fixed // Frame rate type |
| 5426 | 1 // Number of initial frames |
5426 | 1 // Number of initial frames |
| 5427 | GCHUNKS1.PIX |
5427 | GCHUNKS1.PIX |
| 5428 | 0,0,not flipped |
5428 | 0,0,not flipped |
| 5429 | 0 // Number of looping frames |
5429 | 0 // Number of looping frames |
| 5430 | // |
5430 | // Sequence #7 - non-fatal collision with car |
| 5431 | collide // Include this frame in collision calcs |
5431 | collide // Include this frame in collision calcs |
| 5432 | variable // Frame rate type |
5432 | variable // Frame rate type |
| 5433 | 12,12 // Min frame rate, max frame rate, |
5433 | 12,12 // Min frame rate, max frame rate, |
| 5434 | 2 // Number of initial frames |
5434 | 2 // Number of initial frames |
| 5435 | RO1HIT1.PIX |
5435 | RO1HIT1.PIX |
| 5436 | 0,0,not flipped |
5436 | 0,0,not flipped |
| 5437 | RO1HIT2.PIX |
5437 | RO1HIT2.PIX |
| 5438 | 0,0,not flipped |
5438 | 0,0,not flipped |
| 5439 | 0 // Number of looping frames |
5439 | 0 // Number of looping frames |
| 5440 | // |
5440 | // Sequence #8 - stationary, looking the other way from side to side |
| 5441 | collide // Include this frame in collision calcs |
5441 | collide // Include this frame in collision calcs |
| 5442 | variable // Frame rate type |
5442 | variable // Frame rate type |
| 5443 | 1,6 // Min frame rate, max frame rate, |
5443 | 1,6 // Min frame rate, max frame rate, |
| 5444 | 0 // Number of initial frames |
5444 | 0 // Number of initial frames |
| 5445 | 2 // Number of looping frames |
5445 | 2 // Number of looping frames |
| Line 5474... | Line 5474... | ||
| 5474 | 0 // Sounds |
5474 | 0 // Sounds |
| 5475 | 3 // Number of sequences for this action |
5475 | 3 // Number of sequences for this action |
| 5476 | 90,8 // Max bearing, sequence index |
5476 | 90,8 // Max bearing, sequence index |
| 5477 | 270,4 // Max bearing, sequence index |
5477 | 270,4 // Max bearing, sequence index |
| 5478 | 360,8 // Max bearing, sequence index |
5478 | 360,8 // Max bearing, sequence index |
| 5479 | // |
5479 | // Action #1 - turn frightened and run like fuck |
| 5480 | 1,100 // Danger level, percentage chance |
5480 | 1,100 // Danger level, percentage chance |
| 5481 | 0,0.0008 // Initial speed, looping speed |
5481 | 0,0.0008 // Initial speed, looping speed |
| 5482 | 0.05 // Reaction time for this action |
5482 | 0.05 // Reaction time for this action |
| 5483 | 1,4003 // Sounds |
5483 | 1,4003 // Sounds |
| 5484 | 4 // Number of sequences for this action |
5484 | 4 // Number of sequences for this action |
| 5485 | 90,0 // Max bearing, sequence index |
5485 | 90,0 // Max bearing, sequence index |
| 5486 | 180,1 // Max bearing, sequence index |
5486 | 180,1 // Max bearing, sequence index |
| 5487 | 270,2 // Max bearing, sequence index |
5487 | 270,2 // Max bearing, sequence index |
| 5488 | 360,3 // Max bearing, sequence index |
5488 | 360,3 // Max bearing, sequence index |
| 5489 | // |
5489 | // Action #2 - fatal car collision |
| 5490 | 1000,0 // Danger level, percentage chance |
5490 | 1000,0 // Danger level, percentage chance |
| 5491 | 0,0 // Initial speed, looping speed |
5491 | 0,0 // Initial speed, looping speed |
| 5492 | 0 // Reaction time for this action |
5492 | 0 // Reaction time for this action |
| 5493 | 1,4013 // Sounds |
5493 | 1,4013 // Sounds |
| 5494 | 1 // Number of sequences for this action |
5494 | 1 // Number of sequences for this action |
| 5495 | 360,5 // Max bearing, sequence index |
5495 | 360,5 // Max bearing, sequence index |
| 5496 | // |
5496 | // Action #3 - turning into giblets |
| 5497 | 1000,0 // Danger level, percentage chance |
5497 | 1000,0 // Danger level, percentage chance |
| 5498 | 0,0 // Initial speed, looping speed |
5498 | 0,0 // Initial speed, looping speed |
| 5499 | 0 // Reaction time for this action |
5499 | 0 // Reaction time for this action |
| 5500 | 0 // Sounds |
5500 | 0 // Sounds |
| 5501 | 1 // Number of sequences for this action |
5501 | 1 // Number of sequences for this action |
| Line 5512... | Line 5512... | ||
| 5512 | 0,0 // Initial speed, looping speed |
5512 | 0,0 // Initial speed, looping speed |
| 5513 | 0 // Reaction time for this action |
5513 | 0 // Reaction time for this action |
| 5514 | 1,4013 // Sounds |
5514 | 1,4013 // Sounds |
| 5515 | 1 // Number of sequences for this action |
5515 | 1 // Number of sequences for this action |
| 5516 | 360,5 // Max bearing, sequence index |
5516 | 360,5 // Max bearing, sequence index |
| 5517 | // |
5517 | // Action #6 - non-fatal ground collision |
| 5518 | 1000,0 // Danger level, percentage chance |
5518 | 1000,0 // Danger level, percentage chance |
| 5519 | 0,0 // Initial speed, looping speed |
5519 | 0,0 // Initial speed, looping speed |
| 5520 | 0 // Reaction time for this action |
5520 | 0 // Reaction time for this action |
| 5521 | 1,4003 // Sounds |
5521 | 1,4003 // Sounds |
| 5522 | 1 // Number of sequences for this action |
5522 | 1 // Number of sequences for this action |
| 5523 | 360,7 // Max bearing, sequence index |
5523 | 360,7 // Max bearing, sequence index |
| 5524 | 9 // Number of sequences |
5524 | 9 // Number of sequences |
| 5525 | // |
5525 | // Sequence #0 - turn frightened and run away to their right |
| 5526 | collide // Include this frame in collision calcs |
5526 | collide // Include this frame in collision calcs |
| 5527 | speed // Frame rate type |
5527 | speed // Frame rate type |
| 5528 | 0.06,8 // Min frame rate, max frame rate, |
5528 | 0.06,8 // Min frame rate, max frame rate, |
| 5529 | 4 // Number of initial frames |
5529 | 4 // Number of initial frames |
| 5530 | RO2SHK.PIX |
5530 | RO2SHK.PIX |
| Line 5542... | Line 5542... | ||
| 5542 | 0,0,flipped |
5542 | 0,0,flipped |
| 5543 | RO2RUNA3.PIX |
5543 | RO2RUNA3.PIX |
| 5544 | 0,0,flipped |
5544 | 0,0,flipped |
| 5545 | RO2RUNA2.PIX |
5545 | RO2RUNA2.PIX |
| 5546 | 0,0,flipped |
5546 | 0,0,flipped |
| 5547 | // |
5547 | // Sequence #1 - turn frightened and run towards to their left |
| 5548 | collide // Include this frame in collision calcs |
5548 | collide // Include this frame in collision calcs |
| 5549 | speed // Frame rate type |
5549 | speed // Frame rate type |
| 5550 | 0.06,8 // Min frame rate, max frame rate, |
5550 | 0.06,8 // Min frame rate, max frame rate, |
| 5551 | 4 // Number of initial frames |
5551 | 4 // Number of initial frames |
| 5552 | RO2SHK.PIX |
5552 | RO2SHK.PIX |
| Line 5564... | Line 5564... | ||
| 5564 | 0,0,not flipped |
5564 | 0,0,not flipped |
| 5565 | RO2RUNT3.PIX |
5565 | RO2RUNT3.PIX |
| 5566 | 0,0,not flipped |
5566 | 0,0,not flipped |
| 5567 | RO2RUNT2.PIX |
5567 | RO2RUNT2.PIX |
| 5568 | 0,0,not flipped |
5568 | 0,0,not flipped |
| 5569 | // |
5569 | // Sequence #2 - turn frightened and run towards to their right |
| 5570 | collide // Include this frame in collision calcs |
5570 | collide // Include this frame in collision calcs |
| 5571 | speed // Frame rate type |
5571 | speed // Frame rate type |
| 5572 | 0.06,8 // Min frame rate, max frame rate, |
5572 | 0.06,8 // Min frame rate, max frame rate, |
| 5573 | 4 // Number of initial frames |
5573 | 4 // Number of initial frames |
| 5574 | RO2SHK.PIX |
5574 | RO2SHK.PIX |
| Line 5618... | Line 5618... | ||
| 5618 | 2 // Number of looping frames |
5618 | 2 // Number of looping frames |
| 5619 | RO2STL1.PIX |
5619 | RO2STL1.PIX |
| 5620 | 0,0,flipped |
5620 | 0,0,flipped |
| 5621 | RO2STL2.PIX |
5621 | RO2STL2.PIX |
| 5622 | 0,0,flipped |
5622 | 0,0,flipped |
| 5623 | // |
5623 | // Sequence #5 - fatal collision with car |
| 5624 | don't collide // Exclude this frame in collision calcs |
5624 | don't collide // Exclude this frame in collision calcs |
| 5625 | variable // Frame rate type |
5625 | variable // Frame rate type |
| 5626 | 12,12 // Min frame rate, max frame rate, |
5626 | 12,12 // Min frame rate, max frame rate, |
| 5627 | 4 // Number of initial frames |
5627 | 4 // Number of initial frames |
| 5628 | RO2HIT1.PIX |
5628 | RO2HIT1.PIX |
| Line 5643... | Line 5643... | ||
| 5643 | fixed // Frame rate type |
5643 | fixed // Frame rate type |
| 5644 | 1 // Number of initial frames |
5644 | 1 // Number of initial frames |
| 5645 | GCHUNKS1.PIX |
5645 | GCHUNKS1.PIX |
| 5646 | 0,0,not flipped |
5646 | 0,0,not flipped |
| 5647 | 0 // Number of looping frames |
5647 | 0 // Number of looping frames |
| 5648 | // |
5648 | // Sequence #7 - non-fatal collision with car |
| 5649 | collide // Include this frame in collision calcs |
5649 | collide // Include this frame in collision calcs |
| 5650 | variable // Frame rate type |
5650 | variable // Frame rate type |
| 5651 | 12,12 // Min frame rate, max frame rate, |
5651 | 12,12 // Min frame rate, max frame rate, |
| 5652 | 2 // Number of initial frames |
5652 | 2 // Number of initial frames |
| 5653 | RO2HIT1.PIX |
5653 | RO2HIT1.PIX |
| 5654 | 0,0,not flipped |
5654 | 0,0,not flipped |
| 5655 | RO2HIT2.PIX |
5655 | RO2HIT2.PIX |
| 5656 | 0,0,not flipped |
5656 | 0,0,not flipped |
| 5657 | 0 // Number of looping frames |
5657 | 0 // Number of looping frames |
| 5658 | // |
5658 | // Sequence #8 - stationary, looking the other way from side to side |
| 5659 | collide // Include this frame in collision calcs |
5659 | collide // Include this frame in collision calcs |
| 5660 | variable // Frame rate type |
5660 | variable // Frame rate type |
| 5661 | 1,6 // Min frame rate, max frame rate, |
5661 | 1,6 // Min frame rate, max frame rate, |
| 5662 | 0 // Number of initial frames |
5662 | 0 // Number of initial frames |
| 5663 | 2 // Number of looping frames |
5663 | 2 // Number of looping frames |
| 5664 | RO2BAK1.PIX |
5664 | RO2BAK1.PIX |
| 5665 | 0,0,not flipped |
5665 | 0,0,not flipped |
| 5666 | RO2BAK2.PIX |
5666 | RO2BAK2.PIX |
| 5667 | 0,0,flipped |
5667 | 0,0,flipped |
| 5668 | NEXT PEDESTRIAN |
5668 | NEXT PEDESTRIAN |
| 5669 | // |
5669 | // **************** RO3 (FORMERLY ZIM) ************************************************************************************************* |
| 5670 | 25 // Reference number |
5670 | 25 // Reference number |
| 5671 | 0.35 // Height |
5671 | 0.35 // Height |
| 5672 | 250 // Points value |
5672 | 250 // Points value |
| 5673 | 15 // Hit points |
5673 | 15 // Hit points |
| 5674 | 2,4031,4030 // Exploding noises |
5674 | 2,4031,4030 // Exploding noises |
| Line 5692... | Line 5692... | ||
| 5692 | 0 // Sounds |
5692 | 0 // Sounds |
| 5693 | 3 // Number of sequences for this action |
5693 | 3 // Number of sequences for this action |
| 5694 | 90,8 // Max bearing, sequence index |
5694 | 90,8 // Max bearing, sequence index |
| 5695 | 270,4 // Max bearing, sequence index |
5695 | 270,4 // Max bearing, sequence index |
| 5696 | 360,8 // Max bearing, sequence index |
5696 | 360,8 // Max bearing, sequence index |
| 5697 | // |
5697 | // Action #1 - turn frightened and run like fuck |
| 5698 | 1,100 // Danger level, percentage chance |
5698 | 1,100 // Danger level, percentage chance |
| 5699 | 0,0.0008 // Initial speed, looping speed |
5699 | 0,0.0008 // Initial speed, looping speed |
| 5700 | 0.05 // Reaction time for this action |
5700 | 0.05 // Reaction time for this action |
| 5701 | 1,4003 // Sounds |
5701 | 1,4003 // Sounds |
| 5702 | 4 // Number of sequences for this action |
5702 | 4 // Number of sequences for this action |
| 5703 | 90,0 // Max bearing, sequence index |
5703 | 90,0 // Max bearing, sequence index |
| 5704 | 180,1 // Max bearing, sequence index |
5704 | 180,1 // Max bearing, sequence index |
| 5705 | 270,2 // Max bearing, sequence index |
5705 | 270,2 // Max bearing, sequence index |
| 5706 | 360,3 // Max bearing, sequence index |
5706 | 360,3 // Max bearing, sequence index |
| 5707 | // |
5707 | // Action #2 - fatal car collision |
| 5708 | 1000,0 // Danger level, percentage chance |
5708 | 1000,0 // Danger level, percentage chance |
| 5709 | 0,0 // Initial speed, looping speed |
5709 | 0,0 // Initial speed, looping speed |
| 5710 | 0 // Reaction time for this action |
5710 | 0 // Reaction time for this action |
| 5711 | 1,4013 // Sounds |
5711 | 1,4013 // Sounds |
| 5712 | 1 // Number of sequences for this action |
5712 | 1 // Number of sequences for this action |
| 5713 | 360,5 // Max bearing, sequence index |
5713 | 360,5 // Max bearing, sequence index |
| 5714 | // |
5714 | // Action #3 - turning into giblets |
| 5715 | 1000,0 // Danger level, percentage chance |
5715 | 1000,0 // Danger level, percentage chance |
| 5716 | 0,0 // Initial speed, looping speed |
5716 | 0,0 // Initial speed, looping speed |
| 5717 | 0 // Reaction time for this action |
5717 | 0 // Reaction time for this action |
| 5718 | 0 // Sounds |
5718 | 0 // Sounds |
| 5719 | 1 // Number of sequences for this action |
5719 | 1 // Number of sequences for this action |
| Line 5730... | Line 5730... | ||
| 5730 | 0,0 // Initial speed, looping speed |
5730 | 0,0 // Initial speed, looping speed |
| 5731 | 0 // Reaction time for this action |
5731 | 0 // Reaction time for this action |
| 5732 | 1,4013 // Sounds |
5732 | 1,4013 // Sounds |
| 5733 | 1 // Number of sequences for this action |
5733 | 1 // Number of sequences for this action |
| 5734 | 360,5 // Max bearing, sequence index |
5734 | 360,5 // Max bearing, sequence index |
| 5735 | // |
5735 | // Action #6 - non-fatal ground collision |
| 5736 | 1000,0 // Danger level, percentage chance |
5736 | 1000,0 // Danger level, percentage chance |
| 5737 | 0,0 // Initial speed, looping speed |
5737 | 0,0 // Initial speed, looping speed |
| 5738 | 0 // Reaction time for this action |
5738 | 0 // Reaction time for this action |
| 5739 | 1,4003 // Sounds |
5739 | 1,4003 // Sounds |
| 5740 | 1 // Number of sequences for this action |
5740 | 1 // Number of sequences for this action |
| 5741 | 360,7 // Max bearing, sequence index |
5741 | 360,7 // Max bearing, sequence index |
| 5742 | 9 // Number of sequences |
5742 | 9 // Number of sequences |
| 5743 | // |
5743 | // Sequence #0 - turn frightened and run away to their right |
| 5744 | collide // Include this frame in collision calcs |
5744 | collide // Include this frame in collision calcs |
| 5745 | speed // Frame rate type |
5745 | speed // Frame rate type |
| 5746 | 0.06,8 // Min frame rate, max frame rate, |
5746 | 0.06,8 // Min frame rate, max frame rate, |
| 5747 | 4 // Number of initial frames |
5747 | 4 // Number of initial frames |
| 5748 | RO3SHK.PIX |
5748 | RO3SHK.PIX |
| Line 5760... | Line 5760... | ||
| 5760 | 0,0,flipped |
5760 | 0,0,flipped |
| 5761 | RO3RUNA3.PIX |
5761 | RO3RUNA3.PIX |
| 5762 | 0,0,flipped |
5762 | 0,0,flipped |
| 5763 | RO3RUNA2.PIX |
5763 | RO3RUNA2.PIX |
| 5764 | 0,0,flipped |
5764 | 0,0,flipped |
| 5765 | // |
5765 | // Sequence #1 - turn frightened and run towards to their left |
| 5766 | collide // Include this frame in collision calcs |
5766 | collide // Include this frame in collision calcs |
| 5767 | speed // Frame rate type |
5767 | speed // Frame rate type |
| 5768 | 0.06,8 // Min frame rate, max frame rate, |
5768 | 0.06,8 // Min frame rate, max frame rate, |
| 5769 | 4 // Number of initial frames |
5769 | 4 // Number of initial frames |
| 5770 | RO3SHK.PIX |
5770 | RO3SHK.PIX |
| Line 5782... | Line 5782... | ||
| 5782 | 0,0,not flipped |
5782 | 0,0,not flipped |
| 5783 | RO3RUNT3.PIX |
5783 | RO3RUNT3.PIX |
| 5784 | 0,0,not flipped |
5784 | 0,0,not flipped |
| 5785 | RO3RUNT2.PIX |
5785 | RO3RUNT2.PIX |
| 5786 | 0,0,not flipped |
5786 | 0,0,not flipped |
| 5787 | // |
5787 | // Sequence #2 - turn frightened and run towards to their right |
| 5788 | collide // Include this frame in collision calcs |
5788 | collide // Include this frame in collision calcs |
| 5789 | speed // Frame rate type |
5789 | speed // Frame rate type |
| 5790 | 0.06,8 // Min frame rate, max frame rate, |
5790 | 0.06,8 // Min frame rate, max frame rate, |
| 5791 | 4 // Number of initial frames |
5791 | 4 // Number of initial frames |
| 5792 | RO3SHK.PIX |
5792 | RO3SHK.PIX |
| Line 5836... | Line 5836... | ||
| 5836 | 2 // Number of looping frames |
5836 | 2 // Number of looping frames |
| 5837 | RO3STL1.PIX |
5837 | RO3STL1.PIX |
| 5838 | 0,0,flipped |
5838 | 0,0,flipped |
| 5839 | RO3STL2.PIX |
5839 | RO3STL2.PIX |
| 5840 | 0,0,flipped |
5840 | 0,0,flipped |
| 5841 | // |
5841 | // Sequence #5 - fatal collision with car |
| 5842 | don't collide // Exclude this frame in collision calcs |
5842 | don't collide // Exclude this frame in collision calcs |
| 5843 | variable // Frame rate type |
5843 | variable // Frame rate type |
| 5844 | 12,12 // Min frame rate, max frame rate, |
5844 | 12,12 // Min frame rate, max frame rate, |
| 5845 | 4 // Number of initial frames |
5845 | 4 // Number of initial frames |
| 5846 | RO3HIT1.PIX |
5846 | RO3HIT1.PIX |
| Line 5861... | Line 5861... | ||
| 5861 | fixed // Frame rate type |
5861 | fixed // Frame rate type |
| 5862 | 1 // Number of initial frames |
5862 | 1 // Number of initial frames |
| 5863 | GCHUNKS1.PIX |
5863 | GCHUNKS1.PIX |
| 5864 | 0,0,not flipped |
5864 | 0,0,not flipped |
| 5865 | 0 // Number of looping frames |
5865 | 0 // Number of looping frames |
| 5866 | // |
5866 | // Sequence #7 - non-fatal collision with car |
| 5867 | collide // Include this frame in collision calcs |
5867 | collide // Include this frame in collision calcs |
| 5868 | variable // Frame rate type |
5868 | variable // Frame rate type |
| 5869 | 12,12 // Min frame rate, max frame rate, |
5869 | 12,12 // Min frame rate, max frame rate, |
| 5870 | 2 // Number of initial frames |
5870 | 2 // Number of initial frames |
| 5871 | RO3HIT1.PIX |
5871 | RO3HIT1.PIX |
| 5872 | 0,0,not flipped |
5872 | 0,0,not flipped |
| 5873 | RO3HIT2.PIX |
5873 | RO3HIT2.PIX |
| 5874 | 0,0,not flipped |
5874 | 0,0,not flipped |
| 5875 | 0 // Number of looping frames |
5875 | 0 // Number of looping frames |
| 5876 | // |
5876 | // Sequence #8 - stationary, looking the other way from side to side |
| 5877 | collide // Include this frame in collision calcs |
5877 | collide // Include this frame in collision calcs |
| 5878 | variable // Frame rate type |
5878 | variable // Frame rate type |
| 5879 | 1,6 // Min frame rate, max frame rate, |
5879 | 1,6 // Min frame rate, max frame rate, |
| 5880 | 0 // Number of initial frames |
5880 | 0 // Number of initial frames |
| 5881 | 2 // Number of looping frames |
5881 | 2 // Number of looping frames |
| 5882 | RO3BAK1.PIX |
5882 | RO3BAK1.PIX |
| 5883 | 0,0,not flipped |
5883 | 0,0,not flipped |
| 5884 | RO3BAK2.PIX |
5884 | RO3BAK2.PIX |
| 5885 | 0,0,flipped |
5885 | 0,0,flipped |
| 5886 | NEXT PEDESTRIAN |
5886 | NEXT PEDESTRIAN |
| 5887 | // |
5887 | // **************** RO4 (FORMERLY GRN) ************************************************************************************************ |
| 5888 | 27 // Reference number |
5888 | 27 // Reference number |
| 5889 | 0.35 // Height |
5889 | 0.35 // Height |
| 5890 | 250 // Points value |
5890 | 250 // Points value |
| 5891 | 15 // Hit points |
5891 | 15 // Hit points |
| 5892 | 2,4031,4030 // Exploding noises |
5892 | 2,4031,4030 // Exploding noises |
| Line 5910... | Line 5910... | ||
| 5910 | 0 // Sounds |
5910 | 0 // Sounds |
| 5911 | 3 // Number of sequences for this action |
5911 | 3 // Number of sequences for this action |
| 5912 | 90,8 // Max bearing, sequence index |
5912 | 90,8 // Max bearing, sequence index |
| 5913 | 270,4 // Max bearing, sequence index |
5913 | 270,4 // Max bearing, sequence index |
| 5914 | 360,8 // Max bearing, sequence index |
5914 | 360,8 // Max bearing, sequence index |
| 5915 | // |
5915 | // Action #1 - turn frightened and run like fuck |
| 5916 | 1,100 // Danger level, percentage chance |
5916 | 1,100 // Danger level, percentage chance |
| 5917 | 0,0.0008 // Initial speed, looping speed |
5917 | 0,0.0008 // Initial speed, looping speed |
| 5918 | 0.05 // Reaction time for this action |
5918 | 0.05 // Reaction time for this action |
| 5919 | 1,4003 // Sounds |
5919 | 1,4003 // Sounds |
| 5920 | 4 // Number of sequences for this action |
5920 | 4 // Number of sequences for this action |
| 5921 | 90,0 // Max bearing, sequence index |
5921 | 90,0 // Max bearing, sequence index |
| 5922 | 180,1 // Max bearing, sequence index |
5922 | 180,1 // Max bearing, sequence index |
| 5923 | 270,2 // Max bearing, sequence index |
5923 | 270,2 // Max bearing, sequence index |
| 5924 | 360,3 // Max bearing, sequence index |
5924 | 360,3 // Max bearing, sequence index |
| 5925 | // |
5925 | // Action #2 - fatal car collision |
| 5926 | 1000,0 // Danger level, percentage chance |
5926 | 1000,0 // Danger level, percentage chance |
| 5927 | 0,0 // Initial speed, looping speed |
5927 | 0,0 // Initial speed, looping speed |
| 5928 | 0 // Reaction time for this action |
5928 | 0 // Reaction time for this action |
| 5929 | 1,4013 // Sounds |
5929 | 1,4013 // Sounds |
| 5930 | 1 // Number of sequences for this action |
5930 | 1 // Number of sequences for this action |
| 5931 | 360,5 // Max bearing, sequence index |
5931 | 360,5 // Max bearing, sequence index |
| 5932 | // |
5932 | // Action #3 - turning into giblets |
| 5933 | 1000,0 // Danger level, percentage chance |
5933 | 1000,0 // Danger level, percentage chance |
| 5934 | 0,0 // Initial speed, looping speed |
5934 | 0,0 // Initial speed, looping speed |
| 5935 | 0 // Reaction time for this action |
5935 | 0 // Reaction time for this action |
| 5936 | 0 // Sounds |
5936 | 0 // Sounds |
| 5937 | 1 // Number of sequences for this action |
5937 | 1 // Number of sequences for this action |
| Line 5948... | Line 5948... | ||
| 5948 | 0,0 // Initial speed, looping speed |
5948 | 0,0 // Initial speed, looping speed |
| 5949 | 0 // Reaction time for this action |
5949 | 0 // Reaction time for this action |
| 5950 | 1,4013 // Sounds |
5950 | 1,4013 // Sounds |
| 5951 | 1 // Number of sequences for this action |
5951 | 1 // Number of sequences for this action |
| 5952 | 360,5 // Max bearing, sequence index |
5952 | 360,5 // Max bearing, sequence index |
| 5953 | // |
5953 | // Action #6 - non-fatal ground collision |
| 5954 | 1000,0 // Danger level, percentage chance |
5954 | 1000,0 // Danger level, percentage chance |
| 5955 | 0,0 // Initial speed, looping speed |
5955 | 0,0 // Initial speed, looping speed |
| 5956 | 0 // Reaction time for this action |
5956 | 0 // Reaction time for this action |
| 5957 | 1,4003 // Sounds |
5957 | 1,4003 // Sounds |
| 5958 | 1 // Number of sequences for this action |
5958 | 1 // Number of sequences for this action |
| 5959 | 360,7 // Max bearing, sequence index |
5959 | 360,7 // Max bearing, sequence index |
| 5960 | 9 // Number of sequences |
5960 | 9 // Number of sequences |
| 5961 | // |
5961 | // Sequence #0 - turn frightened and run away to their right |
| 5962 | collide // Include this frame in collision calcs |
5962 | collide // Include this frame in collision calcs |
| 5963 | speed // Frame rate type |
5963 | speed // Frame rate type |
| 5964 | 0.06,8 // Min frame rate, max frame rate, |
5964 | 0.06,8 // Min frame rate, max frame rate, |
| 5965 | 4 // Number of initial frames |
5965 | 4 // Number of initial frames |
| 5966 | RO4SHK.PIX |
5966 | RO4SHK.PIX |
| Line 5978... | Line 5978... | ||
| 5978 | 0,0,flipped |
5978 | 0,0,flipped |
| 5979 | RO4RUNA3.PIX |
5979 | RO4RUNA3.PIX |
| 5980 | 0,0,flipped |
5980 | 0,0,flipped |
| 5981 | RO4RUNA2.PIX |
5981 | RO4RUNA2.PIX |
| 5982 | 0,0,flipped |
5982 | 0,0,flipped |
| 5983 | // |
5983 | // Sequence #1 - turn frightened and run towards to their left |
| 5984 | collide // Include this frame in collision calcs |
5984 | collide // Include this frame in collision calcs |
| 5985 | speed // Frame rate type |
5985 | speed // Frame rate type |
| 5986 | 0.06,8 // Min frame rate, max frame rate, |
5986 | 0.06,8 // Min frame rate, max frame rate, |
| 5987 | 4 // Number of initial frames |
5987 | 4 // Number of initial frames |
| 5988 | RO4SHK.PIX |
5988 | RO4SHK.PIX |
| Line 6000... | Line 6000... | ||
| 6000 | 0,0,not flipped |
6000 | 0,0,not flipped |
| 6001 | RO4RUNT3.PIX |
6001 | RO4RUNT3.PIX |
| 6002 | 0,0,not flipped |
6002 | 0,0,not flipped |
| 6003 | RO4RUNT2.PIX |
6003 | RO4RUNT2.PIX |
| 6004 | 0,0,not flipped |
6004 | 0,0,not flipped |
| 6005 | // |
6005 | // Sequence #2 - turn frightened and run towards to their right |
| 6006 | collide // Include this frame in collision calcs |
6006 | collide // Include this frame in collision calcs |
| 6007 | speed // Frame rate type |
6007 | speed // Frame rate type |
| 6008 | 0.06,8 // Min frame rate, max frame rate, |
6008 | 0.06,8 // Min frame rate, max frame rate, |
| 6009 | 4 // Number of initial frames |
6009 | 4 // Number of initial frames |
| 6010 | RO4SHK.PIX |
6010 | RO4SHK.PIX |
| Line 6054... | Line 6054... | ||
| 6054 | 2 // Number of looping frames |
6054 | 2 // Number of looping frames |
| 6055 | RO4STL1.PIX |
6055 | RO4STL1.PIX |
| 6056 | 0,0,flipped |
6056 | 0,0,flipped |
| 6057 | RO4STL2.PIX |
6057 | RO4STL2.PIX |
| 6058 | 0,0,flipped |
6058 | 0,0,flipped |
| 6059 | // |
6059 | // Sequence #5 - fatal collision with car |
| 6060 | don't collide // Exclude this frame in collision calcs |
6060 | don't collide // Exclude this frame in collision calcs |
| 6061 | variable // Frame rate type |
6061 | variable // Frame rate type |
| 6062 | 12,12 // Min frame rate, max frame rate, |
6062 | 12,12 // Min frame rate, max frame rate, |
| 6063 | 4 // Number of initial frames |
6063 | 4 // Number of initial frames |
| 6064 | RO4HIT1.PIX |
6064 | RO4HIT1.PIX |
| Line 6079... | Line 6079... | ||
| 6079 | fixed // Frame rate type |
6079 | fixed // Frame rate type |
| 6080 | 1 // Number of initial frames |
6080 | 1 // Number of initial frames |
| 6081 | GCHUNKS1.PIX |
6081 | GCHUNKS1.PIX |
| 6082 | 0,0,not flipped |
6082 | 0,0,not flipped |
| 6083 | 0 // Number of looping frames |
6083 | 0 // Number of looping frames |
| 6084 | // |
6084 | // Sequence #7 - non-fatal collision with car |
| 6085 | collide // Include this frame in collision calcs |
6085 | collide // Include this frame in collision calcs |
| 6086 | variable // Frame rate type |
6086 | variable // Frame rate type |
| 6087 | 12,12 // Min frame rate, max frame rate, |
6087 | 12,12 // Min frame rate, max frame rate, |
| 6088 | 2 // Number of initial frames |
6088 | 2 // Number of initial frames |
| 6089 | RO4HIT1.PIX |
6089 | RO4HIT1.PIX |
| 6090 | 0,0,not flipped |
6090 | 0,0,not flipped |
| 6091 | RO4HIT2.PIX |
6091 | RO4HIT2.PIX |
| 6092 | 0,0,not flipped |
6092 | 0,0,not flipped |
| 6093 | 0 // Number of looping frames |
6093 | 0 // Number of looping frames |
| 6094 | // |
6094 | // Sequence #8 - stationary, looking the other way from side to side |
| 6095 | collide // Include this frame in collision calcs |
6095 | collide // Include this frame in collision calcs |
| 6096 | variable // Frame rate type |
6096 | variable // Frame rate type |
| 6097 | 1,6 // Min frame rate, max frame rate, |
6097 | 1,6 // Min frame rate, max frame rate, |
| 6098 | 0 // Number of initial frames |
6098 | 0 // Number of initial frames |
| 6099 | 2 // Number of looping frames |
6099 | 2 // Number of looping frames |
| 6100 | RO4BAK1.PIX |
6100 | RO4BAK1.PIX |
| 6101 | 0,0,not flipped |
6101 | 0,0,not flipped |
| 6102 | RO4BAK2.PIX |
6102 | RO4BAK2.PIX |
| 6103 | 0,0,flipped |
6103 | 0,0,flipped |
| 6104 | NEXT PEDESTRIAN |
6104 | NEXT PEDESTRIAN |
| 6105 | // |
6105 | // **************** RO5 (FORMERLY GOD) ************************************************************************************************ |
| 6106 | 28 // Reference number |
6106 | 28 // Reference number |
| 6107 | 0.35 // Height |
6107 | 0.35 // Height |
| 6108 | 250 // Points value |
6108 | 250 // Points value |
| 6109 | 15 // Hit points |
6109 | 15 // Hit points |
| 6110 | 2,4031,4030 // Exploding noises |
6110 | 2,4031,4030 // Exploding noises |
| Line 6128... | Line 6128... | ||
| 6128 | 0 // Sounds |
6128 | 0 // Sounds |
| 6129 | 3 // Number of sequences for this action |
6129 | 3 // Number of sequences for this action |
| 6130 | 90,8 // Max bearing, sequence index |
6130 | 90,8 // Max bearing, sequence index |
| 6131 | 270,4 // Max bearing, sequence index |
6131 | 270,4 // Max bearing, sequence index |
| 6132 | 360,8 // Max bearing, sequence index |
6132 | 360,8 // Max bearing, sequence index |
| 6133 | // |
6133 | // Action #1 - turn frightened and run like fuck |
| 6134 | 1,100 // Danger level, percentage chance |
6134 | 1,100 // Danger level, percentage chance |
| 6135 | 0,0.0008 // Initial speed, looping speed |
6135 | 0,0.0008 // Initial speed, looping speed |
| 6136 | 0.05 // Reaction time for this action |
6136 | 0.05 // Reaction time for this action |
| 6137 | 1,4003 // Sounds |
6137 | 1,4003 // Sounds |
| 6138 | 4 // Number of sequences for this action |
6138 | 4 // Number of sequences for this action |
| 6139 | 90,0 // Max bearing, sequence index |
6139 | 90,0 // Max bearing, sequence index |
| 6140 | 180,1 // Max bearing, sequence index |
6140 | 180,1 // Max bearing, sequence index |
| 6141 | 270,2 // Max bearing, sequence index |
6141 | 270,2 // Max bearing, sequence index |
| 6142 | 360,3 // Max bearing, sequence index |
6142 | 360,3 // Max bearing, sequence index |
| 6143 | // |
6143 | // Action #2 - fatal car collision |
| 6144 | 1000,0 // Danger level, percentage chance |
6144 | 1000,0 // Danger level, percentage chance |
| 6145 | 0,0 // Initial speed, looping speed |
6145 | 0,0 // Initial speed, looping speed |
| 6146 | 0 // Reaction time for this action |
6146 | 0 // Reaction time for this action |
| 6147 | 1,4013 // Sounds |
6147 | 1,4013 // Sounds |
| 6148 | 1 // Number of sequences for this action |
6148 | 1 // Number of sequences for this action |
| 6149 | 360,5 // Max bearing, sequence index |
6149 | 360,5 // Max bearing, sequence index |
| 6150 | // |
6150 | // Action #3 - turning into giblets |
| 6151 | 1000,0 // Danger level, percentage chance |
6151 | 1000,0 // Danger level, percentage chance |
| 6152 | 0,0 // Initial speed, looping speed |
6152 | 0,0 // Initial speed, looping speed |
| 6153 | 0 // Reaction time for this action |
6153 | 0 // Reaction time for this action |
| 6154 | 0 // Sounds |
6154 | 0 // Sounds |
| 6155 | 1 // Number of sequences for this action |
6155 | 1 // Number of sequences for this action |
| Line 6166... | Line 6166... | ||
| 6166 | 0,0 // Initial speed, looping speed |
6166 | 0,0 // Initial speed, looping speed |
| 6167 | 0 // Reaction time for this action |
6167 | 0 // Reaction time for this action |
| 6168 | 1,4013 // Sounds |
6168 | 1,4013 // Sounds |
| 6169 | 1 // Number of sequences for this action |
6169 | 1 // Number of sequences for this action |
| 6170 | 360,5 // Max bearing, sequence index |
6170 | 360,5 // Max bearing, sequence index |
| 6171 | // |
6171 | // Action #6 - non-fatal ground collision |
| 6172 | 1000,0 // Danger level, percentage chance |
6172 | 1000,0 // Danger level, percentage chance |
| 6173 | 0,0 // Initial speed, looping speed |
6173 | 0,0 // Initial speed, looping speed |
| 6174 | 0 // Reaction time for this action |
6174 | 0 // Reaction time for this action |
| 6175 | 1,4003 // Sounds |
6175 | 1,4003 // Sounds |
| 6176 | 1 // Number of sequences for this action |
6176 | 1 // Number of sequences for this action |
| 6177 | 360,7 // Max bearing, sequence index |
6177 | 360,7 // Max bearing, sequence index |
| 6178 | 9 // Number of sequences |
6178 | 9 // Number of sequences |
| 6179 | // |
6179 | // Sequence #0 - turn frightened and run away to their right |
| 6180 | collide // Include this frame in collision calcs |
6180 | collide // Include this frame in collision calcs |
| 6181 | speed // Frame rate type |
6181 | speed // Frame rate type |
| 6182 | 0.06,8 // Min frame rate, max frame rate, |
6182 | 0.06,8 // Min frame rate, max frame rate, |
| 6183 | 4 // Number of initial frames |
6183 | 4 // Number of initial frames |
| 6184 | RO5SHK.PIX |
6184 | RO5SHK.PIX |
| Line 6196... | Line 6196... | ||
| 6196 | 0,0,flipped |
6196 | 0,0,flipped |
| 6197 | RO5RUNA3.PIX |
6197 | RO5RUNA3.PIX |
| 6198 | 0,0,flipped |
6198 | 0,0,flipped |
| 6199 | RO5RUNA2.PIX |
6199 | RO5RUNA2.PIX |
| 6200 | 0,0,flipped |
6200 | 0,0,flipped |
| 6201 | // |
6201 | // Sequence #1 - turn frightened and run towards to their left |
| 6202 | collide // Include this frame in collision calcs |
6202 | collide // Include this frame in collision calcs |
| 6203 | speed // Frame rate type |
6203 | speed // Frame rate type |
| 6204 | 0.06,8 // Min frame rate, max frame rate, |
6204 | 0.06,8 // Min frame rate, max frame rate, |
| 6205 | 4 // Number of initial frames |
6205 | 4 // Number of initial frames |
| 6206 | RO5SHK.PIX |
6206 | RO5SHK.PIX |
| Line 6218... | Line 6218... | ||
| 6218 | 0,0,not flipped |
6218 | 0,0,not flipped |
| 6219 | RO5RUNT3.PIX |
6219 | RO5RUNT3.PIX |
| 6220 | 0,0,not flipped |
6220 | 0,0,not flipped |
| 6221 | RO5RUNT2.PIX |
6221 | RO5RUNT2.PIX |
| 6222 | 0,0,not flipped |
6222 | 0,0,not flipped |
| 6223 | // |
6223 | // Sequence #2 - turn frightened and run towards to their right |
| 6224 | collide // Include this frame in collision calcs |
6224 | collide // Include this frame in collision calcs |
| 6225 | speed // Frame rate type |
6225 | speed // Frame rate type |
| 6226 | 0.06,8 // Min frame rate, max frame rate, |
6226 | 0.06,8 // Min frame rate, max frame rate, |
| 6227 | 4 // Number of initial frames |
6227 | 4 // Number of initial frames |
| 6228 | RO5SHK.PIX |
6228 | RO5SHK.PIX |
| Line 6272... | Line 6272... | ||
| 6272 | 2 // Number of looping frames |
6272 | 2 // Number of looping frames |
| 6273 | RO5STL1.PIX |
6273 | RO5STL1.PIX |
| 6274 | 0,0,flipped |
6274 | 0,0,flipped |
| 6275 | RO5STL2.PIX |
6275 | RO5STL2.PIX |
| 6276 | 0,0,flipped |
6276 | 0,0,flipped |
| 6277 | // |
6277 | // Sequence #5 - fatal collision with car |
| 6278 | don't collide // Exclude this frame in collision calcs |
6278 | don't collide // Exclude this frame in collision calcs |
| 6279 | variable // Frame rate type |
6279 | variable // Frame rate type |
| 6280 | 12,12 // Min frame rate, max frame rate, |
6280 | 12,12 // Min frame rate, max frame rate, |
| 6281 | 4 // Number of initial frames |
6281 | 4 // Number of initial frames |
| 6282 | RO5HIT1.PIX |
6282 | RO5HIT1.PIX |
| Line 6297... | Line 6297... | ||
| 6297 | fixed // Frame rate type |
6297 | fixed // Frame rate type |
| 6298 | 1 // Number of initial frames |
6298 | 1 // Number of initial frames |
| 6299 | GCHUNKS1.PIX |
6299 | GCHUNKS1.PIX |
| 6300 | 0,0,not flipped |
6300 | 0,0,not flipped |
| 6301 | 0 // Number of looping frames |
6301 | 0 // Number of looping frames |
| 6302 | // |
6302 | // Sequence #7 - non-fatal collision with car |
| 6303 | collide // Include this frame in collision calcs |
6303 | collide // Include this frame in collision calcs |
| 6304 | variable // Frame rate type |
6304 | variable // Frame rate type |
| 6305 | 12,12 // Min frame rate, max frame rate, |
6305 | 12,12 // Min frame rate, max frame rate, |
| 6306 | 2 // Number of initial frames |
6306 | 2 // Number of initial frames |
| 6307 | RO5HIT1.PIX |
6307 | RO5HIT1.PIX |
| 6308 | 0,0,not flipped |
6308 | 0,0,not flipped |
| 6309 | RO5HIT2.PIX |
6309 | RO5HIT2.PIX |
| 6310 | 0,0,not flipped |
6310 | 0,0,not flipped |
| 6311 | 0 // Number of looping frames |
6311 | 0 // Number of looping frames |
| 6312 | // |
6312 | // Sequence #8 - stationary, looking the other way from side to side |
| 6313 | collide // Include this frame in collision calcs |
6313 | collide // Include this frame in collision calcs |
| 6314 | variable // Frame rate type |
6314 | variable // Frame rate type |
| 6315 | 1,6 // Min frame rate, max frame rate, |
6315 | 1,6 // Min frame rate, max frame rate, |
| 6316 | 0 // Number of initial frames |
6316 | 0 // Number of initial frames |
| 6317 | 2 // Number of looping frames |
6317 | 2 // Number of looping frames |
| 6318 | RO5BAK1.PIX |
6318 | RO5BAK1.PIX |
| 6319 | 0,0,not flipped |
6319 | 0,0,not flipped |
| 6320 | RO5BAK2.PIX |
6320 | RO5BAK2.PIX |
| 6321 | 0,0,flipped |
6321 | 0,0,flipped |
| 6322 | NEXT PEDESTRIAN |
6322 | NEXT PEDESTRIAN |
| 6323 | // |
6323 | // **************** RO6 (FORMERLY RED) ************************************************************************************************ |
| 6324 | 30 // Reference number |
6324 | 30 // Reference number |
| 6325 | 0.35 // Height |
6325 | 0.35 // Height |
| 6326 | 250 // Points value |
6326 | 250 // Points value |
| 6327 | 15 // Hit points |
6327 | 15 // Hit points |
| 6328 | 2,4031,4030 // Exploding noises |
6328 | 2,4031,4030 // Exploding noises |
| Line 6346... | Line 6346... | ||
| 6346 | 0 // Sounds |
6346 | 0 // Sounds |
| 6347 | 3 // Number of sequences for this action |
6347 | 3 // Number of sequences for this action |
| 6348 | 90,8 // Max bearing, sequence index |
6348 | 90,8 // Max bearing, sequence index |
| 6349 | 270,4 // Max bearing, sequence index |
6349 | 270,4 // Max bearing, sequence index |
| 6350 | 360,8 // Max bearing, sequence index |
6350 | 360,8 // Max bearing, sequence index |
| 6351 | // |
6351 | // Action #1 - turn frightened and run like fuck |
| 6352 | 1,100 // Danger level, percentage chance |
6352 | 1,100 // Danger level, percentage chance |
| 6353 | 0,0.0008 // Initial speed, looping speed |
6353 | 0,0.0008 // Initial speed, looping speed |
| 6354 | 0.05 // Reaction time for this action |
6354 | 0.05 // Reaction time for this action |
| 6355 | 1,4003 // Sounds |
6355 | 1,4003 // Sounds |
| 6356 | 4 // Number of sequences for this action |
6356 | 4 // Number of sequences for this action |
| 6357 | 90,0 // Max bearing, sequence index |
6357 | 90,0 // Max bearing, sequence index |
| 6358 | 180,1 // Max bearing, sequence index |
6358 | 180,1 // Max bearing, sequence index |
| 6359 | 270,2 // Max bearing, sequence index |
6359 | 270,2 // Max bearing, sequence index |
| 6360 | 360,3 // Max bearing, sequence index |
6360 | 360,3 // Max bearing, sequence index |
| 6361 | // |
6361 | // Action #2 - fatal car collision |
| 6362 | 1000,0 // Danger level, percentage chance |
6362 | 1000,0 // Danger level, percentage chance |
| 6363 | 0,0 // Initial speed, looping speed |
6363 | 0,0 // Initial speed, looping speed |
| 6364 | 0 // Reaction time for this action |
6364 | 0 // Reaction time for this action |
| 6365 | 1,4013 // Sounds |
6365 | 1,4013 // Sounds |
| 6366 | 1 // Number of sequences for this action |
6366 | 1 // Number of sequences for this action |
| 6367 | 360,5 // Max bearing, sequence index |
6367 | 360,5 // Max bearing, sequence index |
| 6368 | // |
6368 | // Action #3 - turning into giblets |
| 6369 | 1000,0 // Danger level, percentage chance |
6369 | 1000,0 // Danger level, percentage chance |
| 6370 | 0,0 // Initial speed, looping speed |
6370 | 0,0 // Initial speed, looping speed |
| 6371 | 0 // Reaction time for this action |
6371 | 0 // Reaction time for this action |
| 6372 | 0 // Sounds |
6372 | 0 // Sounds |
| 6373 | 1 // Number of sequences for this action |
6373 | 1 // Number of sequences for this action |
| Line 6384... | Line 6384... | ||
| 6384 | 0,0 // Initial speed, looping speed |
6384 | 0,0 // Initial speed, looping speed |
| 6385 | 0 // Reaction time for this action |
6385 | 0 // Reaction time for this action |
| 6386 | 1,4013 // Sounds |
6386 | 1,4013 // Sounds |
| 6387 | 1 // Number of sequences for this action |
6387 | 1 // Number of sequences for this action |
| 6388 | 360,5 // Max bearing, sequence index |
6388 | 360,5 // Max bearing, sequence index |
| 6389 | // |
6389 | // Action #6 - non-fatal ground collision |
| 6390 | 1000,0 // Danger level, percentage chance |
6390 | 1000,0 // Danger level, percentage chance |
| 6391 | 0,0 // Initial speed, looping speed |
6391 | 0,0 // Initial speed, looping speed |
| 6392 | 0 // Reaction time for this action |
6392 | 0 // Reaction time for this action |
| 6393 | 1,4003 // Sounds |
6393 | 1,4003 // Sounds |
| 6394 | 1 // Number of sequences for this action |
6394 | 1 // Number of sequences for this action |
| 6395 | 360,7 // Max bearing, sequence index |
6395 | 360,7 // Max bearing, sequence index |
| 6396 | 9 // Number of sequences |
6396 | 9 // Number of sequences |
| 6397 | // |
6397 | // Sequence #0 - turn frightened and run away to their right |
| 6398 | collide // Include this frame in collision calcs |
6398 | collide // Include this frame in collision calcs |
| 6399 | speed // Frame rate type |
6399 | speed // Frame rate type |
| 6400 | 0.06,8 // Min frame rate, max frame rate, |
6400 | 0.06,8 // Min frame rate, max frame rate, |
| 6401 | 4 // Number of initial frames |
6401 | 4 // Number of initial frames |
| 6402 | RO6SHK.PIX |
6402 | RO6SHK.PIX |
| Line 6414... | Line 6414... | ||
| 6414 | 0,0,flipped |
6414 | 0,0,flipped |
| 6415 | RO6RUNA3.PIX |
6415 | RO6RUNA3.PIX |
| 6416 | 0,0,flipped |
6416 | 0,0,flipped |
| 6417 | RO6RUNA2.PIX |
6417 | RO6RUNA2.PIX |
| 6418 | 0,0,flipped |
6418 | 0,0,flipped |
| 6419 | // |
6419 | // Sequence #1 - turn frightened and run towards to their left |
| 6420 | collide // Include this frame in collision calcs |
6420 | collide // Include this frame in collision calcs |
| 6421 | speed // Frame rate type |
6421 | speed // Frame rate type |
| 6422 | 0.06,8 // Min frame rate, max frame rate, |
6422 | 0.06,8 // Min frame rate, max frame rate, |
| 6423 | 4 // Number of initial frames |
6423 | 4 // Number of initial frames |
| 6424 | RO6SHK.PIX |
6424 | RO6SHK.PIX |
| Line 6436... | Line 6436... | ||
| 6436 | 0,0,not flipped |
6436 | 0,0,not flipped |
| 6437 | RO6RUNT3.PIX |
6437 | RO6RUNT3.PIX |
| 6438 | 0,0,not flipped |
6438 | 0,0,not flipped |
| 6439 | RO6RUNT2.PIX |
6439 | RO6RUNT2.PIX |
| 6440 | 0,0,not flipped |
6440 | 0,0,not flipped |
| 6441 | // |
6441 | // Sequence #2 - turn frightened and run towards to their right |
| 6442 | collide // Include this frame in collision calcs |
6442 | collide // Include this frame in collision calcs |
| 6443 | speed // Frame rate type |
6443 | speed // Frame rate type |
| 6444 | 0.06,8 // Min frame rate, max frame rate, |
6444 | 0.06,8 // Min frame rate, max frame rate, |
| 6445 | 4 // Number of initial frames |
6445 | 4 // Number of initial frames |
| 6446 | RO6SHK.PIX |
6446 | RO6SHK.PIX |
| Line 6490... | Line 6490... | ||
| 6490 | 2 // Number of looping frames |
6490 | 2 // Number of looping frames |
| 6491 | RO6STL1.PIX |
6491 | RO6STL1.PIX |
| 6492 | 0,0,flipped |
6492 | 0,0,flipped |
| 6493 | RO6STL2.PIX |
6493 | RO6STL2.PIX |
| 6494 | 0,0,flipped |
6494 | 0,0,flipped |
| 6495 | // |
6495 | // Sequence #5 - fatal collision with car |
| 6496 | don't collide // Exclude this frame in collision calcs |
6496 | don't collide // Exclude this frame in collision calcs |
| 6497 | variable // Frame rate type |
6497 | variable // Frame rate type |
| 6498 | 12,12 // Min frame rate, max frame rate, |
6498 | 12,12 // Min frame rate, max frame rate, |
| 6499 | 4 // Number of initial frames |
6499 | 4 // Number of initial frames |
| 6500 | RO6HIT1.PIX |
6500 | RO6HIT1.PIX |
| Line 6515... | Line 6515... | ||
| 6515 | fixed // Frame rate type |
6515 | fixed // Frame rate type |
| 6516 | 1 // Number of initial frames |
6516 | 1 // Number of initial frames |
| 6517 | GCHUNKS1.PIX |
6517 | GCHUNKS1.PIX |
| 6518 | 0,0,not flipped |
6518 | 0,0,not flipped |
| 6519 | 0 // Number of looping frames |
6519 | 0 // Number of looping frames |
| 6520 | // |
6520 | // Sequence #7 - non-fatal collision with car |
| 6521 | collide // Include this frame in collision calcs |
6521 | collide // Include this frame in collision calcs |
| 6522 | variable // Frame rate type |
6522 | variable // Frame rate type |
| 6523 | 12,12 // Min frame rate, max frame rate, |
6523 | 12,12 // Min frame rate, max frame rate, |
| 6524 | 2 // Number of initial frames |
6524 | 2 // Number of initial frames |
| 6525 | RO6HIT1.PIX |
6525 | RO6HIT1.PIX |
| 6526 | 0,0,not flipped |
6526 | 0,0,not flipped |
| 6527 | RO6HIT2.PIX |
6527 | RO6HIT2.PIX |
| 6528 | 0,0,not flipped |
6528 | 0,0,not flipped |
| 6529 | 0 // Number of looping frames |
6529 | 0 // Number of looping frames |
| 6530 | // |
6530 | // Sequence #8 - stationary, looking the other way from side to side |
| 6531 | collide // Include this frame in collision calcs |
6531 | collide // Include this frame in collision calcs |
| 6532 | variable // Frame rate type |
6532 | variable // Frame rate type |
| 6533 | 1,6 // Min frame rate, max frame rate, |
6533 | 1,6 // Min frame rate, max frame rate, |
| 6534 | 0 // Number of initial frames |
6534 | 0 // Number of initial frames |
| 6535 | 2 // Number of looping frames |
6535 | 2 // Number of looping frames |
| 6536 | RO6BAK1.PIX |
6536 | RO6BAK1.PIX |
| 6537 | 0,0,not flipped |
6537 | 0,0,not flipped |
| 6538 | RO6BAK2.PIX |
6538 | RO6BAK2.PIX |
| 6539 | 0,0,flipped |
6539 | 0,0,flipped |
| 6540 | NEXT PEDESTRIAN |
6540 | NEXT PEDESTRIAN |
| 6541 | // |
6541 | // **************** RO7 (FORMERLY KEL (THE BITCH)) ***************************************************************************************** |
| 6542 | 31 // Reference number |
6542 | 31 // Reference number |
| 6543 | 0.35 // Height |
6543 | 0.35 // Height |
| 6544 | 250 // Points value |
6544 | 250 // Points value |
| 6545 | 15 // Hit points |
6545 | 15 // Hit points |
| 6546 | 2,4031,4030 // Exploding noises |
6546 | 2,4031,4030 // Exploding noises |
| Line 6564... | Line 6564... | ||
| 6564 | 0 // Sounds |
6564 | 0 // Sounds |
| 6565 | 3 // Number of sequences for this action |
6565 | 3 // Number of sequences for this action |
| 6566 | 90,8 // Max bearing, sequence index |
6566 | 90,8 // Max bearing, sequence index |
| 6567 | 270,4 // Max bearing, sequence index |
6567 | 270,4 // Max bearing, sequence index |
| 6568 | 360,8 // Max bearing, sequence index |
6568 | 360,8 // Max bearing, sequence index |
| 6569 | // |
6569 | // Action #1 - turn frightened and run like fuck |
| 6570 | 1,100 // Danger level, percentage chance |
6570 | 1,100 // Danger level, percentage chance |
| 6571 | 0,0.0008 // Initial speed, looping speed |
6571 | 0,0.0008 // Initial speed, looping speed |
| 6572 | 0.05 // Reaction time for this action |
6572 | 0.05 // Reaction time for this action |
| 6573 | 1,4003 // Sounds |
6573 | 1,4003 // Sounds |
| 6574 | 4 // Number of sequences for this action |
6574 | 4 // Number of sequences for this action |
| 6575 | 90,0 // Max bearing, sequence index |
6575 | 90,0 // Max bearing, sequence index |
| 6576 | 180,1 // Max bearing, sequence index |
6576 | 180,1 // Max bearing, sequence index |
| 6577 | 270,2 // Max bearing, sequence index |
6577 | 270,2 // Max bearing, sequence index |
| 6578 | 360,3 // Max bearing, sequence index |
6578 | 360,3 // Max bearing, sequence index |
| 6579 | // |
6579 | // Action #2 - fatal car collision |
| 6580 | 1000,0 // Danger level, percentage chance |
6580 | 1000,0 // Danger level, percentage chance |
| 6581 | 0,0 // Initial speed, looping speed |
6581 | 0,0 // Initial speed, looping speed |
| 6582 | 0 // Reaction time for this action |
6582 | 0 // Reaction time for this action |
| 6583 | 1,4013 // Sounds |
6583 | 1,4013 // Sounds |
| 6584 | 1 // Number of sequences for this action |
6584 | 1 // Number of sequences for this action |
| 6585 | 360,5 // Max bearing, sequence index |
6585 | 360,5 // Max bearing, sequence index |
| 6586 | // |
6586 | // Action #3 - turning into giblets |
| 6587 | 1000,0 // Danger level, percentage chance |
6587 | 1000,0 // Danger level, percentage chance |
| 6588 | 0,0 // Initial speed, looping speed |
6588 | 0,0 // Initial speed, looping speed |
| 6589 | 0 // Reaction time for this action |
6589 | 0 // Reaction time for this action |
| 6590 | 0 // Sounds |
6590 | 0 // Sounds |
| 6591 | 1 // Number of sequences for this action |
6591 | 1 // Number of sequences for this action |
| Line 6602... | Line 6602... | ||
| 6602 | 0,0 // Initial speed, looping speed |
6602 | 0,0 // Initial speed, looping speed |
| 6603 | 0 // Reaction time for this action |
6603 | 0 // Reaction time for this action |
| 6604 | 1,4013 // Sounds |
6604 | 1,4013 // Sounds |
| 6605 | 1 // Number of sequences for this action |
6605 | 1 // Number of sequences for this action |
| 6606 | 360,5 // Max bearing, sequence index |
6606 | 360,5 // Max bearing, sequence index |
| 6607 | // |
6607 | // Action #6 - non-fatal ground collision |
| 6608 | 1000,0 // Danger level, percentage chance |
6608 | 1000,0 // Danger level, percentage chance |
| 6609 | 0,0 // Initial speed, looping speed |
6609 | 0,0 // Initial speed, looping speed |
| 6610 | 0 // Reaction time for this action |
6610 | 0 // Reaction time for this action |
| 6611 | 1,4003 // Sounds |
6611 | 1,4003 // Sounds |
| 6612 | 1 // Number of sequences for this action |
6612 | 1 // Number of sequences for this action |
| 6613 | 360,7 // Max bearing, sequence index |
6613 | 360,7 // Max bearing, sequence index |
| 6614 | 9 // Number of sequences |
6614 | 9 // Number of sequences |
| 6615 | // |
6615 | // Sequence #0 - turn frightened and run away to their right |
| 6616 | collide // Include this frame in collision calcs |
6616 | collide // Include this frame in collision calcs |
| 6617 | speed // Frame rate type |
6617 | speed // Frame rate type |
| 6618 | 0.06,8 // Min frame rate, max frame rate, |
6618 | 0.06,8 // Min frame rate, max frame rate, |
| 6619 | 4 // Number of initial frames |
6619 | 4 // Number of initial frames |
| 6620 | RO7SHK.PIX |
6620 | RO7SHK.PIX |
| Line 6632... | Line 6632... | ||
| 6632 | 0,0,flipped |
6632 | 0,0,flipped |
| 6633 | RO7RUNA3.PIX |
6633 | RO7RUNA3.PIX |
| 6634 | 0,0,flipped |
6634 | 0,0,flipped |
| 6635 | RO7RUNA2.PIX |
6635 | RO7RUNA2.PIX |
| 6636 | 0,0,flipped |
6636 | 0,0,flipped |
| 6637 | // |
6637 | // Sequence #1 - turn frightened and run towards to their left |
| 6638 | collide // Include this frame in collision calcs |
6638 | collide // Include this frame in collision calcs |
| 6639 | speed // Frame rate type |
6639 | speed // Frame rate type |
| 6640 | 0.06,8 // Min frame rate, max frame rate, |
6640 | 0.06,8 // Min frame rate, max frame rate, |
| 6641 | 4 // Number of initial frames |
6641 | 4 // Number of initial frames |
| 6642 | RO7SHK.PIX |
6642 | RO7SHK.PIX |
| Line 6654... | Line 6654... | ||
| 6654 | 0,0,not flipped |
6654 | 0,0,not flipped |
| 6655 | RO7RUNT3.PIX |
6655 | RO7RUNT3.PIX |
| 6656 | 0,0,not flipped |
6656 | 0,0,not flipped |
| 6657 | RO7RUNT2.PIX |
6657 | RO7RUNT2.PIX |
| 6658 | 0,0,not flipped |
6658 | 0,0,not flipped |
| 6659 | // |
6659 | // Sequence #2 - turn frightened and run towards to their right |
| 6660 | collide // Include this frame in collision calcs |
6660 | collide // Include this frame in collision calcs |
| 6661 | speed // Frame rate type |
6661 | speed // Frame rate type |
| 6662 | 0.06,8 // Min frame rate, max frame rate, |
6662 | 0.06,8 // Min frame rate, max frame rate, |
| 6663 | 4 // Number of initial frames |
6663 | 4 // Number of initial frames |
| 6664 | RO7SHK.PIX |
6664 | RO7SHK.PIX |
| Line 6708... | Line 6708... | ||
| 6708 | 2 // Number of looping frames |
6708 | 2 // Number of looping frames |
| 6709 | RO7STL1.PIX |
6709 | RO7STL1.PIX |
| 6710 | 0,0,flipped |
6710 | 0,0,flipped |
| 6711 | RO7STL2.PIX |
6711 | RO7STL2.PIX |
| 6712 | 0,0,flipped |
6712 | 0,0,flipped |
| 6713 | // |
6713 | // Sequence #5 - fatal collision with car |
| 6714 | don't collide // Exclude this frame in collision calcs |
6714 | don't collide // Exclude this frame in collision calcs |
| 6715 | variable // Frame rate type |
6715 | variable // Frame rate type |
| 6716 | 12,12 // Min frame rate, max frame rate, |
6716 | 12,12 // Min frame rate, max frame rate, |
| 6717 | 4 // Number of initial frames |
6717 | 4 // Number of initial frames |
| 6718 | RO7HIT1.PIX |
6718 | RO7HIT1.PIX |
| Line 6733... | Line 6733... | ||
| 6733 | fixed // Frame rate type |
6733 | fixed // Frame rate type |
| 6734 | 1 // Number of initial frames |
6734 | 1 // Number of initial frames |
| 6735 | GCHUNKS1.PIX |
6735 | GCHUNKS1.PIX |
| 6736 | 0,0,not flipped |
6736 | 0,0,not flipped |
| 6737 | 0 // Number of looping frames |
6737 | 0 // Number of looping frames |
| 6738 | // |
6738 | // Sequence #7 - non-fatal collision with car |
| 6739 | collide // Include this frame in collision calcs |
6739 | collide // Include this frame in collision calcs |
| 6740 | variable // Frame rate type |
6740 | variable // Frame rate type |
| 6741 | 12,12 // Min frame rate, max frame rate, |
6741 | 12,12 // Min frame rate, max frame rate, |
| 6742 | 2 // Number of initial frames |
6742 | 2 // Number of initial frames |
| 6743 | RO7HIT1.PIX |
6743 | RO7HIT1.PIX |
| 6744 | 0,0,not flipped |
6744 | 0,0,not flipped |
| 6745 | RO7HIT2.PIX |
6745 | RO7HIT2.PIX |
| 6746 | 0,0,not flipped |
6746 | 0,0,not flipped |
| 6747 | 0 // Number of looping frames |
6747 | 0 // Number of looping frames |
| 6748 | // |
6748 | // Sequence #8 - stationary, looking the other way from side to side |
| 6749 | collide // Include this frame in collision calcs |
6749 | collide // Include this frame in collision calcs |
| 6750 | variable // Frame rate type |
6750 | variable // Frame rate type |
| 6751 | 1,6 // Min frame rate, max frame rate, |
6751 | 1,6 // Min frame rate, max frame rate, |
| 6752 | 0 // Number of initial frames |
6752 | 0 // Number of initial frames |
| 6753 | 2 // Number of looping frames |
6753 | 2 // Number of looping frames |
| 6754 | RO7BAK1.PIX |
6754 | RO7BAK1.PIX |
| 6755 | 0,0,not flipped |
6755 | 0,0,not flipped |
| 6756 | RO7BAK2.PIX |
6756 | RO7BAK2.PIX |
| 6757 | 0,0,flipped |
6757 | 0,0,flipped |
| 6758 | NEXT PEDESTRIAN |
6758 | NEXT PEDESTRIAN |
| 6759 | // |
6759 | // **************** RO8 (FORMERLY BAT) ************************************************************************************************* |
| 6760 | 29 // Reference number |
6760 | 29 // Reference number |
| 6761 | 0.35 // Height |
6761 | 0.35 // Height |
| 6762 | 250 // Points value |
6762 | 250 // Points value |
| 6763 | 15 // Hit points |
6763 | 15 // Hit points |
| 6764 | 2,4031,4030 // Exploding noises |
6764 | 2,4031,4030 // Exploding noises |
| Line 6782... | Line 6782... | ||
| 6782 | 0 // Sounds |
6782 | 0 // Sounds |
| 6783 | 3 // Number of sequences for this action |
6783 | 3 // Number of sequences for this action |
| 6784 | 90,8 // Max bearing, sequence index |
6784 | 90,8 // Max bearing, sequence index |
| 6785 | 270,4 // Max bearing, sequence index |
6785 | 270,4 // Max bearing, sequence index |
| 6786 | 360,8 // Max bearing, sequence index |
6786 | 360,8 // Max bearing, sequence index |
| 6787 | // |
6787 | // Action #1 - turn frightened and run like fuck |
| 6788 | 1,100 // Danger level, percentage chance |
6788 | 1,100 // Danger level, percentage chance |
| 6789 | 0,0.0008 // Initial speed, looping speed |
6789 | 0,0.0008 // Initial speed, looping speed |
| 6790 | 0.05 // Reaction time for this action |
6790 | 0.05 // Reaction time for this action |
| 6791 | 1,4003 // Sounds |
6791 | 1,4003 // Sounds |
| 6792 | 4 // Number of sequences for this action |
6792 | 4 // Number of sequences for this action |
| 6793 | 90,0 // Max bearing, sequence index |
6793 | 90,0 // Max bearing, sequence index |
| 6794 | 180,1 // Max bearing, sequence index |
6794 | 180,1 // Max bearing, sequence index |
| 6795 | 270,2 // Max bearing, sequence index |
6795 | 270,2 // Max bearing, sequence index |
| 6796 | 360,3 // Max bearing, sequence index |
6796 | 360,3 // Max bearing, sequence index |
| 6797 | // |
6797 | // Action #2 - fatal car collision |
| 6798 | 1000,0 // Danger level, percentage chance |
6798 | 1000,0 // Danger level, percentage chance |
| 6799 | 0,0 // Initial speed, looping speed |
6799 | 0,0 // Initial speed, looping speed |
| 6800 | 0 // Reaction time for this action |
6800 | 0 // Reaction time for this action |
| 6801 | 1,4013 // Sounds |
6801 | 1,4013 // Sounds |
| 6802 | 1 // Number of sequences for this action |
6802 | 1 // Number of sequences for this action |
| 6803 | 360,5 // Max bearing, sequence index |
6803 | 360,5 // Max bearing, sequence index |
| 6804 | // |
6804 | // Action #3 - turning into giblets |
| 6805 | 1000,0 // Danger level, percentage chance |
6805 | 1000,0 // Danger level, percentage chance |
| 6806 | 0,0 // Initial speed, looping speed |
6806 | 0,0 // Initial speed, looping speed |
| 6807 | 0 // Reaction time for this action |
6807 | 0 // Reaction time for this action |
| 6808 | 0 // Sounds |
6808 | 0 // Sounds |
| 6809 | 1 // Number of sequences for this action |
6809 | 1 // Number of sequences for this action |
| Line 6820... | Line 6820... | ||
| 6820 | 0,0 // Initial speed, looping speed |
6820 | 0,0 // Initial speed, looping speed |
| 6821 | 0 // Reaction time for this action |
6821 | 0 // Reaction time for this action |
| 6822 | 1,4013 // Sounds |
6822 | 1,4013 // Sounds |
| 6823 | 1 // Number of sequences for this action |
6823 | 1 // Number of sequences for this action |
| 6824 | 360,5 // Max bearing, sequence index |
6824 | 360,5 // Max bearing, sequence index |
| 6825 | // |
6825 | // Action #6 - non-fatal ground collision |
| 6826 | 1000,0 // Danger level, percentage chance |
6826 | 1000,0 // Danger level, percentage chance |
| 6827 | 0,0 // Initial speed, looping speed |
6827 | 0,0 // Initial speed, looping speed |
| 6828 | 0 // Reaction time for this action |
6828 | 0 // Reaction time for this action |
| 6829 | 1,4003 // Sounds |
6829 | 1,4003 // Sounds |
| 6830 | 1 // Number of sequences for this action |
6830 | 1 // Number of sequences for this action |
| 6831 | 360,7 // Max bearing, sequence index |
6831 | 360,7 // Max bearing, sequence index |
| 6832 | 9 // Number of sequences |
6832 | 9 // Number of sequences |
| 6833 | // |
6833 | // Sequence #0 - turn frightened and run away to their right |
| 6834 | collide // Include this frame in collision calcs |
6834 | collide // Include this frame in collision calcs |
| 6835 | speed // Frame rate type |
6835 | speed // Frame rate type |
| 6836 | 0.06,8 // Min frame rate, max frame rate, |
6836 | 0.06,8 // Min frame rate, max frame rate, |
| 6837 | 4 // Number of initial frames |
6837 | 4 // Number of initial frames |
| 6838 | RO8SHK.PIX |
6838 | RO8SHK.PIX |
| Line 6850... | Line 6850... | ||
| 6850 | 0,0,flipped |
6850 | 0,0,flipped |
| 6851 | RO8RUNA3.PIX |
6851 | RO8RUNA3.PIX |
| 6852 | 0,0,flipped |
6852 | 0,0,flipped |
| 6853 | RO8RUNA2.PIX |
6853 | RO8RUNA2.PIX |
| 6854 | 0,0,flipped |
6854 | 0,0,flipped |
| 6855 | // |
6855 | // Sequence #1 - turn frightened and run towards to their left |
| 6856 | collide // Include this frame in collision calcs |
6856 | collide // Include this frame in collision calcs |
| 6857 | speed // Frame rate type |
6857 | speed // Frame rate type |
| 6858 | 0.06,8 // Min frame rate, max frame rate, |
6858 | 0.06,8 // Min frame rate, max frame rate, |
| 6859 | 4 // Number of initial frames |
6859 | 4 // Number of initial frames |
| 6860 | RO8SHK.PIX |
6860 | RO8SHK.PIX |
| Line 6872... | Line 6872... | ||
| 6872 | 0,0,not flipped |
6872 | 0,0,not flipped |
| 6873 | RO8RUNT3.PIX |
6873 | RO8RUNT3.PIX |
| 6874 | 0,0,not flipped |
6874 | 0,0,not flipped |
| 6875 | RO8RUNT2.PIX |
6875 | RO8RUNT2.PIX |
| 6876 | 0,0,not flipped |
6876 | 0,0,not flipped |
| 6877 | // |
6877 | // Sequence #2 - turn frightened and run towards to their right |
| 6878 | collide // Include this frame in collision calcs |
6878 | collide // Include this frame in collision calcs |
| 6879 | speed // Frame rate type |
6879 | speed // Frame rate type |
| 6880 | 0.06,8 // Min frame rate, max frame rate, |
6880 | 0.06,8 // Min frame rate, max frame rate, |
| 6881 | 4 // Number of initial frames |
6881 | 4 // Number of initial frames |
| 6882 | RO8SHK.PIX |
6882 | RO8SHK.PIX |
| Line 6926... | Line 6926... | ||
| 6926 | 2 // Number of looping frames |
6926 | 2 // Number of looping frames |
| 6927 | RO8STL1.PIX |
6927 | RO8STL1.PIX |
| 6928 | 0,0,flipped |
6928 | 0,0,flipped |
| 6929 | RO8STL2.PIX |
6929 | RO8STL2.PIX |
| 6930 | 0,0,flipped |
6930 | 0,0,flipped |
| 6931 | // |
6931 | // Sequence #5 - fatal collision with car |
| 6932 | don't collide // Exclude this frame in collision calcs |
6932 | don't collide // Exclude this frame in collision calcs |
| 6933 | variable // Frame rate type |
6933 | variable // Frame rate type |
| 6934 | 12,12 // Min frame rate, max frame rate, |
6934 | 12,12 // Min frame rate, max frame rate, |
| 6935 | 4 // Number of initial frames |
6935 | 4 // Number of initial frames |
| 6936 | RO8HIT1.PIX |
6936 | RO8HIT1.PIX |
| Line 6951... | Line 6951... | ||
| 6951 | fixed // Frame rate type |
6951 | fixed // Frame rate type |
| 6952 | 1 // Number of initial frames |
6952 | 1 // Number of initial frames |
| 6953 | GCHUNKS1.PIX |
6953 | GCHUNKS1.PIX |
| 6954 | 0,0,not flipped |
6954 | 0,0,not flipped |
| 6955 | 0 // Number of looping frames |
6955 | 0 // Number of looping frames |
| 6956 | // |
6956 | // Sequence #7 - non-fatal collision with car |
| 6957 | collide // Include this frame in collision calcs |
6957 | collide // Include this frame in collision calcs |
| 6958 | variable // Frame rate type |
6958 | variable // Frame rate type |
| 6959 | 12,12 // Min frame rate, max frame rate, |
6959 | 12,12 // Min frame rate, max frame rate, |
| 6960 | 2 // Number of initial frames |
6960 | 2 // Number of initial frames |
| 6961 | RO8HIT1.PIX |
6961 | RO8HIT1.PIX |
| 6962 | 0,0,not flipped |
6962 | 0,0,not flipped |
| 6963 | RO8HIT2.PIX |
6963 | RO8HIT2.PIX |
| 6964 | 0,0,not flipped |
6964 | 0,0,not flipped |
| 6965 | 0 // Number of looping frames |
6965 | 0 // Number of looping frames |
| 6966 | // |
6966 | // Sequence #8 - stationary, looking the other way from side to side |
| 6967 | collide // Include this frame in collision calcs |
6967 | collide // Include this frame in collision calcs |
| 6968 | variable // Frame rate type |
6968 | variable // Frame rate type |
| 6969 | 1,6 // Min frame rate, max frame rate, |
6969 | 1,6 // Min frame rate, max frame rate, |
| 6970 | 0 // Number of initial frames |
6970 | 0 // Number of initial frames |
| 6971 | 2 // Number of looping frames |
6971 | 2 // Number of looping frames |
| 6972 | RO8BAK1.PIX |
6972 | RO8BAK1.PIX |
| 6973 | 0,0,not flipped |
6973 | 0,0,not flipped |
| 6974 | RO8BAK2.PIX |
6974 | RO8BAK2.PIX |
| 6975 | 0,0,flipped |
6975 | 0,0,flipped |
| 6976 | NEXT PEDESTRIAN |
6976 | NEXT PEDESTRIAN |
| 6977 | // |
6977 | //----------------------------------------------------------------------------------------------------------------- |
| 6978 | // |
6978 | // END OF ACTUAL PEDS |
| 6979 | // |
6979 | //----------------------------------------------------------------------------------------------------------------- |
| 6980 | // |
6980 | // **************** BARREL ***************************************************************************************** |
| 6981 | 100 // Reference number |
6981 | 100 // Reference number |
| 6982 | 0.19 // Height |
6982 | 0.19 // Height |
| 6983 | 0 // Points value |
6983 | 0 // Points value |
| 6984 | 0.0001 // Hit points |
6984 | 0.0001 // Hit points |
| 6985 | 1,5400 // Exploding noises |
6985 | 1,5400 // Exploding noises |
| Line 6994... | Line 6994... | ||
| 6994 | -1 // Index of after-non-fatal-impact action |
6994 | -1 // Index of after-non-fatal-impact action |
| 6995 | -1 // Index of fatal falling action |
6995 | -1 // Index of fatal falling action |
| 6996 | -1 // Index of non-fatal falling action |
6996 | -1 // Index of non-fatal falling action |
| 6997 | -1 // Index of giblets action |
6997 | -1 // Index of giblets action |
| 6998 | 2 // Number of actions |
6998 | 2 // Number of actions |
| 6999 | // |
6999 | // Action #0 - standing there |
| 7000 | 0,100 // Danger level, percentage chance |
7000 | 0,100 // Danger level, percentage chance |
| 7001 | 0,0 // Initial speed, looping speed |
7001 | 0,0 // Initial speed, looping speed |
| 7002 | 0 // Reaction time for this action |
7002 | 0 // Reaction time for this action |
| 7003 | 0 // Sounds |
7003 | 0 // Sounds |
| 7004 | 3 // Number of sequences for this action |
7004 | 3 // Number of sequences for this action |
| 7005 | 10,0 // Max bearing, sequence index |
7005 | 10,0 // Max bearing, sequence index |
| 7006 | 350,1 // Max bearing, sequence index |
7006 | 350,1 // Max bearing, sequence index |
| 7007 | 360,0 // Max bearing, sequence index |
7007 | 360,0 // Max bearing, sequence index |
| 7008 | // |
7008 | // Action #1 - exploding |
| 7009 | 1000,0 // Danger level, percentage chance |
7009 | 1000,0 // Danger level, percentage chance |
| 7010 | 0,0 // Initial speed, looping speed |
7010 | 0,0 // Initial speed, looping speed |
| 7011 | 0 // Reaction time for this action |
7011 | 0 // Reaction time for this action |
| 7012 | 0 // Sounds |
7012 | 0 // Sounds |
| 7013 | 1 // Number of sequences for this action |
7013 | 1 // Number of sequences for this action |
| 7014 | 360,2 // Max bearing, sequence index |
7014 | 360,2 // Max bearing, sequence index |
| 7015 | 3 // Number of sequences |
7015 | 3 // Number of sequences |
| 7016 | // |
7016 | // Sequence #0 - standing there |
| 7017 | collide // Include this frame in collision calcs |
7017 | collide // Include this frame in collision calcs |
| 7018 | fixed // Frame rate type |
7018 | fixed // Frame rate type |
| 7019 | 1 // Number of initial frames |
7019 | 1 // Number of initial frames |
| 7020 | OGDRUM1.PIX |
7020 | OGDRUM1.PIX |
| 7021 | 0,0,flipped |
7021 | 0,0,flipped |
| 7022 | 0 // Number of looping frames |
7022 | 0 // Number of looping frames |
| 7023 | // |
7023 | // Sequence #1 - standing there |
| 7024 | collide // Include this frame in collision calcs |
7024 | collide // Include this frame in collision calcs |
| 7025 | fixed // Frame rate type |
7025 | fixed // Frame rate type |
| 7026 | 1 // Number of initial frames |
7026 | 1 // Number of initial frames |
| 7027 | OGDRUM2.PIX |
7027 | OGDRUM2.PIX |
| 7028 | 0,0,flipped |
7028 | 0,0,flipped |
| Line 7064... | Line 7064... | ||
| 7064 | -1 // Index of after-non-fatal-impact action |
7064 | -1 // Index of after-non-fatal-impact action |
| 7065 | -1 // Index of fatal falling action |
7065 | -1 // Index of fatal falling action |
| 7066 | -1 // Index of non-fatal falling action |
7066 | -1 // Index of non-fatal falling action |
| 7067 | -1 // Index of giblets action |
7067 | -1 // Index of giblets action |
| 7068 | 2 // Number of actions |
7068 | 2 // Number of actions |
| 7069 | // |
7069 | // Action #0 - standing there |
| 7070 | 0,100 // Danger level, percentage chance |
7070 | 0,100 // Danger level, percentage chance |
| 7071 | 0,0 // Initial speed, looping speed |
7071 | 0,0 // Initial speed, looping speed |
| 7072 | 0 // Reaction time for this action |
7072 | 0 // Reaction time for this action |
| 7073 | 0 // Sounds |
7073 | 0 // Sounds |
| 7074 | 3 // Number of sequences for this action |
7074 | 3 // Number of sequences for this action |
| 7075 | 10,0 // Max bearing, sequence index |
7075 | 10,0 // Max bearing, sequence index |
| 7076 | 350,1 // Max bearing, sequence index |
7076 | 350,1 // Max bearing, sequence index |
| 7077 | 360,0 // Max bearing, sequence index |
7077 | 360,0 // Max bearing, sequence index |
| 7078 | // |
7078 | // Action #1 - exploding |
| 7079 | 1000,0 // Danger level, percentage chance |
7079 | 1000,0 // Danger level, percentage chance |
| 7080 | 0,0 // Initial speed, looping speed |
7080 | 0,0 // Initial speed, looping speed |
| 7081 | 0 // Reaction time for this action |
7081 | 0 // Reaction time for this action |
| 7082 | 0 // Sounds |
7082 | 0 // Sounds |
| 7083 | 1 // Number of sequences for this action |
7083 | 1 // Number of sequences for this action |
| 7084 | 360,2 // Max bearing, sequence index |
7084 | 360,2 // Max bearing, sequence index |
| 7085 | 3 // Number of sequences |
7085 | 3 // Number of sequences |
| 7086 | // |
7086 | // Sequence #0 - standing there |
| 7087 | collide // Include this frame in collision calcs |
7087 | collide // Include this frame in collision calcs |
| 7088 | fixed // Frame rate type |
7088 | fixed // Frame rate type |
| 7089 | 1 // Number of initial frames |
7089 | 1 // Number of initial frames |
| 7090 | OGDRUM1.PIX |
7090 | OGDRUM1.PIX |
| 7091 | 0,0,flipped |
7091 | 0,0,flipped |
| 7092 | 0 // Number of looping frames |
7092 | 0 // Number of looping frames |
| 7093 | // |
7093 | // Sequence #1 - standing there |
| 7094 | collide // Include this frame in collision calcs |
7094 | collide // Include this frame in collision calcs |
| 7095 | fixed // Frame rate type |
7095 | fixed // Frame rate type |
| 7096 | 1 // Number of initial frames |
7096 | 1 // Number of initial frames |
| 7097 | OGDRUM2.PIX |
7097 | OGDRUM2.PIX |
| 7098 | 0,0,flipped |
7098 | 0,0,flipped |
| Line 7134... | Line 7134... | ||
| 7134 | -1 // Index of after-non-fatal-impact action |
7134 | -1 // Index of after-non-fatal-impact action |
| 7135 | -1 // Index of fatal falling action |
7135 | -1 // Index of fatal falling action |
| 7136 | -1 // Index of non-fatal falling action |
7136 | -1 // Index of non-fatal falling action |
| 7137 | -1 // Index of giblets action |
7137 | -1 // Index of giblets action |
| 7138 | 2 // Number of actions |
7138 | 2 // Number of actions |
| 7139 | // |
7139 | // Action #0 - standing there |
| 7140 | 0,100 // Danger level, percentage chance |
7140 | 0,100 // Danger level, percentage chance |
| 7141 | 0,0 // Initial speed, looping speed |
7141 | 0,0 // Initial speed, looping speed |
| 7142 | 0 // Reaction time for this action |
7142 | 0 // Reaction time for this action |
| 7143 | 0 // Sounds |
7143 | 0 // Sounds |
| 7144 | 3 // Number of sequences for this action |
7144 | 3 // Number of sequences for this action |
| 7145 | 10,0 // Max bearing, sequence index |
7145 | 10,0 // Max bearing, sequence index |
| 7146 | 350,1 // Max bearing, sequence index |
7146 | 350,1 // Max bearing, sequence index |
| 7147 | 360,0 // Max bearing, sequence index |
7147 | 360,0 // Max bearing, sequence index |
| 7148 | // |
7148 | // Action #1 - exploding |
| 7149 | 1000,0 // Danger level, percentage chance |
7149 | 1000,0 // Danger level, percentage chance |
| 7150 | 0,0 // Initial speed, looping speed |
7150 | 0,0 // Initial speed, looping speed |
| 7151 | 0 // Reaction time for this action |
7151 | 0 // Reaction time for this action |
| 7152 | 0 // Sounds |
7152 | 0 // Sounds |
| 7153 | 1 // Number of sequences for this action |
7153 | 1 // Number of sequences for this action |
| 7154 | 360,2 // Max bearing, sequence index |
7154 | 360,2 // Max bearing, sequence index |
| 7155 | 3 // Number of sequences |
7155 | 3 // Number of sequences |
| 7156 | // |
7156 | // Sequence #0 - standing there |
| 7157 | collide // Include this frame in collision calcs |
7157 | collide // Include this frame in collision calcs |
| 7158 | fixed // Frame rate type |
7158 | fixed // Frame rate type |
| 7159 | 1 // Number of initial frames |
7159 | 1 // Number of initial frames |
| 7160 | ORDRUM1.PIX |
7160 | ORDRUM1.PIX |
| 7161 | 0,0,flipped |
7161 | 0,0,flipped |
| 7162 | 0 // Number of looping frames |
7162 | 0 // Number of looping frames |
| 7163 | // |
7163 | // Sequence #1 - standing there |
| 7164 | collide // Include this frame in collision calcs |
7164 | collide // Include this frame in collision calcs |
| 7165 | fixed // Frame rate type |
7165 | fixed // Frame rate type |
| 7166 | 1 // Number of initial frames |
7166 | 1 // Number of initial frames |
| 7167 | ORDRUM2.PIX |
7167 | ORDRUM2.PIX |
| 7168 | 0,0,flipped |
7168 | 0,0,flipped |
| Line 7204... | Line 7204... | ||
| 7204 | -1 // Index of after-non-fatal-impact action |
7204 | -1 // Index of after-non-fatal-impact action |
| 7205 | -1 // Index of fatal falling action |
7205 | -1 // Index of fatal falling action |
| 7206 | -1 // Index of non-fatal falling action |
7206 | -1 // Index of non-fatal falling action |
| 7207 | -1 // Index of giblets action |
7207 | -1 // Index of giblets action |
| 7208 | 2 // Number of actions |
7208 | 2 // Number of actions |
| 7209 | // |
7209 | // Action #0 - standing there |
| 7210 | 0,100 // Danger level, percentage chance |
7210 | 0,100 // Danger level, percentage chance |
| 7211 | 0,0 // Initial speed, looping speed |
7211 | 0,0 // Initial speed, looping speed |
| 7212 | 0 // Reaction time for this action |
7212 | 0 // Reaction time for this action |
| 7213 | 0 // Sounds |
7213 | 0 // Sounds |
| 7214 | 3 // Number of sequences for this action |
7214 | 3 // Number of sequences for this action |
| 7215 | 10,0 // Max bearing, sequence index |
7215 | 10,0 // Max bearing, sequence index |
| 7216 | 350,1 // Max bearing, sequence index |
7216 | 350,1 // Max bearing, sequence index |
| 7217 | 360,0 // Max bearing, sequence index |
7217 | 360,0 // Max bearing, sequence index |
| 7218 | // |
7218 | // Action #1 - exploding |
| 7219 | 1000,0 // Danger level, percentage chance |
7219 | 1000,0 // Danger level, percentage chance |
| 7220 | 0,0 // Initial speed, looping speed |
7220 | 0,0 // Initial speed, looping speed |
| 7221 | 0 // Reaction time for this action |
7221 | 0 // Reaction time for this action |
| 7222 | 0 // Sounds |
7222 | 0 // Sounds |
| 7223 | 1 // Number of sequences for this action |
7223 | 1 // Number of sequences for this action |
| 7224 | 360,2 // Max bearing, sequence index |
7224 | 360,2 // Max bearing, sequence index |
| 7225 | 3 // Number of sequences |
7225 | 3 // Number of sequences |
| 7226 | // |
7226 | // Sequence #0 - standing there |
| 7227 | collide // Include this frame in collision calcs |
7227 | collide // Include this frame in collision calcs |
| 7228 | fixed // Frame rate type |
7228 | fixed // Frame rate type |
| 7229 | 1 // Number of initial frames |
7229 | 1 // Number of initial frames |
| 7230 | ORDRUM1.PIX |
7230 | ORDRUM1.PIX |
| 7231 | 0,0,flipped |
7231 | 0,0,flipped |
| 7232 | 0 // Number of looping frames |
7232 | 0 // Number of looping frames |
| 7233 | // |
7233 | // Sequence #1 - standing there |
| 7234 | collide // Include this frame in collision calcs |
7234 | collide // Include this frame in collision calcs |
| 7235 | fixed // Frame rate type |
7235 | fixed // Frame rate type |
| 7236 | 1 // Number of initial frames |
7236 | 1 // Number of initial frames |
| 7237 | ORDRUM2.PIX |
7237 | ORDRUM2.PIX |
| 7238 | 0,0,flipped |
7238 | 0,0,flipped |
| Line 7274... | Line 7274... | ||
| 7274 | -1 // Index of after-non-fatal-impact action |
7274 | -1 // Index of after-non-fatal-impact action |
| 7275 | -1 // Index of fatal falling action |
7275 | -1 // Index of fatal falling action |
| 7276 | -1 // Index of non-fatal falling action |
7276 | -1 // Index of non-fatal falling action |
| 7277 | -1 // Index of giblets action |
7277 | -1 // Index of giblets action |
| 7278 | 2 // Number of actions |
7278 | 2 // Number of actions |
| 7279 | // |
7279 | // Action #0 - standing there |
| 7280 | 0,100 // Danger level, percentage chance |
7280 | 0,100 // Danger level, percentage chance |
| 7281 | 0,0 // Initial speed, looping speed |
7281 | 0,0 // Initial speed, looping speed |
| 7282 | 0 // Reaction time for this action |
7282 | 0 // Reaction time for this action |
| 7283 | 0 // Sounds |
7283 | 0 // Sounds |
| 7284 | 3 // Number of sequences for this action |
7284 | 3 // Number of sequences for this action |
| 7285 | 10,0 // Max bearing, sequence index |
7285 | 10,0 // Max bearing, sequence index |
| 7286 | 350,1 // Max bearing, sequence index |
7286 | 350,1 // Max bearing, sequence index |
| 7287 | 360,0 // Max bearing, sequence index |
7287 | 360,0 // Max bearing, sequence index |
| 7288 | // |
7288 | // Action #1 - exploding |
| 7289 | 1000,0 // Danger level, percentage chance |
7289 | 1000,0 // Danger level, percentage chance |
| 7290 | 0,0 // Initial speed, looping speed |
7290 | 0,0 // Initial speed, looping speed |
| 7291 | 0 // Reaction time for this action |
7291 | 0 // Reaction time for this action |
| 7292 | 0 // Sounds |
7292 | 0 // Sounds |
| 7293 | 1 // Number of sequences for this action |
7293 | 1 // Number of sequences for this action |
| 7294 | 360,2 // Max bearing, sequence index |
7294 | 360,2 // Max bearing, sequence index |
| 7295 | 3 // Number of sequences |
7295 | 3 // Number of sequences |
| 7296 | // |
7296 | // Sequence #0 - standing there |
| 7297 | collide // Include this frame in collision calcs |
7297 | collide // Include this frame in collision calcs |
| 7298 | fixed // Frame rate type |
7298 | fixed // Frame rate type |
| 7299 | 1 // Number of initial frames |
7299 | 1 // Number of initial frames |
| 7300 | ORDRUM1.PIX |
7300 | ORDRUM1.PIX |
| 7301 | 0,0,flipped |
7301 | 0,0,flipped |
| 7302 | 0 // Number of looping frames |
7302 | 0 // Number of looping frames |
| 7303 | // |
7303 | // Sequence #1 - standing there |
| 7304 | collide // Include this frame in collision calcs |
7304 | collide // Include this frame in collision calcs |
| 7305 | fixed // Frame rate type |
7305 | fixed // Frame rate type |
| 7306 | 1 // Number of initial frames |
7306 | 1 // Number of initial frames |
| 7307 | ORDRUM2.PIX |
7307 | ORDRUM2.PIX |
| 7308 | 0,0,flipped |
7308 | 0,0,flipped |
| Line 7344... | Line 7344... | ||
| 7344 | -1 // Index of after-non-fatal-impact action |
7344 | -1 // Index of after-non-fatal-impact action |
| 7345 | -1 // Index of fatal falling action |
7345 | -1 // Index of fatal falling action |
| 7346 | -1 // Index of non-fatal falling action |
7346 | -1 // Index of non-fatal falling action |
| 7347 | -1 // Index of giblets action |
7347 | -1 // Index of giblets action |
| 7348 | 2 // Number of actions |
7348 | 2 // Number of actions |
| 7349 | // |
7349 | // Action #0 - standing there |
| 7350 | 0,100 // Danger level, percentage chance |
7350 | 0,100 // Danger level, percentage chance |
| 7351 | 0,0 // Initial speed, looping speed |
7351 | 0,0 // Initial speed, looping speed |
| 7352 | 0 // Reaction time for this action |
7352 | 0 // Reaction time for this action |
| 7353 | 0 // Sounds |
7353 | 0 // Sounds |
| 7354 | 3 // Number of sequences for this action |
7354 | 3 // Number of sequences for this action |
| 7355 | 10,0 // Max bearing, sequence index |
7355 | 10,0 // Max bearing, sequence index |
| 7356 | 350,1 // Max bearing, sequence index |
7356 | 350,1 // Max bearing, sequence index |
| 7357 | 360,0 // Max bearing, sequence index |
7357 | 360,0 // Max bearing, sequence index |
| 7358 | // |
7358 | // Action #1 - exploding |
| 7359 | 1000,0 // Danger level, percentage chance |
7359 | 1000,0 // Danger level, percentage chance |
| 7360 | 0,0 // Initial speed, looping speed |
7360 | 0,0 // Initial speed, looping speed |
| 7361 | 0 // Reaction time for this action |
7361 | 0 // Reaction time for this action |
| 7362 | 0 // Sounds |
7362 | 0 // Sounds |
| 7363 | 1 // Number of sequences for this action |
7363 | 1 // Number of sequences for this action |
| 7364 | 360,2 // Max bearing, sequence index |
7364 | 360,2 // Max bearing, sequence index |
| 7365 | 3 // Number of sequences |
7365 | 3 // Number of sequences |
| 7366 | // |
7366 | // Sequence #0 - standing there |
| 7367 | collide // Include this frame in collision calcs |
7367 | collide // Include this frame in collision calcs |
| 7368 | fixed // Frame rate type |
7368 | fixed // Frame rate type |
| 7369 | 1 // Number of initial frames |
7369 | 1 // Number of initial frames |
| 7370 | OCYLNDR1.PIX |
7370 | OCYLNDR1.PIX |
| 7371 | 0,0,flipped |
7371 | 0,0,flipped |
| 7372 | 0 // Number of looping frames |
7372 | 0 // Number of looping frames |
| 7373 | // |
7373 | // Sequence #1 - standing there |
| 7374 | collide // Include this frame in collision calcs |
7374 | collide // Include this frame in collision calcs |
| 7375 | fixed // Frame rate type |
7375 | fixed // Frame rate type |
| 7376 | 1 // Number of initial frames |
7376 | 1 // Number of initial frames |
| 7377 | OCYLNDR2.PIX |
7377 | OCYLNDR2.PIX |
| 7378 | 0,0,flipped |
7378 | 0,0,flipped |
| Line 7414... | Line 7414... | ||
| 7414 | -1 // Index of after-non-fatal-impact action |
7414 | -1 // Index of after-non-fatal-impact action |
| 7415 | -1 // Index of fatal falling action |
7415 | -1 // Index of fatal falling action |
| 7416 | -1 // Index of non-fatal falling action |
7416 | -1 // Index of non-fatal falling action |
| 7417 | -1 // Index of giblets action |
7417 | -1 // Index of giblets action |
| 7418 | 2 // Number of actions |
7418 | 2 // Number of actions |
| 7419 | // |
7419 | // Action #0 - standing there |
| 7420 | 0,100 // Danger level, percentage chance |
7420 | 0,100 // Danger level, percentage chance |
| 7421 | 0,0 // Initial speed, looping speed |
7421 | 0,0 // Initial speed, looping speed |
| 7422 | 0 // Reaction time for this action |
7422 | 0 // Reaction time for this action |
| 7423 | 0 // Sounds |
7423 | 0 // Sounds |
| 7424 | 3 // Number of sequences for this action |
7424 | 3 // Number of sequences for this action |
| 7425 | 10,0 // Max bearing, sequence index |
7425 | 10,0 // Max bearing, sequence index |
| 7426 | 350,1 // Max bearing, sequence index |
7426 | 350,1 // Max bearing, sequence index |
| 7427 | 360,0 // Max bearing, sequence index |
7427 | 360,0 // Max bearing, sequence index |
| 7428 | // |
7428 | // Action #1 - exploding |
| 7429 | 1000,0 // Danger level, percentage chance |
7429 | 1000,0 // Danger level, percentage chance |
| 7430 | 0,0 // Initial speed, looping speed |
7430 | 0,0 // Initial speed, looping speed |
| 7431 | 0 // Reaction time for this action |
7431 | 0 // Reaction time for this action |
| 7432 | 0 // Sounds |
7432 | 0 // Sounds |
| 7433 | 1 // Number of sequences for this action |
7433 | 1 // Number of sequences for this action |
| 7434 | 360,2 // Max bearing, sequence index |
7434 | 360,2 // Max bearing, sequence index |
| 7435 | 3 // Number of sequences |
7435 | 3 // Number of sequences |
| 7436 | // |
7436 | // Sequence #0 - standing there |
| 7437 | collide // Include this frame in collision calcs |
7437 | collide // Include this frame in collision calcs |
| 7438 | fixed // Frame rate type |
7438 | fixed // Frame rate type |
| 7439 | 1 // Number of initial frames |
7439 | 1 // Number of initial frames |
| 7440 | OCYLNDR1.PIX |
7440 | OCYLNDR1.PIX |
| 7441 | 0,0,flipped |
7441 | 0,0,flipped |
| 7442 | 0 // Number of looping frames |
7442 | 0 // Number of looping frames |
| 7443 | // |
7443 | // Sequence #1 - standing there |
| 7444 | collide // Include this frame in collision calcs |
7444 | collide // Include this frame in collision calcs |
| 7445 | fixed // Frame rate type |
7445 | fixed // Frame rate type |
| 7446 | 1 // Number of initial frames |
7446 | 1 // Number of initial frames |
| 7447 | OCYLNDR2.PIX |
7447 | OCYLNDR2.PIX |
| 7448 | 0,0,flipped |
7448 | 0,0,flipped |
| Line 7484... | Line 7484... | ||
| 7484 | -1 // Index of after-non-fatal-impact action |
7484 | -1 // Index of after-non-fatal-impact action |
| 7485 | -1 // Index of fatal falling action |
7485 | -1 // Index of fatal falling action |
| 7486 | -1 // Index of non-fatal falling action |
7486 | -1 // Index of non-fatal falling action |
| 7487 | -1 // Index of giblets action |
7487 | -1 // Index of giblets action |
| 7488 | 2 // Number of actions |
7488 | 2 // Number of actions |
| 7489 | // |
7489 | // Action #0 - standing there |
| 7490 | 0,100 // Danger level, percentage chance |
7490 | 0,100 // Danger level, percentage chance |
| 7491 | 0,0 // Initial speed, looping speed |
7491 | 0,0 // Initial speed, looping speed |
| 7492 | 0 // Reaction time for this action |
7492 | 0 // Reaction time for this action |
| 7493 | 0 // Sounds |
7493 | 0 // Sounds |
| 7494 | 3 // Number of sequences for this action |
7494 | 3 // Number of sequences for this action |
| 7495 | 10,0 // Max bearing, sequence index |
7495 | 10,0 // Max bearing, sequence index |
| 7496 | 350,1 // Max bearing, sequence index |
7496 | 350,1 // Max bearing, sequence index |
| 7497 | 360,0 // Max bearing, sequence index |
7497 | 360,0 // Max bearing, sequence index |
| 7498 | // |
7498 | // Action #1 - exploding |
| 7499 | 1000,0 // Danger level, percentage chance |
7499 | 1000,0 // Danger level, percentage chance |
| 7500 | 0,0 // Initial speed, looping speed |
7500 | 0,0 // Initial speed, looping speed |
| 7501 | 0 // Reaction time for this action |
7501 | 0 // Reaction time for this action |
| 7502 | 0 // Sounds |
7502 | 0 // Sounds |
| 7503 | 1 // Number of sequences for this action |
7503 | 1 // Number of sequences for this action |
| 7504 | 360,2 // Max bearing, sequence index |
7504 | 360,2 // Max bearing, sequence index |
| 7505 | 3 // Number of sequences |
7505 | 3 // Number of sequences |
| 7506 | // |
7506 | // Sequence #0 - standing there |
| 7507 | collide // Include this frame in collision calcs |
7507 | collide // Include this frame in collision calcs |
| 7508 | fixed // Frame rate type |
7508 | fixed // Frame rate type |
| 7509 | 1 // Number of initial frames |
7509 | 1 // Number of initial frames |
| 7510 | OTYRES1.PIX |
7510 | OTYRES1.PIX |
| 7511 | 0,0,flipped |
7511 | 0,0,flipped |
| 7512 | 0 // Number of looping frames |
7512 | 0 // Number of looping frames |
| 7513 | // |
7513 | // Sequence #1 - standing there |
| 7514 | collide // Include this frame in collision calcs |
7514 | collide // Include this frame in collision calcs |
| 7515 | fixed // Frame rate type |
7515 | fixed // Frame rate type |
| 7516 | 1 // Number of initial frames |
7516 | 1 // Number of initial frames |
| 7517 | OTYRES2.PIX |
7517 | OTYRES2.PIX |
| 7518 | 0,0,flipped |
7518 | 0,0,flipped |
| Line 7554... | Line 7554... | ||
| 7554 | -1 // Index of after-non-fatal-impact action |
7554 | -1 // Index of after-non-fatal-impact action |
| 7555 | -1 // Index of fatal falling action |
7555 | -1 // Index of fatal falling action |
| 7556 | -1 // Index of non-fatal falling action |
7556 | -1 // Index of non-fatal falling action |
| 7557 | -1 // Index of giblets action |
7557 | -1 // Index of giblets action |
| 7558 | 2 // Number of actions |
7558 | 2 // Number of actions |
| 7559 | // |
7559 | // Action #0 - standing there |
| 7560 | 0,100 // Danger level, percentage chance |
7560 | 0,100 // Danger level, percentage chance |
| 7561 | 0,0 // Initial speed, looping speed |
7561 | 0,0 // Initial speed, looping speed |
| 7562 | 0 // Reaction time for this action |
7562 | 0 // Reaction time for this action |
| 7563 | 0 // Sounds |
7563 | 0 // Sounds |
| 7564 | 3 // Number of sequences for this action |
7564 | 3 // Number of sequences for this action |
| 7565 | 10,0 // Max bearing, sequence index |
7565 | 10,0 // Max bearing, sequence index |
| 7566 | 350,1 // Max bearing, sequence index |
7566 | 350,1 // Max bearing, sequence index |
| 7567 | 360,0 // Max bearing, sequence index |
7567 | 360,0 // Max bearing, sequence index |
| 7568 | // |
7568 | // Action #1 - exploding |
| 7569 | 1000,0 // Danger level, percentage chance |
7569 | 1000,0 // Danger level, percentage chance |
| 7570 | 0,0 // Initial speed, looping speed |
7570 | 0,0 // Initial speed, looping speed |
| 7571 | 0 // Reaction time for this action |
7571 | 0 // Reaction time for this action |
| 7572 | 0 // Sounds |
7572 | 0 // Sounds |
| 7573 | 1 // Number of sequences for this action |
7573 | 1 // Number of sequences for this action |
| 7574 | 360,2 // Max bearing, sequence index |
7574 | 360,2 // Max bearing, sequence index |
| 7575 | 3 // Number of sequences |
7575 | 3 // Number of sequences |
| 7576 | // |
7576 | // Sequence #0 - standing there |
| 7577 | collide // Include this frame in collision calcs |
7577 | collide // Include this frame in collision calcs |
| 7578 | fixed // Frame rate type |
7578 | fixed // Frame rate type |
| 7579 | 1 // Number of initial frames |
7579 | 1 // Number of initial frames |
| 7580 | OYDRUM1.PIX |
7580 | OYDRUM1.PIX |
| 7581 | 0,0,flipped |
7581 | 0,0,flipped |
| 7582 | 0 // Number of looping frames |
7582 | 0 // Number of looping frames |
| 7583 | // |
7583 | // Sequence #1 - standing there |
| 7584 | collide // Include this frame in collision calcs |
7584 | collide // Include this frame in collision calcs |
| 7585 | fixed // Frame rate type |
7585 | fixed // Frame rate type |
| 7586 | 1 // Number of initial frames |
7586 | 1 // Number of initial frames |
| 7587 | OYDRUM2.PIX |
7587 | OYDRUM2.PIX |
| 7588 | 0,0,flipped |
7588 | 0,0,flipped |
| Line 7624... | Line 7624... | ||
| 7624 | -1 // Index of after-non-fatal-impact action |
7624 | -1 // Index of after-non-fatal-impact action |
| 7625 | -1 // Index of fatal falling action |
7625 | -1 // Index of fatal falling action |
| 7626 | -1 // Index of non-fatal falling action |
7626 | -1 // Index of non-fatal falling action |
| 7627 | -1 // Index of giblets action |
7627 | -1 // Index of giblets action |
| 7628 | 2 // Number of actions |
7628 | 2 // Number of actions |
| 7629 | // |
7629 | // Action #0 - standing there |
| 7630 | 0,100 // Danger level, percentage chance |
7630 | 0,100 // Danger level, percentage chance |
| 7631 | 0,0 // Initial speed, looping speed |
7631 | 0,0 // Initial speed, looping speed |
| 7632 | 0 // Reaction time for this action |
7632 | 0 // Reaction time for this action |
| 7633 | 0 // Sounds |
7633 | 0 // Sounds |
| 7634 | 3 // Number of sequences for this action |
7634 | 3 // Number of sequences for this action |
| 7635 | 10,0 // Max bearing, sequence index |
7635 | 10,0 // Max bearing, sequence index |
| 7636 | 350,1 // Max bearing, sequence index |
7636 | 350,1 // Max bearing, sequence index |
| 7637 | 360,0 // Max bearing, sequence index |
7637 | 360,0 // Max bearing, sequence index |
| 7638 | // |
7638 | // Action #1 - exploding |
| 7639 | 1000,0 // Danger level, percentage chance |
7639 | 1000,0 // Danger level, percentage chance |
| 7640 | 0,0 // Initial speed, looping speed |
7640 | 0,0 // Initial speed, looping speed |
| 7641 | 0 // Reaction time for this action |
7641 | 0 // Reaction time for this action |
| 7642 | 0 // Sounds |
7642 | 0 // Sounds |
| 7643 | 1 // Number of sequences for this action |
7643 | 1 // Number of sequences for this action |
| 7644 | 360,2 // Max bearing, sequence index |
7644 | 360,2 // Max bearing, sequence index |
| 7645 | 3 // Number of sequences |
7645 | 3 // Number of sequences |
| 7646 | // |
7646 | // Sequence #0 - standing there |
| 7647 | collide // Include this frame in collision calcs |
7647 | collide // Include this frame in collision calcs |
| 7648 | fixed // Frame rate type |
7648 | fixed // Frame rate type |
| 7649 | 1 // Number of initial frames |
7649 | 1 // Number of initial frames |
| 7650 | OYDRUM1.PIX |
7650 | OYDRUM1.PIX |
| 7651 | 0,0,flipped |
7651 | 0,0,flipped |
| 7652 | 0 // Number of looping frames |
7652 | 0 // Number of looping frames |
| 7653 | // |
7653 | // Sequence #1 - standing there |
| 7654 | collide // Include this frame in collision calcs |
7654 | collide // Include this frame in collision calcs |
| 7655 | fixed // Frame rate type |
7655 | fixed // Frame rate type |
| 7656 | 1 // Number of initial frames |
7656 | 1 // Number of initial frames |
| 7657 | OYDRUM2.PIX |
7657 | OYDRUM2.PIX |
| 7658 | 0,0,flipped |
7658 | 0,0,flipped |
| Line 7694... | Line 7694... | ||
| 7694 | -1 // Index of after-non-fatal-impact action |
7694 | -1 // Index of after-non-fatal-impact action |
| 7695 | -1 // Index of fatal falling action |
7695 | -1 // Index of fatal falling action |
| 7696 | -1 // Index of non-fatal falling action |
7696 | -1 // Index of non-fatal falling action |
| 7697 | -1 // Index of giblets action |
7697 | -1 // Index of giblets action |
| 7698 | 2 // Number of actions |
7698 | 2 // Number of actions |
| 7699 | // |
7699 | // Action #0 - standing there |
| 7700 | 0,100 // Danger level, percentage chance |
7700 | 0,100 // Danger level, percentage chance |
| 7701 | 0,0 // Initial speed, looping speed |
7701 | 0,0 // Initial speed, looping speed |
| 7702 | 0 // Reaction time for this action |
7702 | 0 // Reaction time for this action |
| 7703 | 0 // Sounds |
7703 | 0 // Sounds |
| 7704 | 3 // Number of sequences for this action |
7704 | 3 // Number of sequences for this action |
| 7705 | 10,0 // Max bearing, sequence index |
7705 | 10,0 // Max bearing, sequence index |
| 7706 | 350,1 // Max bearing, sequence index |
7706 | 350,1 // Max bearing, sequence index |
| 7707 | 360,0 // Max bearing, sequence index |
7707 | 360,0 // Max bearing, sequence index |
| 7708 | // |
7708 | // Action #1 - exploding |
| 7709 | 1000,0 // Danger level, percentage chance |
7709 | 1000,0 // Danger level, percentage chance |
| 7710 | 0,0 // Initial speed, looping speed |
7710 | 0,0 // Initial speed, looping speed |
| 7711 | 0 // Reaction time for this action |
7711 | 0 // Reaction time for this action |
| 7712 | 0 // Sounds |
7712 | 0 // Sounds |
| 7713 | 1 // Number of sequences for this action |
7713 | 1 // Number of sequences for this action |
| 7714 | 360,2 // Max bearing, sequence index |
7714 | 360,2 // Max bearing, sequence index |
| 7715 | 3 // Number of sequences |
7715 | 3 // Number of sequences |
| 7716 | // |
7716 | // Sequence #0 - standing there |
| 7717 | collide // Include this frame in collision calcs |
7717 | collide // Include this frame in collision calcs |
| 7718 | fixed // Frame rate type |
7718 | fixed // Frame rate type |
| 7719 | 1 // Number of initial frames |
7719 | 1 // Number of initial frames |
| 7720 | OGDRUM1.PIX |
7720 | OGDRUM1.PIX |
| 7721 | 0,0,flipped |
7721 | 0,0,flipped |
| 7722 | 0 // Number of looping frames |
7722 | 0 // Number of looping frames |
| 7723 | // |
7723 | // Sequence #1 - standing there |
| 7724 | collide // Include this frame in collision calcs |
7724 | collide // Include this frame in collision calcs |
| 7725 | fixed // Frame rate type |
7725 | fixed // Frame rate type |
| 7726 | 1 // Number of initial frames |
7726 | 1 // Number of initial frames |
| 7727 | OGDRUM1.PIX |
7727 | OGDRUM1.PIX |
| 7728 | 0,0,flipped |
7728 | 0,0,flipped |
| Line 7764... | Line 7764... | ||
| 7764 | -1 // Index of after-non-fatal-impact action |
7764 | -1 // Index of after-non-fatal-impact action |
| 7765 | -1 // Index of fatal falling action |
7765 | -1 // Index of fatal falling action |
| 7766 | -1 // Index of non-fatal falling action |
7766 | -1 // Index of non-fatal falling action |
| 7767 | -1 // Index of giblets action |
7767 | -1 // Index of giblets action |
| 7768 | 2 // Number of actions |
7768 | 2 // Number of actions |
| 7769 | // |
7769 | // Action #0 - standing there |
| 7770 | 0,100 // Danger level, percentage chance |
7770 | 0,100 // Danger level, percentage chance |
| 7771 | 0,0 // Initial speed, looping speed |
7771 | 0,0 // Initial speed, looping speed |
| 7772 | 0 // Reaction time for this action |
7772 | 0 // Reaction time for this action |
| 7773 | 0 // Sounds |
7773 | 0 // Sounds |
| 7774 | 3 // Number of sequences for this action |
7774 | 3 // Number of sequences for this action |
| 7775 | 10,0 // Max bearing, sequence index |
7775 | 10,0 // Max bearing, sequence index |
| 7776 | 350,1 // Max bearing, sequence index |
7776 | 350,1 // Max bearing, sequence index |
| 7777 | 360,0 // Max bearing, sequence index |
7777 | 360,0 // Max bearing, sequence index |
| 7778 | // |
7778 | // Action #1 - exploding |
| 7779 | 1000,0 // Danger level, percentage chance |
7779 | 1000,0 // Danger level, percentage chance |
| 7780 | 0,0 // Initial speed, looping speed |
7780 | 0,0 // Initial speed, looping speed |
| 7781 | 0 // Reaction time for this action |
7781 | 0 // Reaction time for this action |
| 7782 | 0 // Sounds |
7782 | 0 // Sounds |
| 7783 | 1 // Number of sequences for this action |
7783 | 1 // Number of sequences for this action |
| 7784 | 360,2 // Max bearing, sequence index |
7784 | 360,2 // Max bearing, sequence index |
| 7785 | 3 // Number of sequences |
7785 | 3 // Number of sequences |
| 7786 | // |
7786 | // Sequence #0 - standing there |
| 7787 | collide // Include this frame in collision calcs |
7787 | collide // Include this frame in collision calcs |
| 7788 | fixed // Frame rate type |
7788 | fixed // Frame rate type |
| 7789 | 1 // Number of initial frames |
7789 | 1 // Number of initial frames |
| 7790 | OCYLNDR1.PIX |
7790 | OCYLNDR1.PIX |
| 7791 | 0,0,flipped |
7791 | 0,0,flipped |
| 7792 | 0 // Number of looping frames |
7792 | 0 // Number of looping frames |
| 7793 | // |
7793 | // Sequence #1 - standing there |
| 7794 | collide // Include this frame in collision calcs |
7794 | collide // Include this frame in collision calcs |
| 7795 | fixed // Frame rate type |
7795 | fixed // Frame rate type |
| 7796 | 1 // Number of initial frames |
7796 | 1 // Number of initial frames |
| 7797 | OCYLNDR2.PIX |
7797 | OCYLNDR2.PIX |
| 7798 | 0,0,flipped |
7798 | 0,0,flipped |
| Line 7834... | Line 7834... | ||
| 7834 | -1 // Index of after-non-fatal-impact action |
7834 | -1 // Index of after-non-fatal-impact action |
| 7835 | -1 // Index of fatal falling action |
7835 | -1 // Index of fatal falling action |
| 7836 | -1 // Index of non-fatal falling action |
7836 | -1 // Index of non-fatal falling action |
| 7837 | -1 // Index of giblets action |
7837 | -1 // Index of giblets action |
| 7838 | 2 // Number of actions |
7838 | 2 // Number of actions |
| 7839 | // |
7839 | // Action #0 - standing there |
| 7840 | 0,100 // Danger level, percentage chance |
7840 | 0,100 // Danger level, percentage chance |
| 7841 | 0,0 // Initial speed, looping speed |
7841 | 0,0 // Initial speed, looping speed |
| 7842 | 0 // Reaction time for this action |
7842 | 0 // Reaction time for this action |
| 7843 | 0 // Sounds |
7843 | 0 // Sounds |
| 7844 | 3 // Number of sequences for this action |
7844 | 3 // Number of sequences for this action |
| 7845 | 10,0 // Max bearing, sequence index |
7845 | 10,0 // Max bearing, sequence index |
| 7846 | 350,1 // Max bearing, sequence index |
7846 | 350,1 // Max bearing, sequence index |
| 7847 | 360,0 // Max bearing, sequence index |
7847 | 360,0 // Max bearing, sequence index |
| 7848 | // |
7848 | // Action #1 - exploding |
| 7849 | 1000,0 // Danger level, percentage chance |
7849 | 1000,0 // Danger level, percentage chance |
| 7850 | 0,0 // Initial speed, looping speed |
7850 | 0,0 // Initial speed, looping speed |
| 7851 | 0 // Reaction time for this action |
7851 | 0 // Reaction time for this action |
| 7852 | 0 // Sounds |
7852 | 0 // Sounds |
| 7853 | 1 // Number of sequences for this action |
7853 | 1 // Number of sequences for this action |
| 7854 | 360,2 // Max bearing, sequence index |
7854 | 360,2 // Max bearing, sequence index |
| 7855 | 3 // Number of sequences |
7855 | 3 // Number of sequences |
| 7856 | // |
7856 | // Sequence #0 - standing there |
| 7857 | collide // Include this frame in collision calcs |
7857 | collide // Include this frame in collision calcs |
| 7858 | fixed // Frame rate type |
7858 | fixed // Frame rate type |
| 7859 | 1 // Number of initial frames |
7859 | 1 // Number of initial frames |
| 7860 | OGDRUM1.PIX |
7860 | OGDRUM1.PIX |
| 7861 | 0,0,flipped |
7861 | 0,0,flipped |
| 7862 | 0 // Number of looping frames |
7862 | 0 // Number of looping frames |
| 7863 | // |
7863 | // Sequence #1 - standing there |
| 7864 | collide // Include this frame in collision calcs |
7864 | collide // Include this frame in collision calcs |
| 7865 | fixed // Frame rate type |
7865 | fixed // Frame rate type |
| 7866 | 1 // Number of initial frames |
7866 | 1 // Number of initial frames |
| 7867 | OGDRUM2.PIX |
7867 | OGDRUM2.PIX |
| 7868 | 0,0,flipped |
7868 | 0,0,flipped |
| Line 7904... | Line 7904... | ||
| 7904 | -1 // Index of after-non-fatal-impact action |
7904 | -1 // Index of after-non-fatal-impact action |
| 7905 | -1 // Index of fatal falling action |
7905 | -1 // Index of fatal falling action |
| 7906 | -1 // Index of non-fatal falling action |
7906 | -1 // Index of non-fatal falling action |
| 7907 | -1 // Index of giblets action |
7907 | -1 // Index of giblets action |
| 7908 | 2 // Number of actions |
7908 | 2 // Number of actions |
| 7909 | // |
7909 | // Action #0 - standing there |
| 7910 | 0,100 // Danger level, percentage chance |
7910 | 0,100 // Danger level, percentage chance |
| 7911 | 0,0 // Initial speed, looping speed |
7911 | 0,0 // Initial speed, looping speed |
| 7912 | 0 // Reaction time for this action |
7912 | 0 // Reaction time for this action |
| 7913 | 0 // Sounds |
7913 | 0 // Sounds |
| 7914 | 3 // Number of sequences for this action |
7914 | 3 // Number of sequences for this action |
| 7915 | 10,0 // Max bearing, sequence index |
7915 | 10,0 // Max bearing, sequence index |
| 7916 | 350,1 // Max bearing, sequence index |
7916 | 350,1 // Max bearing, sequence index |
| 7917 | 360,0 // Max bearing, sequence index |
7917 | 360,0 // Max bearing, sequence index |
| 7918 | // |
7918 | // Action #1 - exploding |
| 7919 | 1000,0 // Danger level, percentage chance |
7919 | 1000,0 // Danger level, percentage chance |
| 7920 | 0,0 // Initial speed, looping speed |
7920 | 0,0 // Initial speed, looping speed |
| 7921 | 0 // Reaction time for this action |
7921 | 0 // Reaction time for this action |
| 7922 | 0 // Sounds |
7922 | 0 // Sounds |
| 7923 | 1 // Number of sequences for this action |
7923 | 1 // Number of sequences for this action |
| 7924 | 360,2 // Max bearing, sequence index |
7924 | 360,2 // Max bearing, sequence index |
| 7925 | 3 // Number of sequences |
7925 | 3 // Number of sequences |
| 7926 | // |
7926 | // Sequence #0 - standing there |
| 7927 | collide // Include this frame in collision calcs |
7927 | collide // Include this frame in collision calcs |
| 7928 | fixed // Frame rate type |
7928 | fixed // Frame rate type |
| 7929 | 1 // Number of initial frames |
7929 | 1 // Number of initial frames |
| 7930 | OGDRUM1.PIX |
7930 | OGDRUM1.PIX |
| 7931 | 0,0,flipped |
7931 | 0,0,flipped |
| 7932 | 0 // Number of looping frames |
7932 | 0 // Number of looping frames |
| 7933 | // |
7933 | // Sequence #1 - standing there |
| 7934 | collide // Include this frame in collision calcs |
7934 | collide // Include this frame in collision calcs |
| 7935 | fixed // Frame rate type |
7935 | fixed // Frame rate type |
| 7936 | 1 // Number of initial frames |
7936 | 1 // Number of initial frames |
| 7937 | OGDRUM2.PIX |
7937 | OGDRUM2.PIX |
| 7938 | 0,0,flipped |
7938 | 0,0,flipped |
| Line 7974... | Line 7974... | ||
| 7974 | -1 // Index of after-non-fatal-impact action |
7974 | -1 // Index of after-non-fatal-impact action |
| 7975 | -1 // Index of fatal falling action |
7975 | -1 // Index of fatal falling action |
| 7976 | -1 // Index of non-fatal falling action |
7976 | -1 // Index of non-fatal falling action |
| 7977 | -1 // Index of giblets action |
7977 | -1 // Index of giblets action |
| 7978 | 2 // Number of actions |
7978 | 2 // Number of actions |
| 7979 | // |
7979 | // Action #0 - standing there |
| 7980 | 0,100 // Danger level, percentage chance |
7980 | 0,100 // Danger level, percentage chance |
| 7981 | 0,0 // Initial speed, looping speed |
7981 | 0,0 // Initial speed, looping speed |
| 7982 | 0 // Reaction time for this action |
7982 | 0 // Reaction time for this action |
| 7983 | 0 // Sounds |
7983 | 0 // Sounds |
| 7984 | 3 // Number of sequences for this action |
7984 | 3 // Number of sequences for this action |
| 7985 | 10,0 // Max bearing, sequence index |
7985 | 10,0 // Max bearing, sequence index |
| 7986 | 350,1 // Max bearing, sequence index |
7986 | 350,1 // Max bearing, sequence index |
| 7987 | 360,0 // Max bearing, sequence index |
7987 | 360,0 // Max bearing, sequence index |
| 7988 | // |
7988 | // Action #1 - exploding |
| 7989 | 1000,0 // Danger level, percentage chance |
7989 | 1000,0 // Danger level, percentage chance |
| 7990 | 0,0 // Initial speed, looping speed |
7990 | 0,0 // Initial speed, looping speed |
| 7991 | 0 // Reaction time for this action |
7991 | 0 // Reaction time for this action |
| 7992 | 0 // Sounds |
7992 | 0 // Sounds |
| 7993 | 1 // Number of sequences for this action |
7993 | 1 // Number of sequences for this action |
| 7994 | 360,2 // Max bearing, sequence index |
7994 | 360,2 // Max bearing, sequence index |
| 7995 | 3 // Number of sequences |
7995 | 3 // Number of sequences |
| 7996 | // |
7996 | // Sequence #0 - standing there |
| 7997 | collide // Include this frame in collision calcs |
7997 | collide // Include this frame in collision calcs |
| 7998 | variable // Frame rate type |
7998 | variable // Frame rate type |
| 7999 | 4,4 |
7999 | 4,4 |
| 8000 | 0 // Number of initial frames |
8000 | 0 // Number of initial frames |
| 8001 | 10 // Number of looping frames |
8001 | 10 // Number of looping frames |
| Line 8017... | Line 8017... | ||
| 8017 | 0,0,flipped |
8017 | 0,0,flipped |
| 8018 | MINER2.PIX |
8018 | MINER2.PIX |
| 8019 | 0,0,flipped |
8019 | 0,0,flipped |
| 8020 | MINER1.PIX |
8020 | MINER1.PIX |
| 8021 | 0,0,flipped |
8021 | 0,0,flipped |
| 8022 | // |
8022 | // Sequence #1 - standing there |
| 8023 | collide // Include this frame in collision calcs |
8023 | collide // Include this frame in collision calcs |
| 8024 | variable // Frame rate type |
8024 | variable // Frame rate type |
| 8025 | 4,4 |
8025 | 4,4 |
| 8026 | 0 // Number of initial frames |
8026 | 0 // Number of initial frames |
| 8027 | 10 // Number of looping frames |
8027 | 10 // Number of looping frames |
| Line 8082... | Line 8082... | ||
| 8082 | -1 // Index of after-non-fatal-impact action |
8082 | -1 // Index of after-non-fatal-impact action |
| 8083 | -1 // Index of fatal falling action |
8083 | -1 // Index of fatal falling action |
| 8084 | -1 // Index of non-fatal falling action |
8084 | -1 // Index of non-fatal falling action |
| 8085 | -1 // Index of giblets action |
8085 | -1 // Index of giblets action |
| 8086 | 2 // Number of actions |
8086 | 2 // Number of actions |
| 8087 | // |
8087 | // Action #0 - standing there |
| 8088 | 0,100 // Danger level, percentage chance |
8088 | 0,100 // Danger level, percentage chance |
| 8089 | 0,0 // Initial speed, looping speed |
8089 | 0,0 // Initial speed, looping speed |
| 8090 | 0 // Reaction time for this action |
8090 | 0 // Reaction time for this action |
| 8091 | 0 // Sounds |
8091 | 0 // Sounds |
| 8092 | 3 // Number of sequences for this action |
8092 | 3 // Number of sequences for this action |
| 8093 | 10,0 // Max bearing, sequence index |
8093 | 10,0 // Max bearing, sequence index |
| 8094 | 350,1 // Max bearing, sequence index |
8094 | 350,1 // Max bearing, sequence index |
| 8095 | 360,0 // Max bearing, sequence index |
8095 | 360,0 // Max bearing, sequence index |
| 8096 | // |
8096 | // Action #1 - exploding |
| 8097 | 1000,0 // Danger level, percentage chance |
8097 | 1000,0 // Danger level, percentage chance |
| 8098 | 0,0 // Initial speed, looping speed |
8098 | 0,0 // Initial speed, looping speed |
| 8099 | 0 // Reaction time for this action |
8099 | 0 // Reaction time for this action |
| 8100 | 0 // Sounds |
8100 | 0 // Sounds |
| 8101 | 1 // Number of sequences for this action |
8101 | 1 // Number of sequences for this action |
| 8102 | 360,2 // Max bearing, sequence index |
8102 | 360,2 // Max bearing, sequence index |
| 8103 | 3 // Number of sequences |
8103 | 3 // Number of sequences |
| 8104 | // |
8104 | // Sequence #0 - standing there |
| 8105 | collide // Include this frame in collision calcs |
8105 | collide // Include this frame in collision calcs |
| 8106 | fixed // Frame rate type |
8106 | fixed // Frame rate type |
| 8107 | 1 // Number of initial frames |
8107 | 1 // Number of initial frames |
| 8108 | ORDRUM1.PIX |
8108 | ORDRUM1.PIX |
| 8109 | 0,0,flipped |
8109 | 0,0,flipped |
| 8110 | 0 // Number of looping frames |
8110 | 0 // Number of looping frames |
| 8111 | // |
8111 | // Sequence #1 - standing there |
| 8112 | collide // Include this frame in collision calcs |
8112 | collide // Include this frame in collision calcs |
| 8113 | fixed // Frame rate type |
8113 | fixed // Frame rate type |
| 8114 | 1 // Number of initial frames |
8114 | 1 // Number of initial frames |
| 8115 | ORDRUM2.PIX |
8115 | ORDRUM2.PIX |
| 8116 | 0,0,flipped |
8116 | 0,0,flipped |
| Line 8152... | Line 8152... | ||
| 8152 | -1 // Index of after-non-fatal-impact action |
8152 | -1 // Index of after-non-fatal-impact action |
| 8153 | -1 // Index of fatal falling action |
8153 | -1 // Index of fatal falling action |
| 8154 | -1 // Index of non-fatal falling action |
8154 | -1 // Index of non-fatal falling action |
| 8155 | -1 // Index of giblets action |
8155 | -1 // Index of giblets action |
| 8156 | 2 // Number of actions |
8156 | 2 // Number of actions |
| 8157 | // |
8157 | // Action #0 - standing there |
| 8158 | 0,100 // Danger level, percentage chance |
8158 | 0,100 // Danger level, percentage chance |
| 8159 | 0,0 // Initial speed, looping speed |
8159 | 0,0 // Initial speed, looping speed |
| 8160 | 0 // Reaction time for this action |
8160 | 0 // Reaction time for this action |
| 8161 | 0 // Sounds |
8161 | 0 // Sounds |
| 8162 | 3 // Number of sequences for this action |
8162 | 3 // Number of sequences for this action |
| 8163 | 10,0 // Max bearing, sequence index |
8163 | 10,0 // Max bearing, sequence index |
| 8164 | 350,1 // Max bearing, sequence index |
8164 | 350,1 // Max bearing, sequence index |
| 8165 | 360,0 // Max bearing, sequence index |
8165 | 360,0 // Max bearing, sequence index |
| 8166 | // |
8166 | // Action #1 - exploding |
| 8167 | 1000,0 // Danger level, percentage chance |
8167 | 1000,0 // Danger level, percentage chance |
| 8168 | 0,0 // Initial speed, looping speed |
8168 | 0,0 // Initial speed, looping speed |
| 8169 | 0 // Reaction time for this action |
8169 | 0 // Reaction time for this action |
| 8170 | 0 // Sounds |
8170 | 0 // Sounds |
| 8171 | 1 // Number of sequences for this action |
8171 | 1 // Number of sequences for this action |
| 8172 | 360,2 // Max bearing, sequence index |
8172 | 360,2 // Max bearing, sequence index |
| 8173 | 3 // Number of sequences |
8173 | 3 // Number of sequences |
| 8174 | // |
8174 | // Sequence #0 - standing there |
| 8175 | collide // Include this frame in collision calcs |
8175 | collide // Include this frame in collision calcs |
| 8176 | fixed // Frame rate type |
8176 | fixed // Frame rate type |
| 8177 | 1 // Number of initial frames |
8177 | 1 // Number of initial frames |
| 8178 | ORDRUM1.PIX |
8178 | ORDRUM1.PIX |
| 8179 | 0,0,flipped |
8179 | 0,0,flipped |
| 8180 | 0 // Number of looping frames |
8180 | 0 // Number of looping frames |
| 8181 | // |
8181 | // Sequence #1 - standing there |
| 8182 | collide // Include this frame in collision calcs |
8182 | collide // Include this frame in collision calcs |
| 8183 | fixed // Frame rate type |
8183 | fixed // Frame rate type |
| 8184 | 1 // Number of initial frames |
8184 | 1 // Number of initial frames |
| 8185 | ORDRUM2.PIX |
8185 | ORDRUM2.PIX |
| 8186 | 0,0,flipped |
8186 | 0,0,flipped |
| Line 8222... | Line 8222... | ||
| 8222 | -1 // Index of after-non-fatal-impact action |
8222 | -1 // Index of after-non-fatal-impact action |
| 8223 | -1 // Index of fatal falling action |
8223 | -1 // Index of fatal falling action |
| 8224 | -1 // Index of non-fatal falling action |
8224 | -1 // Index of non-fatal falling action |
| 8225 | -1 // Index of giblets action |
8225 | -1 // Index of giblets action |
| 8226 | 2 // Number of actions |
8226 | 2 // Number of actions |
| 8227 | // |
8227 | // Action #0 - standing there |
| 8228 | 0,100 // Danger level, percentage chance |
8228 | 0,100 // Danger level, percentage chance |
| 8229 | 0,0 // Initial speed, looping speed |
8229 | 0,0 // Initial speed, looping speed |
| 8230 | 0 // Reaction time for this action |
8230 | 0 // Reaction time for this action |
| 8231 | 0 // Sounds |
8231 | 0 // Sounds |
| 8232 | 3 // Number of sequences for this action |
8232 | 3 // Number of sequences for this action |
| 8233 | 10,0 // Max bearing, sequence index |
8233 | 10,0 // Max bearing, sequence index |
| 8234 | 350,1 // Max bearing, sequence index |
8234 | 350,1 // Max bearing, sequence index |
| 8235 | 360,0 // Max bearing, sequence index |
8235 | 360,0 // Max bearing, sequence index |
| 8236 | // |
8236 | // Action #1 - exploding |
| 8237 | 1000,0 // Danger level, percentage chance |
8237 | 1000,0 // Danger level, percentage chance |
| 8238 | 0,0 // Initial speed, looping speed |
8238 | 0,0 // Initial speed, looping speed |
| 8239 | 0 // Reaction time for this action |
8239 | 0 // Reaction time for this action |
| 8240 | 0 // Sounds |
8240 | 0 // Sounds |
| 8241 | 1 // Number of sequences for this action |
8241 | 1 // Number of sequences for this action |
| 8242 | 360,2 // Max bearing, sequence index |
8242 | 360,2 // Max bearing, sequence index |
| 8243 | 3 // Number of sequences |
8243 | 3 // Number of sequences |
| 8244 | // |
8244 | // Sequence #0 - standing there |
| 8245 | collide // Include this frame in collision calcs |
8245 | collide // Include this frame in collision calcs |
| 8246 | fixed // Frame rate type |
8246 | fixed // Frame rate type |
| 8247 | 1 // Number of initial frames |
8247 | 1 // Number of initial frames |
| 8248 | ORDRUM1.PIX |
8248 | ORDRUM1.PIX |
| 8249 | 0,0,flipped |
8249 | 0,0,flipped |
| 8250 | 0 // Number of looping frames |
8250 | 0 // Number of looping frames |
| 8251 | // |
8251 | // Sequence #1 - standing there |
| 8252 | collide // Include this frame in collision calcs |
8252 | collide // Include this frame in collision calcs |
| 8253 | fixed // Frame rate type |
8253 | fixed // Frame rate type |
| 8254 | 1 // Number of initial frames |
8254 | 1 // Number of initial frames |
| 8255 | ORDRUM2.PIX |
8255 | ORDRUM2.PIX |
| 8256 | 0,0,flipped |
8256 | 0,0,flipped |
| Line 8292... | Line 8292... | ||
| 8292 | -1 // Index of after-non-fatal-impact action |
8292 | -1 // Index of after-non-fatal-impact action |
| 8293 | -1 // Index of fatal falling action |
8293 | -1 // Index of fatal falling action |
| 8294 | -1 // Index of non-fatal falling action |
8294 | -1 // Index of non-fatal falling action |
| 8295 | -1 // Index of giblets action |
8295 | -1 // Index of giblets action |
| 8296 | 2 // Number of actions |
8296 | 2 // Number of actions |
| 8297 | // |
8297 | // Action #0 - standing there |
| 8298 | 0,100 // Danger level, percentage chance |
8298 | 0,100 // Danger level, percentage chance |
| 8299 | 0,0 // Initial speed, looping speed |
8299 | 0,0 // Initial speed, looping speed |
| 8300 | 0 // Reaction time for this action |
8300 | 0 // Reaction time for this action |
| 8301 | 0 // Sounds |
8301 | 0 // Sounds |
| 8302 | 3 // Number of sequences for this action |
8302 | 3 // Number of sequences for this action |
| 8303 | 10,0 // Max bearing, sequence index |
8303 | 10,0 // Max bearing, sequence index |
| 8304 | 350,1 // Max bearing, sequence index |
8304 | 350,1 // Max bearing, sequence index |
| 8305 | 360,0 // Max bearing, sequence index |
8305 | 360,0 // Max bearing, sequence index |
| 8306 | // |
8306 | // Action #1 - exploding |
| 8307 | 1000,0 // Danger level, percentage chance |
8307 | 1000,0 // Danger level, percentage chance |
| 8308 | 0,0 // Initial speed, looping speed |
8308 | 0,0 // Initial speed, looping speed |
| 8309 | 0 // Reaction time for this action |
8309 | 0 // Reaction time for this action |
| 8310 | 0 // Sounds |
8310 | 0 // Sounds |
| 8311 | 1 // Number of sequences for this action |
8311 | 1 // Number of sequences for this action |
| 8312 | 360,2 // Max bearing, sequence index |
8312 | 360,2 // Max bearing, sequence index |
| 8313 | 3 // Number of sequences |
8313 | 3 // Number of sequences |
| 8314 | // |
8314 | // Sequence #0 - standing there |
| 8315 | collide // Include this frame in collision calcs |
8315 | collide // Include this frame in collision calcs |
| 8316 | fixed // Frame rate type |
8316 | fixed // Frame rate type |
| 8317 | 1 // Number of initial frames |
8317 | 1 // Number of initial frames |
| 8318 | ORDRUM1.PIX |
8318 | ORDRUM1.PIX |
| 8319 | 0,0,flipped |
8319 | 0,0,flipped |
| 8320 | 0 // Number of looping frames |
8320 | 0 // Number of looping frames |
| 8321 | // |
8321 | // Sequence #1 - standing there |
| 8322 | collide // Include this frame in collision calcs |
8322 | collide // Include this frame in collision calcs |
| 8323 | fixed // Frame rate type |
8323 | fixed // Frame rate type |
| 8324 | 1 // Number of initial frames |
8324 | 1 // Number of initial frames |
| 8325 | ORDRUM2.PIX |
8325 | ORDRUM2.PIX |
| 8326 | 0,0,flipped |
8326 | 0,0,flipped |
| Line 8362... | Line 8362... | ||
| 8362 | -1 // Index of after-non-fatal-impact action |
8362 | -1 // Index of after-non-fatal-impact action |
| 8363 | -1 // Index of fatal falling action |
8363 | -1 // Index of fatal falling action |
| 8364 | -1 // Index of non-fatal falling action |
8364 | -1 // Index of non-fatal falling action |
| 8365 | -1 // Index of giblets action |
8365 | -1 // Index of giblets action |
| 8366 | 2 // Number of actions |
8366 | 2 // Number of actions |
| 8367 | // |
8367 | // Action #0 - standing there |
| 8368 | 0,100 // Danger level, percentage chance |
8368 | 0,100 // Danger level, percentage chance |
| 8369 | 0,0 // Initial speed, looping speed |
8369 | 0,0 // Initial speed, looping speed |
| 8370 | 0 // Reaction time for this action |
8370 | 0 // Reaction time for this action |
| 8371 | 0 // Sounds |
8371 | 0 // Sounds |
| 8372 | 3 // Number of sequences for this action |
8372 | 3 // Number of sequences for this action |
| 8373 | 10,0 // Max bearing, sequence index |
8373 | 10,0 // Max bearing, sequence index |
| 8374 | 350,1 // Max bearing, sequence index |
8374 | 350,1 // Max bearing, sequence index |
| 8375 | 360,0 // Max bearing, sequence index |
8375 | 360,0 // Max bearing, sequence index |
| 8376 | // |
8376 | // Action #1 - exploding |
| 8377 | 1000,0 // Danger level, percentage chance |
8377 | 1000,0 // Danger level, percentage chance |
| 8378 | 0,0 // Initial speed, looping speed |
8378 | 0,0 // Initial speed, looping speed |
| 8379 | 0 // Reaction time for this action |
8379 | 0 // Reaction time for this action |
| 8380 | 0 // Sounds |
8380 | 0 // Sounds |
| 8381 | 1 // Number of sequences for this action |
8381 | 1 // Number of sequences for this action |
| 8382 | 360,2 // Max bearing, sequence index |
8382 | 360,2 // Max bearing, sequence index |
| 8383 | 3 // Number of sequences |
8383 | 3 // Number of sequences |
| 8384 | // |
8384 | // Sequence #0 - standing there |
| 8385 | collide // Include this frame in collision calcs |
8385 | collide // Include this frame in collision calcs |
| 8386 | fixed // Frame rate type |
8386 | fixed // Frame rate type |
| 8387 | 1 // Number of initial frames |
8387 | 1 // Number of initial frames |
| 8388 | ORDRUM1.PIX |
8388 | ORDRUM1.PIX |
| 8389 | 0,0,flipped |
8389 | 0,0,flipped |
| 8390 | 0 // Number of looping frames |
8390 | 0 // Number of looping frames |
| 8391 | // |
8391 | // Sequence #1 - standing there |
| 8392 | collide // Include this frame in collision calcs |
8392 | collide // Include this frame in collision calcs |
| 8393 | fixed // Frame rate type |
8393 | fixed // Frame rate type |
| 8394 | 1 // Number of initial frames |
8394 | 1 // Number of initial frames |
| 8395 | ORDRUM2.PIX |
8395 | ORDRUM2.PIX |
| 8396 | 0,0,flipped |
8396 | 0,0,flipped |
| Line 8432... | Line 8432... | ||
| 8432 | -1 // Index of after-non-fatal-impact action |
8432 | -1 // Index of after-non-fatal-impact action |
| 8433 | -1 // Index of fatal falling action |
8433 | -1 // Index of fatal falling action |
| 8434 | -1 // Index of non-fatal falling action |
8434 | -1 // Index of non-fatal falling action |
| 8435 | -1 // Index of giblets action |
8435 | -1 // Index of giblets action |
| 8436 | 2 // Number of actions |
8436 | 2 // Number of actions |
| 8437 | // |
8437 | // Action #0 - standing there |
| 8438 | 0,100 // Danger level, percentage chance |
8438 | 0,100 // Danger level, percentage chance |
| 8439 | 0,0 // Initial speed, looping speed |
8439 | 0,0 // Initial speed, looping speed |
| 8440 | 0 // Reaction time for this action |
8440 | 0 // Reaction time for this action |
| 8441 | 0 // Sounds |
8441 | 0 // Sounds |
| 8442 | 3 // Number of sequences for this action |
8442 | 3 // Number of sequences for this action |
| 8443 | 10,0 // Max bearing, sequence index |
8443 | 10,0 // Max bearing, sequence index |
| 8444 | 350,1 // Max bearing, sequence index |
8444 | 350,1 // Max bearing, sequence index |
| 8445 | 360,0 // Max bearing, sequence index |
8445 | 360,0 // Max bearing, sequence index |
| 8446 | // |
8446 | // Action #1 - exploding |
| 8447 | 1000,0 // Danger level, percentage chance |
8447 | 1000,0 // Danger level, percentage chance |
| 8448 | 0,0 // Initial speed, looping speed |
8448 | 0,0 // Initial speed, looping speed |
| 8449 | 0 // Reaction time for this action |
8449 | 0 // Reaction time for this action |
| 8450 | 0 // Sounds |
8450 | 0 // Sounds |
| 8451 | 1 // Number of sequences for this action |
8451 | 1 // Number of sequences for this action |
| 8452 | 360,2 // Max bearing, sequence index |
8452 | 360,2 // Max bearing, sequence index |
| 8453 | 3 // Number of sequences |
8453 | 3 // Number of sequences |
| 8454 | // |
8454 | // Sequence #0 - standing there |
| 8455 | collide // Include this frame in collision calcs |
8455 | collide // Include this frame in collision calcs |
| 8456 | fixed // Frame rate type |
8456 | fixed // Frame rate type |
| 8457 | 1 // Number of initial frames |
8457 | 1 // Number of initial frames |
| 8458 | ORDRUM1.PIX |
8458 | ORDRUM1.PIX |
| 8459 | 0,0,flipped |
8459 | 0,0,flipped |
| 8460 | 0 // Number of looping frames |
8460 | 0 // Number of looping frames |
| 8461 | // |
8461 | // Sequence #1 - standing there |
| 8462 | collide // Include this frame in collision calcs |
8462 | collide // Include this frame in collision calcs |
| 8463 | fixed // Frame rate type |
8463 | fixed // Frame rate type |
| 8464 | 1 // Number of initial frames |
8464 | 1 // Number of initial frames |
| 8465 | ORDRUM2.PIX |
8465 | ORDRUM2.PIX |
| 8466 | 0,0,flipped |
8466 | 0,0,flipped |
| Line 8502... | Line 8502... | ||
| 8502 | -1 // Index of after-non-fatal-impact action |
8502 | -1 // Index of after-non-fatal-impact action |
| 8503 | -1 // Index of fatal falling action |
8503 | -1 // Index of fatal falling action |
| 8504 | -1 // Index of non-fatal falling action |
8504 | -1 // Index of non-fatal falling action |
| 8505 | -1 // Index of giblets action |
8505 | -1 // Index of giblets action |
| 8506 | 2 // Number of actions |
8506 | 2 // Number of actions |
| 8507 | // |
8507 | // Action #0 - standing there |
| 8508 | 0,100 // Danger level, percentage chance |
8508 | 0,100 // Danger level, percentage chance |
| 8509 | 0,0 // Initial speed, looping speed |
8509 | 0,0 // Initial speed, looping speed |
| 8510 | 0 // Reaction time for this action |
8510 | 0 // Reaction time for this action |
| 8511 | 0 // Sounds |
8511 | 0 // Sounds |
| 8512 | 3 // Number of sequences for this action |
8512 | 3 // Number of sequences for this action |
| 8513 | 10,0 // Max bearing, sequence index |
8513 | 10,0 // Max bearing, sequence index |
| 8514 | 350,1 // Max bearing, sequence index |
8514 | 350,1 // Max bearing, sequence index |
| 8515 | 360,0 // Max bearing, sequence index |
8515 | 360,0 // Max bearing, sequence index |
| 8516 | // |
8516 | // Action #1 - exploding |
| 8517 | 1000,0 // Danger level, percentage chance |
8517 | 1000,0 // Danger level, percentage chance |
| 8518 | 0,0 // Initial speed, looping speed |
8518 | 0,0 // Initial speed, looping speed |
| 8519 | 0 // Reaction time for this action |
8519 | 0 // Reaction time for this action |
| 8520 | 0 // Sounds |
8520 | 0 // Sounds |
| 8521 | 1 // Number of sequences for this action |
8521 | 1 // Number of sequences for this action |
| 8522 | 360,2 // Max bearing, sequence index |
8522 | 360,2 // Max bearing, sequence index |
| 8523 | 3 // Number of sequences |
8523 | 3 // Number of sequences |
| 8524 | // |
8524 | // Sequence #0 - standing there |
| 8525 | collide // Include this frame in collision calcs |
8525 | collide // Include this frame in collision calcs |
| 8526 | fixed // Frame rate type |
8526 | fixed // Frame rate type |
| 8527 | 1 // Number of initial frames |
8527 | 1 // Number of initial frames |
| 8528 | ORDRUM1.PIX |
8528 | ORDRUM1.PIX |
| 8529 | 0,0,flipped |
8529 | 0,0,flipped |
| 8530 | 0 // Number of looping frames |
8530 | 0 // Number of looping frames |
| 8531 | // |
8531 | // Sequence #1 - standing there |
| 8532 | collide // Include this frame in collision calcs |
8532 | collide // Include this frame in collision calcs |
| 8533 | fixed // Frame rate type |
8533 | fixed // Frame rate type |
| 8534 | 1 // Number of initial frames |
8534 | 1 // Number of initial frames |
| 8535 | ORDRUM2.PIX |
8535 | ORDRUM2.PIX |
| 8536 | 0,0,flipped |
8536 | 0,0,flipped |
| Line 8572... | Line 8572... | ||
| 8572 | -1 // Index of after-non-fatal-impact action |
8572 | -1 // Index of after-non-fatal-impact action |
| 8573 | -1 // Index of fatal falling action |
8573 | -1 // Index of fatal falling action |
| 8574 | -1 // Index of non-fatal falling action |
8574 | -1 // Index of non-fatal falling action |
| 8575 | -1 // Index of giblets action |
8575 | -1 // Index of giblets action |
| 8576 | 2 // Number of actions |
8576 | 2 // Number of actions |
| 8577 | // |
8577 | // Action #0 - standing there |
| 8578 | 0,100 // Danger level, percentage chance |
8578 | 0,100 // Danger level, percentage chance |
| 8579 | 0,0 // Initial speed, looping speed |
8579 | 0,0 // Initial speed, looping speed |
| 8580 | 0 // Reaction time for this action |
8580 | 0 // Reaction time for this action |
| 8581 | 0 // Sounds |
8581 | 0 // Sounds |
| 8582 | 3 // Number of sequences for this action |
8582 | 3 // Number of sequences for this action |
| 8583 | 10,0 // Max bearing, sequence index |
8583 | 10,0 // Max bearing, sequence index |
| 8584 | 350,1 // Max bearing, sequence index |
8584 | 350,1 // Max bearing, sequence index |
| 8585 | 360,0 // Max bearing, sequence index |
8585 | 360,0 // Max bearing, sequence index |
| 8586 | // |
8586 | // Action #1 - exploding |
| 8587 | 1000,0 // Danger level, percentage chance |
8587 | 1000,0 // Danger level, percentage chance |
| 8588 | 0,0 // Initial speed, looping speed |
8588 | 0,0 // Initial speed, looping speed |
| 8589 | 0 // Reaction time for this action |
8589 | 0 // Reaction time for this action |
| 8590 | 0 // Sounds |
8590 | 0 // Sounds |
| 8591 | 1 // Number of sequences for this action |
8591 | 1 // Number of sequences for this action |
| 8592 | 360,2 // Max bearing, sequence index |
8592 | 360,2 // Max bearing, sequence index |
| 8593 | 3 // Number of sequences |
8593 | 3 // Number of sequences |
| 8594 | // |
8594 | // Sequence #0 - standing there |
| 8595 | collide // Include this frame in collision calcs |
8595 | collide // Include this frame in collision calcs |
| 8596 | fixed // Frame rate type |
8596 | fixed // Frame rate type |
| 8597 | 1 // Number of initial frames |
8597 | 1 // Number of initial frames |
| 8598 | ORDRUM1.PIX |
8598 | ORDRUM1.PIX |
| 8599 | 0,0,flipped |
8599 | 0,0,flipped |
| 8600 | 0 // Number of looping frames |
8600 | 0 // Number of looping frames |
| 8601 | // |
8601 | // Sequence #1 - standing there |
| 8602 | collide // Include this frame in collision calcs |
8602 | collide // Include this frame in collision calcs |
| 8603 | fixed // Frame rate type |
8603 | fixed // Frame rate type |
| 8604 | 1 // Number of initial frames |
8604 | 1 // Number of initial frames |
| 8605 | ORDRUM2.PIX |
8605 | ORDRUM2.PIX |
| 8606 | 0,0,flipped |
8606 | 0,0,flipped |
| Line 8642... | Line 8642... | ||
| 8642 | -1 // Index of after-non-fatal-impact action |
8642 | -1 // Index of after-non-fatal-impact action |
| 8643 | -1 // Index of fatal falling action |
8643 | -1 // Index of fatal falling action |
| 8644 | -1 // Index of non-fatal falling action |
8644 | -1 // Index of non-fatal falling action |
| 8645 | -1 // Index of giblets action |
8645 | -1 // Index of giblets action |
| 8646 | 2 // Number of actions |
8646 | 2 // Number of actions |
| 8647 | // |
8647 | // Action #0 - standing there |
| 8648 | 0,100 // Danger level, percentage chance |
8648 | 0,100 // Danger level, percentage chance |
| 8649 | 0,0 // Initial speed, looping speed |
8649 | 0,0 // Initial speed, looping speed |
| 8650 | 0 // Reaction time for this action |
8650 | 0 // Reaction time for this action |
| 8651 | 0 // Sounds |
8651 | 0 // Sounds |
| 8652 | 3 // Number of sequences for this action |
8652 | 3 // Number of sequences for this action |
| 8653 | 10,0 // Max bearing, sequence index |
8653 | 10,0 // Max bearing, sequence index |
| 8654 | 350,1 // Max bearing, sequence index |
8654 | 350,1 // Max bearing, sequence index |
| 8655 | 360,0 // Max bearing, sequence index |
8655 | 360,0 // Max bearing, sequence index |
| 8656 | // |
8656 | // Action #1 - exploding |
| 8657 | 1000,0 // Danger level, percentage chance |
8657 | 1000,0 // Danger level, percentage chance |
| 8658 | 0,0 // Initial speed, looping speed |
8658 | 0,0 // Initial speed, looping speed |
| 8659 | 0 // Reaction time for this action |
8659 | 0 // Reaction time for this action |
| 8660 | 0 // Sounds |
8660 | 0 // Sounds |
| 8661 | 1 // Number of sequences for this action |
8661 | 1 // Number of sequences for this action |
| 8662 | 360,2 // Max bearing, sequence index |
8662 | 360,2 // Max bearing, sequence index |
| 8663 | 3 // Number of sequences |
8663 | 3 // Number of sequences |
| 8664 | // |
8664 | // Sequence #0 - standing there |
| 8665 | collide // Include this frame in collision calcs |
8665 | collide // Include this frame in collision calcs |
| 8666 | fixed // Frame rate type |
8666 | fixed // Frame rate type |
| 8667 | 1 // Number of initial frames |
8667 | 1 // Number of initial frames |
| 8668 | QTYRES1.PIX |
8668 | QTYRES1.PIX |
| 8669 | 0,0,flipped |
8669 | 0,0,flipped |
| 8670 | 0 // Number of looping frames |
8670 | 0 // Number of looping frames |
| 8671 | // |
8671 | // Sequence #1 - standing there |
| 8672 | collide // Include this frame in collision calcs |
8672 | collide // Include this frame in collision calcs |
| 8673 | fixed // Frame rate type |
8673 | fixed // Frame rate type |
| 8674 | 1 // Number of initial frames |
8674 | 1 // Number of initial frames |
| 8675 | QTYRES2.PIX |
8675 | QTYRES2.PIX |
| 8676 | 0,0,flipped |
8676 | 0,0,flipped |
| Line 8712... | Line 8712... | ||
| 8712 | -1 // Index of after-non-fatal-impact action |
8712 | -1 // Index of after-non-fatal-impact action |
| 8713 | -1 // Index of fatal falling action |
8713 | -1 // Index of fatal falling action |
| 8714 | -1 // Index of non-fatal falling action |
8714 | -1 // Index of non-fatal falling action |
| 8715 | -1 // Index of giblets action |
8715 | -1 // Index of giblets action |
| 8716 | 2 // Number of actions |
8716 | 2 // Number of actions |
| 8717 | // |
8717 | // Action #0 - standing there |
| 8718 | 0,100 // Danger level, percentage chance |
8718 | 0,100 // Danger level, percentage chance |
| 8719 | 0,0 // Initial speed, looping speed |
8719 | 0,0 // Initial speed, looping speed |
| 8720 | 0 // Reaction time for this action |
8720 | 0 // Reaction time for this action |
| 8721 | 0 // Sounds |
8721 | 0 // Sounds |
| 8722 | 3 // Number of sequences for this action |
8722 | 3 // Number of sequences for this action |
| 8723 | 10,0 // Max bearing, sequence index |
8723 | 10,0 // Max bearing, sequence index |
| 8724 | 350,1 // Max bearing, sequence index |
8724 | 350,1 // Max bearing, sequence index |
| 8725 | 360,0 // Max bearing, sequence index |
8725 | 360,0 // Max bearing, sequence index |
| 8726 | // |
8726 | // Action #1 - exploding |
| 8727 | 1000,0 // Danger level, percentage chance |
8727 | 1000,0 // Danger level, percentage chance |
| 8728 | 0,0 // Initial speed, looping speed |
8728 | 0,0 // Initial speed, looping speed |
| 8729 | 0 // Reaction time for this action |
8729 | 0 // Reaction time for this action |
| 8730 | 0 // Sounds |
8730 | 0 // Sounds |
| 8731 | 1 // Number of sequences for this action |
8731 | 1 // Number of sequences for this action |
| 8732 | 360,2 // Max bearing, sequence index |
8732 | 360,2 // Max bearing, sequence index |
| 8733 | 3 // Number of sequences |
8733 | 3 // Number of sequences |
| 8734 | // |
8734 | // Sequence #0 - standing there |
| 8735 | collide // Include this frame in collision calcs |
8735 | collide // Include this frame in collision calcs |
| 8736 | fixed // Frame rate type |
8736 | fixed // Frame rate type |
| 8737 | 1 // Number of initial frames |
8737 | 1 // Number of initial frames |
| 8738 | QTYRES1.PIX |
8738 | QTYRES1.PIX |
| 8739 | 0,0,flipped |
8739 | 0,0,flipped |
| 8740 | 0 // Number of looping frames |
8740 | 0 // Number of looping frames |
| 8741 | // |
8741 | // Sequence #1 - standing there |
| 8742 | collide // Include this frame in collision calcs |
8742 | collide // Include this frame in collision calcs |
| 8743 | fixed // Frame rate type |
8743 | fixed // Frame rate type |
| 8744 | 1 // Number of initial frames |
8744 | 1 // Number of initial frames |
| 8745 | QTYRES2.PIX |
8745 | QTYRES2.PIX |
| 8746 | 0,0,flipped |
8746 | 0,0,flipped |
| Line 8782... | Line 8782... | ||
| 8782 | -1 // Index of after-non-fatal-impact action |
8782 | -1 // Index of after-non-fatal-impact action |
| 8783 | -1 // Index of fatal falling action |
8783 | -1 // Index of fatal falling action |
| 8784 | -1 // Index of non-fatal falling action |
8784 | -1 // Index of non-fatal falling action |
| 8785 | -1 // Index of giblets action |
8785 | -1 // Index of giblets action |
| 8786 | 2 // Number of actions |
8786 | 2 // Number of actions |
| 8787 | // |
8787 | // Action #0 - standing there |
| 8788 | 0,100 // Danger level, percentage chance |
8788 | 0,100 // Danger level, percentage chance |
| 8789 | 0,0 // Initial speed, looping speed |
8789 | 0,0 // Initial speed, looping speed |
| 8790 | 0 // Reaction time for this action |
8790 | 0 // Reaction time for this action |
| 8791 | 0 // Sounds |
8791 | 0 // Sounds |
| 8792 | 3 // Number of sequences for this action |
8792 | 3 // Number of sequences for this action |
| 8793 | 10,0 // Max bearing, sequence index |
8793 | 10,0 // Max bearing, sequence index |
| 8794 | 350,1 // Max bearing, sequence index |
8794 | 350,1 // Max bearing, sequence index |
| 8795 | 360,0 // Max bearing, sequence index |
8795 | 360,0 // Max bearing, sequence index |
| 8796 | // |
8796 | // Action #1 - exploding |
| 8797 | 1000,0 // Danger level, percentage chance |
8797 | 1000,0 // Danger level, percentage chance |
| 8798 | 0,0 // Initial speed, looping speed |
8798 | 0,0 // Initial speed, looping speed |
| 8799 | 0 // Reaction time for this action |
8799 | 0 // Reaction time for this action |
| 8800 | 0 // Sounds |
8800 | 0 // Sounds |
| 8801 | 1 // Number of sequences for this action |
8801 | 1 // Number of sequences for this action |
| 8802 | 360,2 // Max bearing, sequence index |
8802 | 360,2 // Max bearing, sequence index |
| 8803 | 3 // Number of sequences |
8803 | 3 // Number of sequences |
| 8804 | // |
8804 | // Sequence #0 - standing there |
| 8805 | collide // Include this frame in collision calcs |
8805 | collide // Include this frame in collision calcs |
| 8806 | fixed // Frame rate type |
8806 | fixed // Frame rate type |
| 8807 | 1 // Number of initial frames |
8807 | 1 // Number of initial frames |
| 8808 | OTYRES1.PIX |
8808 | OTYRES1.PIX |
| 8809 | 0,0,flipped |
8809 | 0,0,flipped |
| 8810 | 0 // Number of looping frames |
8810 | 0 // Number of looping frames |
| 8811 | // |
8811 | // Sequence #1 - standing there |
| 8812 | collide // Include this frame in collision calcs |
8812 | collide // Include this frame in collision calcs |
| 8813 | fixed // Frame rate type |
8813 | fixed // Frame rate type |
| 8814 | 1 // Number of initial frames |
8814 | 1 // Number of initial frames |
| 8815 | OTYRES2.PIX |
8815 | OTYRES2.PIX |
| 8816 | 0,0,flipped |
8816 | 0,0,flipped |
| Line 8852... | Line 8852... | ||
| 8852 | -1 // Index of after-non-fatal-impact action |
8852 | -1 // Index of after-non-fatal-impact action |
| 8853 | -1 // Index of fatal falling action |
8853 | -1 // Index of fatal falling action |
| 8854 | -1 // Index of non-fatal falling action |
8854 | -1 // Index of non-fatal falling action |
| 8855 | -1 // Index of giblets action |
8855 | -1 // Index of giblets action |
| 8856 | 2 // Number of actions |
8856 | 2 // Number of actions |
| 8857 | // |
8857 | // Action #0 - standing there |
| 8858 | 0,100 // Danger level, percentage chance |
8858 | 0,100 // Danger level, percentage chance |
| 8859 | 0,0 // Initial speed, looping speed |
8859 | 0,0 // Initial speed, looping speed |
| 8860 | 0 // Reaction time for this action |
8860 | 0 // Reaction time for this action |
| 8861 | 0 // Sounds |
8861 | 0 // Sounds |
| 8862 | 3 // Number of sequences for this action |
8862 | 3 // Number of sequences for this action |
| 8863 | 10,0 // Max bearing, sequence index |
8863 | 10,0 // Max bearing, sequence index |
| 8864 | 350,1 // Max bearing, sequence index |
8864 | 350,1 // Max bearing, sequence index |
| 8865 | 360,0 // Max bearing, sequence index |
8865 | 360,0 // Max bearing, sequence index |
| 8866 | // |
8866 | // Action #1 - exploding |
| 8867 | 1000,0 // Danger level, percentage chance |
8867 | 1000,0 // Danger level, percentage chance |
| 8868 | 0,0 // Initial speed, looping speed |
8868 | 0,0 // Initial speed, looping speed |
| 8869 | 0 // Reaction time for this action |
8869 | 0 // Reaction time for this action |
| 8870 | 0 // Sounds |
8870 | 0 // Sounds |
| 8871 | 1 // Number of sequences for this action |
8871 | 1 // Number of sequences for this action |
| 8872 | 360,2 // Max bearing, sequence index |
8872 | 360,2 // Max bearing, sequence index |
| 8873 | 3 // Number of sequences |
8873 | 3 // Number of sequences |
| 8874 | // |
8874 | // Sequence #0 - standing there |
| 8875 | collide // Include this frame in collision calcs |
8875 | collide // Include this frame in collision calcs |
| 8876 | fixed // Frame rate type |
8876 | fixed // Frame rate type |
| 8877 | 1 // Number of initial frames |
8877 | 1 // Number of initial frames |
| 8878 | OTYRES1.PIX |
8878 | OTYRES1.PIX |
| 8879 | 0,0,flipped |
8879 | 0,0,flipped |
| 8880 | 0 // Number of looping frames |
8880 | 0 // Number of looping frames |
| 8881 | // |
8881 | // Sequence #1 - standing there |
| 8882 | collide // Include this frame in collision calcs |
8882 | collide // Include this frame in collision calcs |
| 8883 | fixed // Frame rate type |
8883 | fixed // Frame rate type |
| 8884 | 1 // Number of initial frames |
8884 | 1 // Number of initial frames |
| 8885 | OTYRES2.PIX |
8885 | OTYRES2.PIX |
| 8886 | 0,0,flipped |
8886 | 0,0,flipped |
| Line 8922... | Line 8922... | ||
| 8922 | -1 // Index of after-non-fatal-impact action |
8922 | -1 // Index of after-non-fatal-impact action |
| 8923 | -1 // Index of fatal falling action |
8923 | -1 // Index of fatal falling action |
| 8924 | -1 // Index of non-fatal falling action |
8924 | -1 // Index of non-fatal falling action |
| 8925 | -1 // Index of giblets action |
8925 | -1 // Index of giblets action |
| 8926 | 2 // Number of actions |
8926 | 2 // Number of actions |
| 8927 | // |
8927 | // Action #0 - standing there |
| 8928 | 0,100 // Danger level, percentage chance |
8928 | 0,100 // Danger level, percentage chance |
| 8929 | 0,0 // Initial speed, looping speed |
8929 | 0,0 // Initial speed, looping speed |
| 8930 | 0 // Reaction time for this action |
8930 | 0 // Reaction time for this action |
| 8931 | 0 // Sounds |
8931 | 0 // Sounds |
| 8932 | 3 // Number of sequences for this action |
8932 | 3 // Number of sequences for this action |
| 8933 | 10,0 // Max bearing, sequence index |
8933 | 10,0 // Max bearing, sequence index |
| 8934 | 350,1 // Max bearing, sequence index |
8934 | 350,1 // Max bearing, sequence index |
| 8935 | 360,0 // Max bearing, sequence index |
8935 | 360,0 // Max bearing, sequence index |
| 8936 | // |
8936 | // Action #1 - exploding |
| 8937 | 1000,0 // Danger level, percentage chance |
8937 | 1000,0 // Danger level, percentage chance |
| 8938 | 0,0 // Initial speed, looping speed |
8938 | 0,0 // Initial speed, looping speed |
| 8939 | 0 // Reaction time for this action |
8939 | 0 // Reaction time for this action |
| 8940 | 0 // Sounds |
8940 | 0 // Sounds |
| 8941 | 1 // Number of sequences for this action |
8941 | 1 // Number of sequences for this action |
| 8942 | 360,2 // Max bearing, sequence index |
8942 | 360,2 // Max bearing, sequence index |
| 8943 | 3 // Number of sequences |
8943 | 3 // Number of sequences |
| 8944 | // |
8944 | // Sequence #0 - standing there |
| 8945 | collide // Include this frame in collision calcs |
8945 | collide // Include this frame in collision calcs |
| 8946 | fixed // Frame rate type |
8946 | fixed // Frame rate type |
| 8947 | 1 // Number of initial frames |
8947 | 1 // Number of initial frames |
| 8948 | ORDRUM1.PIX |
8948 | ORDRUM1.PIX |
| 8949 | 0,0,flipped |
8949 | 0,0,flipped |
| 8950 | 0 // Number of looping frames |
8950 | 0 // Number of looping frames |
| 8951 | // |
8951 | // Sequence #1 - standing there |
| 8952 | collide // Include this frame in collision calcs |
8952 | collide // Include this frame in collision calcs |
| 8953 | fixed // Frame rate type |
8953 | fixed // Frame rate type |
| 8954 | 1 // Number of initial frames |
8954 | 1 // Number of initial frames |
| 8955 | ORDRUM2.PIX |
8955 | ORDRUM2.PIX |
| 8956 | 0,0,flipped |
8956 | 0,0,flipped |
| Line 8992... | Line 8992... | ||
| 8992 | -1 // Index of after-non-fatal-impact action |
8992 | -1 // Index of after-non-fatal-impact action |
| 8993 | -1 // Index of fatal falling action |
8993 | -1 // Index of fatal falling action |
| 8994 | -1 // Index of non-fatal falling action |
8994 | -1 // Index of non-fatal falling action |
| 8995 | -1 // Index of giblets action |
8995 | -1 // Index of giblets action |
| 8996 | 2 // Number of actions |
8996 | 2 // Number of actions |
| 8997 | // |
8997 | // Action #0 - standing there |
| 8998 | 0,100 // Danger level, percentage chance |
8998 | 0,100 // Danger level, percentage chance |
| 8999 | 0,0 // Initial speed, looping speed |
8999 | 0,0 // Initial speed, looping speed |
| 9000 | 0 // Reaction time for this action |
9000 | 0 // Reaction time for this action |
| 9001 | 0 // Sounds |
9001 | 0 // Sounds |
| 9002 | 3 // Number of sequences for this action |
9002 | 3 // Number of sequences for this action |
| 9003 | 10,0 // Max bearing, sequence index |
9003 | 10,0 // Max bearing, sequence index |
| 9004 | 350,1 // Max bearing, sequence index |
9004 | 350,1 // Max bearing, sequence index |
| 9005 | 360,0 // Max bearing, sequence index |
9005 | 360,0 // Max bearing, sequence index |
| 9006 | // |
9006 | // Action #1 - exploding |
| 9007 | 1000,0 // Danger level, percentage chance |
9007 | 1000,0 // Danger level, percentage chance |
| 9008 | 0,0 // Initial speed, looping speed |
9008 | 0,0 // Initial speed, looping speed |
| 9009 | 0 // Reaction time for this action |
9009 | 0 // Reaction time for this action |
| 9010 | 0 // Sounds |
9010 | 0 // Sounds |
| 9011 | 1 // Number of sequences for this action |
9011 | 1 // Number of sequences for this action |
| 9012 | 360,2 // Max bearing, sequence index |
9012 | 360,2 // Max bearing, sequence index |
| 9013 | 3 // Number of sequences |
9013 | 3 // Number of sequences |
| 9014 | // |
9014 | // Sequence #0 - standing there |
| 9015 | collide // Include this frame in collision calcs |
9015 | collide // Include this frame in collision calcs |
| 9016 | fixed // Frame rate type |
9016 | fixed // Frame rate type |
| 9017 | 1 // Number of initial frames |
9017 | 1 // Number of initial frames |
| 9018 | QGDRUM1.PIX |
9018 | QGDRUM1.PIX |
| 9019 | 0,0,flipped |
9019 | 0,0,flipped |
| 9020 | 0 // Number of looping frames |
9020 | 0 // Number of looping frames |
| 9021 | // |
9021 | // Sequence #1 - standing there |
| 9022 | collide // Include this frame in collision calcs |
9022 | collide // Include this frame in collision calcs |
| 9023 | fixed // Frame rate type |
9023 | fixed // Frame rate type |
| 9024 | 1 // Number of initial frames |
9024 | 1 // Number of initial frames |
| 9025 | QGDRUM2.PIX |
9025 | QGDRUM2.PIX |
| 9026 | 0,0,flipped |
9026 | 0,0,flipped |
| Line 9062... | Line 9062... | ||
| 9062 | -1 // Index of after-non-fatal-impact action |
9062 | -1 // Index of after-non-fatal-impact action |
| 9063 | -1 // Index of fatal falling action |
9063 | -1 // Index of fatal falling action |
| 9064 | -1 // Index of non-fatal falling action |
9064 | -1 // Index of non-fatal falling action |
| 9065 | -1 // Index of giblets action |
9065 | -1 // Index of giblets action |
| 9066 | 2 // Number of actions |
9066 | 2 // Number of actions |
| 9067 | // |
9067 | // Action #0 - standing there |
| 9068 | 0,100 // Danger level, percentage chance |
9068 | 0,100 // Danger level, percentage chance |
| 9069 | 0,0 // Initial speed, looping speed |
9069 | 0,0 // Initial speed, looping speed |
| 9070 | 0 // Reaction time for this action |
9070 | 0 // Reaction time for this action |
| 9071 | 0 // Sounds |
9071 | 0 // Sounds |
| 9072 | 3 // Number of sequences for this action |
9072 | 3 // Number of sequences for this action |
| 9073 | 10,0 // Max bearing, sequence index |
9073 | 10,0 // Max bearing, sequence index |
| 9074 | 350,1 // Max bearing, sequence index |
9074 | 350,1 // Max bearing, sequence index |
| 9075 | 360,0 // Max bearing, sequence index |
9075 | 360,0 // Max bearing, sequence index |
| 9076 | // |
9076 | // Action #1 - exploding |
| 9077 | 1000,0 // Danger level, percentage chance |
9077 | 1000,0 // Danger level, percentage chance |
| 9078 | 0,0 // Initial speed, looping speed |
9078 | 0,0 // Initial speed, looping speed |
| 9079 | 0 // Reaction time for this action |
9079 | 0 // Reaction time for this action |
| 9080 | 0 // Sounds |
9080 | 0 // Sounds |
| 9081 | 1 // Number of sequences for this action |
9081 | 1 // Number of sequences for this action |
| 9082 | 360,2 // Max bearing, sequence index |
9082 | 360,2 // Max bearing, sequence index |
| 9083 | 3 // Number of sequences |
9083 | 3 // Number of sequences |
| 9084 | // |
9084 | // Sequence #0 - standing there |
| 9085 | collide // Include this frame in collision calcs |
9085 | collide // Include this frame in collision calcs |
| 9086 | fixed // Frame rate type |
9086 | fixed // Frame rate type |
| 9087 | 1 // Number of initial frames |
9087 | 1 // Number of initial frames |
| 9088 | QRDRUM1.PIX |
9088 | QRDRUM1.PIX |
| 9089 | 0,0,flipped |
9089 | 0,0,flipped |
| 9090 | 0 // Number of looping frames |
9090 | 0 // Number of looping frames |
| 9091 | // |
9091 | // Sequence #1 - standing there |
| 9092 | collide // Include this frame in collision calcs |
9092 | collide // Include this frame in collision calcs |
| 9093 | fixed // Frame rate type |
9093 | fixed // Frame rate type |
| 9094 | 1 // Number of initial frames |
9094 | 1 // Number of initial frames |
| 9095 | QRDRUM2.PIX |
9095 | QRDRUM2.PIX |
| 9096 | 0,0,flipped |
9096 | 0,0,flipped |
| Line 9132... | Line 9132... | ||
| 9132 | -1 // Index of after-non-fatal-impact action |
9132 | -1 // Index of after-non-fatal-impact action |
| 9133 | -1 // Index of fatal falling action |
9133 | -1 // Index of fatal falling action |
| 9134 | -1 // Index of non-fatal falling action |
9134 | -1 // Index of non-fatal falling action |
| 9135 | -1 // Index of giblets action |
9135 | -1 // Index of giblets action |
| 9136 | 2 // Number of actions |
9136 | 2 // Number of actions |
| 9137 | // |
9137 | // Action #0 - standing there |
| 9138 | 0,100 // Danger level, percentage chance |
9138 | 0,100 // Danger level, percentage chance |
| 9139 | 0,0 // Initial speed, looping speed |
9139 | 0,0 // Initial speed, looping speed |
| 9140 | 0 // Reaction time for this action |
9140 | 0 // Reaction time for this action |
| 9141 | 0 // Sounds |
9141 | 0 // Sounds |
| 9142 | 3 // Number of sequences for this action |
9142 | 3 // Number of sequences for this action |
| 9143 | 10,0 // Max bearing, sequence index |
9143 | 10,0 // Max bearing, sequence index |
| 9144 | 350,1 // Max bearing, sequence index |
9144 | 350,1 // Max bearing, sequence index |
| 9145 | 360,0 // Max bearing, sequence index |
9145 | 360,0 // Max bearing, sequence index |
| 9146 | // |
9146 | // Action #1 - exploding |
| 9147 | 1000,0 // Danger level, percentage chance |
9147 | 1000,0 // Danger level, percentage chance |
| 9148 | 0,0 // Initial speed, looping speed |
9148 | 0,0 // Initial speed, looping speed |
| 9149 | 0 // Reaction time for this action |
9149 | 0 // Reaction time for this action |
| 9150 | 0 // Sounds |
9150 | 0 // Sounds |
| 9151 | 1 // Number of sequences for this action |
9151 | 1 // Number of sequences for this action |
| 9152 | 360,2 // Max bearing, sequence index |
9152 | 360,2 // Max bearing, sequence index |
| 9153 | 3 // Number of sequences |
9153 | 3 // Number of sequences |
| 9154 | // |
9154 | // Sequence #0 - standing there |
| 9155 | collide // Include this frame in collision calcs |
9155 | collide // Include this frame in collision calcs |
| 9156 | fixed // Frame rate type |
9156 | fixed // Frame rate type |
| 9157 | 1 // Number of initial frames |
9157 | 1 // Number of initial frames |
| 9158 | QCYLNDR1.PIX |
9158 | QCYLNDR1.PIX |
| 9159 | 0,0,flipped |
9159 | 0,0,flipped |
| 9160 | 0 // Number of looping frames |
9160 | 0 // Number of looping frames |
| 9161 | // |
9161 | // Sequence #1 - standing there |
| 9162 | collide // Include this frame in collision calcs |
9162 | collide // Include this frame in collision calcs |
| 9163 | fixed // Frame rate type |
9163 | fixed // Frame rate type |
| 9164 | 1 // Number of initial frames |
9164 | 1 // Number of initial frames |
| 9165 | QCYLNDR2.PIX |
9165 | QCYLNDR2.PIX |
| 9166 | 0,0,flipped |
9166 | 0,0,flipped |
| Line 9202... | Line 9202... | ||
| 9202 | -1 // Index of after-non-fatal-impact action |
9202 | -1 // Index of after-non-fatal-impact action |
| 9203 | -1 // Index of fatal falling action |
9203 | -1 // Index of fatal falling action |
| 9204 | -1 // Index of non-fatal falling action |
9204 | -1 // Index of non-fatal falling action |
| 9205 | -1 // Index of giblets action |
9205 | -1 // Index of giblets action |
| 9206 | 2 // Number of actions |
9206 | 2 // Number of actions |
| 9207 | // |
9207 | // Action #0 - standing there |
| 9208 | 0,100 // Danger level, percentage chance |
9208 | 0,100 // Danger level, percentage chance |
| 9209 | 0,0 // Initial speed, looping speed |
9209 | 0,0 // Initial speed, looping speed |
| 9210 | 0 // Reaction time for this action |
9210 | 0 // Reaction time for this action |
| 9211 | 0 // Sounds |
9211 | 0 // Sounds |
| 9212 | 3 // Number of sequences for this action |
9212 | 3 // Number of sequences for this action |
| 9213 | 10,0 // Max bearing, sequence index |
9213 | 10,0 // Max bearing, sequence index |
| 9214 | 350,1 // Max bearing, sequence index |
9214 | 350,1 // Max bearing, sequence index |
| 9215 | 360,0 // Max bearing, sequence index |
9215 | 360,0 // Max bearing, sequence index |
| 9216 | // |
9216 | // Action #1 - exploding |
| 9217 | 1000,0 // Danger level, percentage chance |
9217 | 1000,0 // Danger level, percentage chance |
| 9218 | 0,0 // Initial speed, looping speed |
9218 | 0,0 // Initial speed, looping speed |
| 9219 | 0 // Reaction time for this action |
9219 | 0 // Reaction time for this action |
| 9220 | 0 // Sounds |
9220 | 0 // Sounds |
| 9221 | 1 // Number of sequences for this action |
9221 | 1 // Number of sequences for this action |
| 9222 | 360,2 // Max bearing, sequence index |
9222 | 360,2 // Max bearing, sequence index |
| 9223 | 3 // Number of sequences |
9223 | 3 // Number of sequences |
| 9224 | // |
9224 | // Sequence #0 - standing there |
| 9225 | collide // Include this frame in collision calcs |
9225 | collide // Include this frame in collision calcs |
| 9226 | fixed // Frame rate type |
9226 | fixed // Frame rate type |
| 9227 | 1 // Number of initial frames |
9227 | 1 // Number of initial frames |
| 9228 | QYDRUM1.PIX |
9228 | QYDRUM1.PIX |
| 9229 | 0,0,flipped |
9229 | 0,0,flipped |
| 9230 | 0 // Number of looping frames |
9230 | 0 // Number of looping frames |
| 9231 | // |
9231 | // Sequence #1 - standing there |
| 9232 | collide // Include this frame in collision calcs |
9232 | collide // Include this frame in collision calcs |
| 9233 | fixed // Frame rate type |
9233 | fixed // Frame rate type |
| 9234 | 1 // Number of initial frames |
9234 | 1 // Number of initial frames |
| 9235 | QYDRUM2.PIX |
9235 | QYDRUM2.PIX |
| 9236 | 0,0,flipped |
9236 | 0,0,flipped |
| Line 9272... | Line 9272... | ||
| 9272 | -1 // Index of after-non-fatal-impact action |
9272 | -1 // Index of after-non-fatal-impact action |
| 9273 | -1 // Index of fatal falling action |
9273 | -1 // Index of fatal falling action |
| 9274 | -1 // Index of non-fatal falling action |
9274 | -1 // Index of non-fatal falling action |
| 9275 | -1 // Index of giblets action |
9275 | -1 // Index of giblets action |
| 9276 | 2 // Number of actions |
9276 | 2 // Number of actions |
| 9277 | // |
9277 | // Action #0 - standing there |
| 9278 | 0,100 // Danger level, percentage chance |
9278 | 0,100 // Danger level, percentage chance |
| 9279 | 0,0 // Initial speed, looping speed |
9279 | 0,0 // Initial speed, looping speed |
| 9280 | 0 // Reaction time for this action |
9280 | 0 // Reaction time for this action |
| 9281 | 0 // Sounds |
9281 | 0 // Sounds |
| 9282 | 3 // Number of sequences for this action |
9282 | 3 // Number of sequences for this action |
| 9283 | 10,0 // Max bearing, sequence index |
9283 | 10,0 // Max bearing, sequence index |
| 9284 | 350,1 // Max bearing, sequence index |
9284 | 350,1 // Max bearing, sequence index |
| 9285 | 360,0 // Max bearing, sequence index |
9285 | 360,0 // Max bearing, sequence index |
| 9286 | // |
9286 | // Action #1 - exploding |
| 9287 | 1000,0 // Danger level, percentage chance |
9287 | 1000,0 // Danger level, percentage chance |
| 9288 | 0,0 // Initial speed, looping speed |
9288 | 0,0 // Initial speed, looping speed |
| 9289 | 0 // Reaction time for this action |
9289 | 0 // Reaction time for this action |
| 9290 | 0 // Sounds |
9290 | 0 // Sounds |
| 9291 | 1 // Number of sequences for this action |
9291 | 1 // Number of sequences for this action |
| 9292 | 360,2 // Max bearing, sequence index |
9292 | 360,2 // Max bearing, sequence index |
| 9293 | 3 // Number of sequences |
9293 | 3 // Number of sequences |
| 9294 | // |
9294 | // Sequence #0 - standing there |
| 9295 | collide // Include this frame in collision calcs |
9295 | collide // Include this frame in collision calcs |
| 9296 | fixed // Frame rate type |
9296 | fixed // Frame rate type |
| 9297 | 1 // Number of initial frames |
9297 | 1 // Number of initial frames |
| 9298 | ORDRUM1.PIX |
9298 | ORDRUM1.PIX |
| 9299 | 0,0,flipped |
9299 | 0,0,flipped |
| 9300 | 0 // Number of looping frames |
9300 | 0 // Number of looping frames |
| 9301 | // |
9301 | // Sequence #1 - standing there |
| 9302 | collide // Include this frame in collision calcs |
9302 | collide // Include this frame in collision calcs |
| 9303 | fixed // Frame rate type |
9303 | fixed // Frame rate type |
| 9304 | 1 // Number of initial frames |
9304 | 1 // Number of initial frames |
| 9305 | ORDRUM2.PIX |
9305 | ORDRUM2.PIX |
| 9306 | 0,0,flipped |
9306 | 0,0,flipped |
| Line 9342... | Line 9342... | ||
| 9342 | -1 // Index of after-non-fatal-impact action |
9342 | -1 // Index of after-non-fatal-impact action |
| 9343 | -1 // Index of fatal falling action |
9343 | -1 // Index of fatal falling action |
| 9344 | -1 // Index of non-fatal falling action |
9344 | -1 // Index of non-fatal falling action |
| 9345 | -1 // Index of giblets action |
9345 | -1 // Index of giblets action |
| 9346 | 2 // Number of actions |
9346 | 2 // Number of actions |
| 9347 | // |
9347 | // Action #0 - standing there |
| 9348 | 0,100 // Danger level, percentage chance |
9348 | 0,100 // Danger level, percentage chance |
| 9349 | 0,0 // Initial speed, looping speed |
9349 | 0,0 // Initial speed, looping speed |
| 9350 | 0 // Reaction time for this action |
9350 | 0 // Reaction time for this action |
| 9351 | 0 // Sounds |
9351 | 0 // Sounds |
| 9352 | 3 // Number of sequences for this action |
9352 | 3 // Number of sequences for this action |
| 9353 | 10,0 // Max bearing, sequence index |
9353 | 10,0 // Max bearing, sequence index |
| 9354 | 350,1 // Max bearing, sequence index |
9354 | 350,1 // Max bearing, sequence index |
| 9355 | 360,0 // Max bearing, sequence index |
9355 | 360,0 // Max bearing, sequence index |
| 9356 | // |
9356 | // Action #1 - exploding |
| 9357 | 1000,0 // Danger level, percentage chance |
9357 | 1000,0 // Danger level, percentage chance |
| 9358 | 0,0 // Initial speed, looping speed |
9358 | 0,0 // Initial speed, looping speed |
| 9359 | 0 // Reaction time for this action |
9359 | 0 // Reaction time for this action |
| 9360 | 0 // Sounds |
9360 | 0 // Sounds |
| 9361 | 1 // Number of sequences for this action |
9361 | 1 // Number of sequences for this action |
| 9362 | 360,2 // Max bearing, sequence index |
9362 | 360,2 // Max bearing, sequence index |
| 9363 | 3 // Number of sequences |
9363 | 3 // Number of sequences |
| 9364 | // |
9364 | // Sequence #0 - standing there |
| 9365 | collide // Include this frame in collision calcs |
9365 | collide // Include this frame in collision calcs |
| 9366 | fixed // Frame rate type |
9366 | fixed // Frame rate type |
| 9367 | 1 // Number of initial frames |
9367 | 1 // Number of initial frames |
| 9368 | QTYRES1.PIX |
9368 | QTYRES1.PIX |
| 9369 | 0,0,flipped |
9369 | 0,0,flipped |
| 9370 | 0 // Number of looping frames |
9370 | 0 // Number of looping frames |
| 9371 | // |
9371 | // Sequence #1 - standing there |
| 9372 | collide // Include this frame in collision calcs |
9372 | collide // Include this frame in collision calcs |
| 9373 | fixed // Frame rate type |
9373 | fixed // Frame rate type |
| 9374 | 1 // Number of initial frames |
9374 | 1 // Number of initial frames |
| 9375 | QTYRES2.PIX |
9375 | QTYRES2.PIX |
| 9376 | 0,0,flipped |
9376 | 0,0,flipped |
| Line 9412... | Line 9412... | ||
| 9412 | -1 // Index of after-non-fatal-impact action |
9412 | -1 // Index of after-non-fatal-impact action |
| 9413 | -1 // Index of fatal falling action |
9413 | -1 // Index of fatal falling action |
| 9414 | -1 // Index of non-fatal falling action |
9414 | -1 // Index of non-fatal falling action |
| 9415 | -1 // Index of giblets action |
9415 | -1 // Index of giblets action |
| 9416 | 2 // Number of actions |
9416 | 2 // Number of actions |
| 9417 | // |
9417 | // Action #0 - standing there |
| 9418 | 0,100 // Danger level, percentage chance |
9418 | 0,100 // Danger level, percentage chance |
| 9419 | 0,0 // Initial speed, looping speed |
9419 | 0,0 // Initial speed, looping speed |
| 9420 | 0 // Reaction time for this action |
9420 | 0 // Reaction time for this action |
| 9421 | 0 // Sounds |
9421 | 0 // Sounds |
| 9422 | 3 // Number of sequences for this action |
9422 | 3 // Number of sequences for this action |
| 9423 | 10,0 // Max bearing, sequence index |
9423 | 10,0 // Max bearing, sequence index |
| 9424 | 350,1 // Max bearing, sequence index |
9424 | 350,1 // Max bearing, sequence index |
| 9425 | 360,0 // Max bearing, sequence index |
9425 | 360,0 // Max bearing, sequence index |
| 9426 | // |
9426 | // Action #1 - exploding |
| 9427 | 1000,0 // Danger level, percentage chance |
9427 | 1000,0 // Danger level, percentage chance |
| 9428 | 0,0 // Initial speed, looping speed |
9428 | 0,0 // Initial speed, looping speed |
| 9429 | 0 // Reaction time for this action |
9429 | 0 // Reaction time for this action |
| 9430 | 0 // Sounds |
9430 | 0 // Sounds |
| 9431 | 1 // Number of sequences for this action |
9431 | 1 // Number of sequences for this action |
| 9432 | 360,2 // Max bearing, sequence index |
9432 | 360,2 // Max bearing, sequence index |
| 9433 | 3 // Number of sequences |
9433 | 3 // Number of sequences |
| 9434 | // |
9434 | // Sequence #0 - standing there |
| 9435 | collide // Include this frame in collision calcs |
9435 | collide // Include this frame in collision calcs |
| 9436 | fixed // Frame rate type |
9436 | fixed // Frame rate type |
| 9437 | 1 // Number of initial frames |
9437 | 1 // Number of initial frames |
| 9438 | QTYRES1.PIX |
9438 | QTYRES1.PIX |
| 9439 | 0,0,flipped |
9439 | 0,0,flipped |
| 9440 | 0 // Number of looping frames |
9440 | 0 // Number of looping frames |
| 9441 | // |
9441 | // Sequence #1 - standing there |
| 9442 | collide // Include this frame in collision calcs |
9442 | collide // Include this frame in collision calcs |
| 9443 | fixed // Frame rate type |
9443 | fixed // Frame rate type |
| 9444 | 1 // Number of initial frames |
9444 | 1 // Number of initial frames |
| 9445 | QTYRES2.PIX |
9445 | QTYRES2.PIX |
| 9446 | 0,0,flipped |
9446 | 0,0,flipped |
| Line 9482... | Line 9482... | ||
| 9482 | -1 // Index of after-non-fatal-impact action |
9482 | -1 // Index of after-non-fatal-impact action |
| 9483 | -1 // Index of fatal falling action |
9483 | -1 // Index of fatal falling action |
| 9484 | -1 // Index of non-fatal falling action |
9484 | -1 // Index of non-fatal falling action |
| 9485 | -1 // Index of giblets action |
9485 | -1 // Index of giblets action |
| 9486 | 2 // Number of actions |
9486 | 2 // Number of actions |
| 9487 | // |
9487 | // Action #0 - standing there |
| 9488 | 0,100 // Danger level, percentage chance |
9488 | 0,100 // Danger level, percentage chance |
| 9489 | 0,0 // Initial speed, looping speed |
9489 | 0,0 // Initial speed, looping speed |
| 9490 | 0 // Reaction time for this action |
9490 | 0 // Reaction time for this action |
| 9491 | 0 // Sounds |
9491 | 0 // Sounds |
| 9492 | 3 // Number of sequences for this action |
9492 | 3 // Number of sequences for this action |
| 9493 | 10,0 // Max bearing, sequence index |
9493 | 10,0 // Max bearing, sequence index |
| 9494 | 350,1 // Max bearing, sequence index |
9494 | 350,1 // Max bearing, sequence index |
| 9495 | 360,0 // Max bearing, sequence index |
9495 | 360,0 // Max bearing, sequence index |
| 9496 | // |
9496 | // Action #1 - exploding |
| 9497 | 1000,0 // Danger level, percentage chance |
9497 | 1000,0 // Danger level, percentage chance |
| 9498 | 0,0 // Initial speed, looping speed |
9498 | 0,0 // Initial speed, looping speed |
| 9499 | 0 // Reaction time for this action |
9499 | 0 // Reaction time for this action |
| 9500 | 0 // Sounds |
9500 | 0 // Sounds |
| 9501 | 1 // Number of sequences for this action |
9501 | 1 // Number of sequences for this action |
| 9502 | 360,2 // Max bearing, sequence index |
9502 | 360,2 // Max bearing, sequence index |
| 9503 | 3 // Number of sequences |
9503 | 3 // Number of sequences |
| 9504 | // |
9504 | // Sequence #0 - standing there |
| 9505 | collide // Include this frame in collision calcs |
9505 | collide // Include this frame in collision calcs |
| 9506 | fixed // Frame rate type |
9506 | fixed // Frame rate type |
| 9507 | 1 // Number of initial frames |
9507 | 1 // Number of initial frames |
| 9508 | OTYRES1.PIX |
9508 | OTYRES1.PIX |
| 9509 | 0,0,flipped |
9509 | 0,0,flipped |
| 9510 | 0 // Number of looping frames |
9510 | 0 // Number of looping frames |
| 9511 | // |
9511 | // Sequence #1 - standing there |
| 9512 | collide // Include this frame in collision calcs |
9512 | collide // Include this frame in collision calcs |
| 9513 | fixed // Frame rate type |
9513 | fixed // Frame rate type |
| 9514 | 1 // Number of initial frames |
9514 | 1 // Number of initial frames |
| 9515 | OTYRES2.PIX |
9515 | OTYRES2.PIX |
| 9516 | 0,0,flipped |
9516 | 0,0,flipped |
| Line 9552... | Line 9552... | ||
| 9552 | -1 // Index of after-non-fatal-impact action |
9552 | -1 // Index of after-non-fatal-impact action |
| 9553 | -1 // Index of fatal falling action |
9553 | -1 // Index of fatal falling action |
| 9554 | -1 // Index of non-fatal falling action |
9554 | -1 // Index of non-fatal falling action |
| 9555 | -1 // Index of giblets action |
9555 | -1 // Index of giblets action |
| 9556 | 2 // Number of actions |
9556 | 2 // Number of actions |
| 9557 | // |
9557 | // Action #0 - standing there |
| 9558 | 0,100 // Danger level, percentage chance |
9558 | 0,100 // Danger level, percentage chance |
| 9559 | 0,0 // Initial speed, looping speed |
9559 | 0,0 // Initial speed, looping speed |
| 9560 | 0 // Reaction time for this action |
9560 | 0 // Reaction time for this action |
| 9561 | 0 // Sounds |
9561 | 0 // Sounds |
| 9562 | 3 // Number of sequences for this action |
9562 | 3 // Number of sequences for this action |
| 9563 | 10,0 // Max bearing, sequence index |
9563 | 10,0 // Max bearing, sequence index |
| 9564 | 350,1 // Max bearing, sequence index |
9564 | 350,1 // Max bearing, sequence index |
| 9565 | 360,0 // Max bearing, sequence index |
9565 | 360,0 // Max bearing, sequence index |
| 9566 | // |
9566 | // Action #1 - exploding |
| 9567 | 1000,0 // Danger level, percentage chance |
9567 | 1000,0 // Danger level, percentage chance |
| 9568 | 0,0 // Initial speed, looping speed |
9568 | 0,0 // Initial speed, looping speed |
| 9569 | 0 // Reaction time for this action |
9569 | 0 // Reaction time for this action |
| 9570 | 0 // Sounds |
9570 | 0 // Sounds |
| 9571 | 1 // Number of sequences for this action |
9571 | 1 // Number of sequences for this action |
| 9572 | 360,2 // Max bearing, sequence index |
9572 | 360,2 // Max bearing, sequence index |
| 9573 | 3 // Number of sequences |
9573 | 3 // Number of sequences |
| 9574 | // |
9574 | // Sequence #0 - standing there |
| 9575 | collide // Include this frame in collision calcs |
9575 | collide // Include this frame in collision calcs |
| 9576 | fixed // Frame rate type |
9576 | fixed // Frame rate type |
| 9577 | 1 // Number of initial frames |
9577 | 1 // Number of initial frames |
| 9578 | OTYRES1.PIX |
9578 | OTYRES1.PIX |
| 9579 | 0,0,flipped |
9579 | 0,0,flipped |
| 9580 | 0 // Number of looping frames |
9580 | 0 // Number of looping frames |
| 9581 | // |
9581 | // Sequence #1 - standing there |
| 9582 | collide // Include this frame in collision calcs |
9582 | collide // Include this frame in collision calcs |
| 9583 | fixed // Frame rate type |
9583 | fixed // Frame rate type |
| 9584 | 1 // Number of initial frames |
9584 | 1 // Number of initial frames |
| 9585 | OTYRES2.PIX |
9585 | OTYRES2.PIX |
| 9586 | 0,0,flipped |
9586 | 0,0,flipped |
| Line 9622... | Line 9622... | ||
| 9622 | -1 // Index of after-non-fatal-impact action |
9622 | -1 // Index of after-non-fatal-impact action |
| 9623 | -1 // Index of fatal falling action |
9623 | -1 // Index of fatal falling action |
| 9624 | -1 // Index of non-fatal falling action |
9624 | -1 // Index of non-fatal falling action |
| 9625 | -1 // Index of giblets action |
9625 | -1 // Index of giblets action |
| 9626 | 2 // Number of actions |
9626 | 2 // Number of actions |
| 9627 | // |
9627 | // Action #0 - standing there |
| 9628 | 0,100 // Danger level, percentage chance |
9628 | 0,100 // Danger level, percentage chance |
| 9629 | 0,0 // Initial speed, looping speed |
9629 | 0,0 // Initial speed, looping speed |
| 9630 | 0 // Reaction time for this action |
9630 | 0 // Reaction time for this action |
| 9631 | 0 // Sounds |
9631 | 0 // Sounds |
| 9632 | 3 // Number of sequences for this action |
9632 | 3 // Number of sequences for this action |
| 9633 | 10,0 // Max bearing, sequence index |
9633 | 10,0 // Max bearing, sequence index |
| 9634 | 350,1 // Max bearing, sequence index |
9634 | 350,1 // Max bearing, sequence index |
| 9635 | 360,0 // Max bearing, sequence index |
9635 | 360,0 // Max bearing, sequence index |
| 9636 | // |
9636 | // Action #1 - exploding |
| 9637 | 1000,0 // Danger level, percentage chance |
9637 | 1000,0 // Danger level, percentage chance |
| 9638 | 0,0 // Initial speed, looping speed |
9638 | 0,0 // Initial speed, looping speed |
| 9639 | 0 // Reaction time for this action |
9639 | 0 // Reaction time for this action |
| 9640 | 0 // Sounds |
9640 | 0 // Sounds |
| 9641 | 1 // Number of sequences for this action |
9641 | 1 // Number of sequences for this action |
| 9642 | 360,2 // Max bearing, sequence index |
9642 | 360,2 // Max bearing, sequence index |
| 9643 | 3 // Number of sequences |
9643 | 3 // Number of sequences |
| 9644 | // |
9644 | // Sequence #0 - standing there |
| 9645 | collide // Include this frame in collision calcs |
9645 | collide // Include this frame in collision calcs |
| 9646 | fixed // Frame rate type |
9646 | fixed // Frame rate type |
| 9647 | 1 // Number of initial frames |
9647 | 1 // Number of initial frames |
| 9648 | ORDRUM1.PIX |
9648 | ORDRUM1.PIX |
| 9649 | 0,0,flipped |
9649 | 0,0,flipped |
| 9650 | 0 // Number of looping frames |
9650 | 0 // Number of looping frames |
| 9651 | // |
9651 | // Sequence #1 - standing there |
| 9652 | collide // Include this frame in collision calcs |
9652 | collide // Include this frame in collision calcs |
| 9653 | fixed // Frame rate type |
9653 | fixed // Frame rate type |
| 9654 | 1 // Number of initial frames |
9654 | 1 // Number of initial frames |
| 9655 | ORDRUM2.PIX |
9655 | ORDRUM2.PIX |
| 9656 | 0,0,flipped |
9656 | 0,0,flipped |
| Line 9692... | Line 9692... | ||
| 9692 | -1 // Index of after-non-fatal-impact action |
9692 | -1 // Index of after-non-fatal-impact action |
| 9693 | -1 // Index of fatal falling action |
9693 | -1 // Index of fatal falling action |
| 9694 | -1 // Index of non-fatal falling action |
9694 | -1 // Index of non-fatal falling action |
| 9695 | -1 // Index of giblets action |
9695 | -1 // Index of giblets action |
| 9696 | 2 // Number of actions |
9696 | 2 // Number of actions |
| 9697 | // |
9697 | // Action #0 - standing there |
| 9698 | 0,100 // Danger level, percentage chance |
9698 | 0,100 // Danger level, percentage chance |
| 9699 | 0,0 // Initial speed, looping speed |
9699 | 0,0 // Initial speed, looping speed |
| 9700 | 0 // Reaction time for this action |
9700 | 0 // Reaction time for this action |
| 9701 | 0 // Sounds |
9701 | 0 // Sounds |
| 9702 | 3 // Number of sequences for this action |
9702 | 3 // Number of sequences for this action |
| 9703 | 10,0 // Max bearing, sequence index |
9703 | 10,0 // Max bearing, sequence index |
| 9704 | 350,1 // Max bearing, sequence index |
9704 | 350,1 // Max bearing, sequence index |
| 9705 | 360,0 // Max bearing, sequence index |
9705 | 360,0 // Max bearing, sequence index |
| 9706 | // |
9706 | // Action #1 - exploding |
| 9707 | 1000,0 // Danger level, percentage chance |
9707 | 1000,0 // Danger level, percentage chance |
| 9708 | 0,0 // Initial speed, looping speed |
9708 | 0,0 // Initial speed, looping speed |
| 9709 | 0 // Reaction time for this action |
9709 | 0 // Reaction time for this action |
| 9710 | 0 // Sounds |
9710 | 0 // Sounds |
| 9711 | 1 // Number of sequences for this action |
9711 | 1 // Number of sequences for this action |
| 9712 | 360,2 // Max bearing, sequence index |
9712 | 360,2 // Max bearing, sequence index |
| 9713 | 3 // Number of sequences |
9713 | 3 // Number of sequences |
| 9714 | // |
9714 | // Sequence #0 - standing there |
| 9715 | collide // Include this frame in collision calcs |
9715 | collide // Include this frame in collision calcs |
| 9716 | fixed // Frame rate type |
9716 | fixed // Frame rate type |
| 9717 | 1 // Number of initial frames |
9717 | 1 // Number of initial frames |
| 9718 | QGDRUM1.PIX |
9718 | QGDRUM1.PIX |
| 9719 | 0,0,flipped |
9719 | 0,0,flipped |
| 9720 | 0 // Number of looping frames |
9720 | 0 // Number of looping frames |
| 9721 | // |
9721 | // Sequence #1 - standing there |
| 9722 | collide // Include this frame in collision calcs |
9722 | collide // Include this frame in collision calcs |
| 9723 | fixed // Frame rate type |
9723 | fixed // Frame rate type |
| 9724 | 1 // Number of initial frames |
9724 | 1 // Number of initial frames |
| 9725 | QGDRUM2.PIX |
9725 | QGDRUM2.PIX |
| 9726 | 0,0,flipped |
9726 | 0,0,flipped |
| Line 9762... | Line 9762... | ||
| 9762 | -1 // Index of after-non-fatal-impact action |
9762 | -1 // Index of after-non-fatal-impact action |
| 9763 | -1 // Index of fatal falling action |
9763 | -1 // Index of fatal falling action |
| 9764 | -1 // Index of non-fatal falling action |
9764 | -1 // Index of non-fatal falling action |
| 9765 | -1 // Index of giblets action |
9765 | -1 // Index of giblets action |
| 9766 | 2 // Number of actions |
9766 | 2 // Number of actions |
| 9767 | // |
9767 | // Action #0 - standing there |
| 9768 | 0,100 // Danger level, percentage chance |
9768 | 0,100 // Danger level, percentage chance |
| 9769 | 0,0 // Initial speed, looping speed |
9769 | 0,0 // Initial speed, looping speed |
| 9770 | 0 // Reaction time for this action |
9770 | 0 // Reaction time for this action |
| 9771 | 0 // Sounds |
9771 | 0 // Sounds |
| 9772 | 3 // Number of sequences for this action |
9772 | 3 // Number of sequences for this action |
| 9773 | 10,0 // Max bearing, sequence index |
9773 | 10,0 // Max bearing, sequence index |
| 9774 | 350,1 // Max bearing, sequence index |
9774 | 350,1 // Max bearing, sequence index |
| 9775 | 360,0 // Max bearing, sequence index |
9775 | 360,0 // Max bearing, sequence index |
| 9776 | // |
9776 | // Action #1 - exploding |
| 9777 | 1000,0 // Danger level, percentage chance |
9777 | 1000,0 // Danger level, percentage chance |
| 9778 | 0,0 // Initial speed, looping speed |
9778 | 0,0 // Initial speed, looping speed |
| 9779 | 0 // Reaction time for this action |
9779 | 0 // Reaction time for this action |
| 9780 | 0 // Sounds |
9780 | 0 // Sounds |
| 9781 | 1 // Number of sequences for this action |
9781 | 1 // Number of sequences for this action |
| 9782 | 360,2 // Max bearing, sequence index |
9782 | 360,2 // Max bearing, sequence index |
| 9783 | 3 // Number of sequences |
9783 | 3 // Number of sequences |
| 9784 | // |
9784 | // Sequence #0 - standing there |
| 9785 | collide // Include this frame in collision calcs |
9785 | collide // Include this frame in collision calcs |
| 9786 | fixed // Frame rate type |
9786 | fixed // Frame rate type |
| 9787 | 1 // Number of initial frames |
9787 | 1 // Number of initial frames |
| 9788 | QRDRUM1.PIX |
9788 | QRDRUM1.PIX |
| 9789 | 0,0,flipped |
9789 | 0,0,flipped |
| 9790 | 0 // Number of looping frames |
9790 | 0 // Number of looping frames |
| 9791 | // |
9791 | // Sequence #1 - standing there |
| 9792 | collide // Include this frame in collision calcs |
9792 | collide // Include this frame in collision calcs |
| 9793 | fixed // Frame rate type |
9793 | fixed // Frame rate type |
| 9794 | 1 // Number of initial frames |
9794 | 1 // Number of initial frames |
| 9795 | QRDRUM2.PIX |
9795 | QRDRUM2.PIX |
| 9796 | 0,0,flipped |
9796 | 0,0,flipped |
| Line 9832... | Line 9832... | ||
| 9832 | -1 // Index of after-non-fatal-impact action |
9832 | -1 // Index of after-non-fatal-impact action |
| 9833 | -1 // Index of fatal falling action |
9833 | -1 // Index of fatal falling action |
| 9834 | -1 // Index of non-fatal falling action |
9834 | -1 // Index of non-fatal falling action |
| 9835 | -1 // Index of giblets action |
9835 | -1 // Index of giblets action |
| 9836 | 2 // Number of actions |
9836 | 2 // Number of actions |
| 9837 | // |
9837 | // Action #0 - standing there |
| 9838 | 0,100 // Danger level, percentage chance |
9838 | 0,100 // Danger level, percentage chance |
| 9839 | 0,0 // Initial speed, looping speed |
9839 | 0,0 // Initial speed, looping speed |
| 9840 | 0 // Reaction time for this action |
9840 | 0 // Reaction time for this action |
| 9841 | 0 // Sounds |
9841 | 0 // Sounds |
| 9842 | 3 // Number of sequences for this action |
9842 | 3 // Number of sequences for this action |
| 9843 | 10,0 // Max bearing, sequence index |
9843 | 10,0 // Max bearing, sequence index |
| 9844 | 350,1 // Max bearing, sequence index |
9844 | 350,1 // Max bearing, sequence index |
| 9845 | 360,0 // Max bearing, sequence index |
9845 | 360,0 // Max bearing, sequence index |
| 9846 | // |
9846 | // Action #1 - exploding |
| 9847 | 1000,0 // Danger level, percentage chance |
9847 | 1000,0 // Danger level, percentage chance |
| 9848 | 0,0 // Initial speed, looping speed |
9848 | 0,0 // Initial speed, looping speed |
| 9849 | 0 // Reaction time for this action |
9849 | 0 // Reaction time for this action |
| 9850 | 0 // Sounds |
9850 | 0 // Sounds |
| 9851 | 1 // Number of sequences for this action |
9851 | 1 // Number of sequences for this action |
| 9852 | 360,2 // Max bearing, sequence index |
9852 | 360,2 // Max bearing, sequence index |
| 9853 | 3 // Number of sequences |
9853 | 3 // Number of sequences |
| 9854 | // |
9854 | // Sequence #0 - standing there |
| 9855 | collide // Include this frame in collision calcs |
9855 | collide // Include this frame in collision calcs |
| 9856 | fixed // Frame rate type |
9856 | fixed // Frame rate type |
| 9857 | 1 // Number of initial frames |
9857 | 1 // Number of initial frames |
| 9858 | QRDRUM1.PIX |
9858 | QRDRUM1.PIX |
| 9859 | 0,0,flipped |
9859 | 0,0,flipped |
| 9860 | 0 // Number of looping frames |
9860 | 0 // Number of looping frames |
| 9861 | // |
9861 | // Sequence #1 - standing there |
| 9862 | collide // Include this frame in collision calcs |
9862 | collide // Include this frame in collision calcs |
| 9863 | fixed // Frame rate type |
9863 | fixed // Frame rate type |
| 9864 | 1 // Number of initial frames |
9864 | 1 // Number of initial frames |
| 9865 | QRDRUM2.PIX |
9865 | QRDRUM2.PIX |
| 9866 | 0,0,flipped |
9866 | 0,0,flipped |
| Line 9902... | Line 9902... | ||
| 9902 | -1 // Index of after-non-fatal-impact action |
9902 | -1 // Index of after-non-fatal-impact action |
| 9903 | -1 // Index of fatal falling action |
9903 | -1 // Index of fatal falling action |
| 9904 | -1 // Index of non-fatal falling action |
9904 | -1 // Index of non-fatal falling action |
| 9905 | -1 // Index of giblets action |
9905 | -1 // Index of giblets action |
| 9906 | 2 // Number of actions |
9906 | 2 // Number of actions |
| 9907 | // |
9907 | // Action #0 - standing there |
| 9908 | 0,100 // Danger level, percentage chance |
9908 | 0,100 // Danger level, percentage chance |
| 9909 | 0,0 // Initial speed, looping speed |
9909 | 0,0 // Initial speed, looping speed |
| 9910 | 0 // Reaction time for this action |
9910 | 0 // Reaction time for this action |
| 9911 | 0 // Sounds |
9911 | 0 // Sounds |
| 9912 | 3 // Number of sequences for this action |
9912 | 3 // Number of sequences for this action |
| 9913 | 10,0 // Max bearing, sequence index |
9913 | 10,0 // Max bearing, sequence index |
| 9914 | 350,1 // Max bearing, sequence index |
9914 | 350,1 // Max bearing, sequence index |
| 9915 | 360,0 // Max bearing, sequence index |
9915 | 360,0 // Max bearing, sequence index |
| 9916 | // |
9916 | // Action #1 - exploding |
| 9917 | 1000,0 // Danger level, percentage chance |
9917 | 1000,0 // Danger level, percentage chance |
| 9918 | 0,0 // Initial speed, looping speed |
9918 | 0,0 // Initial speed, looping speed |
| 9919 | 0 // Reaction time for this action |
9919 | 0 // Reaction time for this action |
| 9920 | 0 // Sounds |
9920 | 0 // Sounds |
| 9921 | 1 // Number of sequences for this action |
9921 | 1 // Number of sequences for this action |
| 9922 | 360,2 // Max bearing, sequence index |
9922 | 360,2 // Max bearing, sequence index |
| 9923 | 3 // Number of sequences |
9923 | 3 // Number of sequences |
| 9924 | // |
9924 | // Sequence #0 - standing there |
| 9925 | collide // Include this frame in collision calcs |
9925 | collide // Include this frame in collision calcs |
| 9926 | fixed // Frame rate type |
9926 | fixed // Frame rate type |
| 9927 | 1 // Number of initial frames |
9927 | 1 // Number of initial frames |
| 9928 | QRDRUM1.PIX |
9928 | QRDRUM1.PIX |
| 9929 | 0,0,flipped |
9929 | 0,0,flipped |
| 9930 | 0 // Number of looping frames |
9930 | 0 // Number of looping frames |
| 9931 | // |
9931 | // Sequence #1 - standing there |
| 9932 | collide // Include this frame in collision calcs |
9932 | collide // Include this frame in collision calcs |
| 9933 | fixed // Frame rate type |
9933 | fixed // Frame rate type |
| 9934 | 1 // Number of initial frames |
9934 | 1 // Number of initial frames |
| 9935 | QRDRUM2.PIX |
9935 | QRDRUM2.PIX |
| 9936 | 0,0,flipped |
9936 | 0,0,flipped |
| Line 9972... | Line 9972... | ||
| 9972 | -1 // Index of after-non-fatal-impact action |
9972 | -1 // Index of after-non-fatal-impact action |
| 9973 | -1 // Index of fatal falling action |
9973 | -1 // Index of fatal falling action |
| 9974 | -1 // Index of non-fatal falling action |
9974 | -1 // Index of non-fatal falling action |
| 9975 | -1 // Index of giblets action |
9975 | -1 // Index of giblets action |
| 9976 | 2 // Number of actions |
9976 | 2 // Number of actions |
| 9977 | // |
9977 | // Action #0 - standing there |
| 9978 | 0,100 // Danger level, percentage chance |
9978 | 0,100 // Danger level, percentage chance |
| 9979 | 0,0 // Initial speed, looping speed |
9979 | 0,0 // Initial speed, looping speed |
| 9980 | 0 // Reaction time for this action |
9980 | 0 // Reaction time for this action |
| 9981 | 0 // Sounds |
9981 | 0 // Sounds |
| 9982 | 3 // Number of sequences for this action |
9982 | 3 // Number of sequences for this action |
| 9983 | 10,0 // Max bearing, sequence index |
9983 | 10,0 // Max bearing, sequence index |
| 9984 | 350,1 // Max bearing, sequence index |
9984 | 350,1 // Max bearing, sequence index |
| 9985 | 360,0 // Max bearing, sequence index |
9985 | 360,0 // Max bearing, sequence index |
| 9986 | // |
9986 | // Action #1 - exploding |
| 9987 | 1000,0 // Danger level, percentage chance |
9987 | 1000,0 // Danger level, percentage chance |
| 9988 | 0,0 // Initial speed, looping speed |
9988 | 0,0 // Initial speed, looping speed |
| 9989 | 0 // Reaction time for this action |
9989 | 0 // Reaction time for this action |
| 9990 | 0 // Sounds |
9990 | 0 // Sounds |
| 9991 | 1 // Number of sequences for this action |
9991 | 1 // Number of sequences for this action |
| 9992 | 360,2 // Max bearing, sequence index |
9992 | 360,2 // Max bearing, sequence index |
| 9993 | 3 // Number of sequences |
9993 | 3 // Number of sequences |
| 9994 | // |
9994 | // Sequence #0 - standing there |
| 9995 | collide // Include this frame in collision calcs |
9995 | collide // Include this frame in collision calcs |
| 9996 | fixed // Frame rate type |
9996 | fixed // Frame rate type |
| 9997 | 1 // Number of initial frames |
9997 | 1 // Number of initial frames |
| 9998 | QRDRUM1.PIX |
9998 | QRDRUM1.PIX |
| 9999 | 0,0,flipped |
9999 | 0,0,flipped |
| 10000 | 0 // Number of looping frames |
10000 | 0 // Number of looping frames |
| 10001 | // |
10001 | // Sequence #1 - standing there |
| 10002 | collide // Include this frame in collision calcs |
10002 | collide // Include this frame in collision calcs |
| 10003 | fixed // Frame rate type |
10003 | fixed // Frame rate type |
| 10004 | 1 // Number of initial frames |
10004 | 1 // Number of initial frames |
| 10005 | QRDRUM2.PIX |
10005 | QRDRUM2.PIX |
| 10006 | 0,0,flipped |
10006 | 0,0,flipped |
| Line 10042... | Line 10042... | ||
| 10042 | -1 // Index of after-non-fatal-impact action |
10042 | -1 // Index of after-non-fatal-impact action |
| 10043 | -1 // Index of fatal falling action |
10043 | -1 // Index of fatal falling action |
| 10044 | -1 // Index of non-fatal falling action |
10044 | -1 // Index of non-fatal falling action |
| 10045 | -1 // Index of giblets action |
10045 | -1 // Index of giblets action |
| 10046 | 2 // Number of actions |
10046 | 2 // Number of actions |
| 10047 | // |
10047 | // Action #0 - standing there |
| 10048 | 0,100 // Danger level, percentage chance |
10048 | 0,100 // Danger level, percentage chance |
| 10049 | 0,0 // Initial speed, looping speed |
10049 | 0,0 // Initial speed, looping speed |
| 10050 | 0 // Reaction time for this action |
10050 | 0 // Reaction time for this action |
| 10051 | 0 // Sounds |
10051 | 0 // Sounds |
| 10052 | 3 // Number of sequences for this action |
10052 | 3 // Number of sequences for this action |
| 10053 | 10,0 // Max bearing, sequence index |
10053 | 10,0 // Max bearing, sequence index |
| 10054 | 350,1 // Max bearing, sequence index |
10054 | 350,1 // Max bearing, sequence index |
| 10055 | 360,0 // Max bearing, sequence index |
10055 | 360,0 // Max bearing, sequence index |
| 10056 | // |
10056 | // Action #1 - exploding |
| 10057 | 1000,0 // Danger level, percentage chance |
10057 | 1000,0 // Danger level, percentage chance |
| 10058 | 0,0 // Initial speed, looping speed |
10058 | 0,0 // Initial speed, looping speed |
| 10059 | 0 // Reaction time for this action |
10059 | 0 // Reaction time for this action |
| 10060 | 0 // Sounds |
10060 | 0 // Sounds |
| 10061 | 1 // Number of sequences for this action |
10061 | 1 // Number of sequences for this action |
| 10062 | 360,2 // Max bearing, sequence index |
10062 | 360,2 // Max bearing, sequence index |
| 10063 | 3 // Number of sequences |
10063 | 3 // Number of sequences |
| 10064 | // |
10064 | // Sequence #0 - standing there |
| 10065 | collide // Include this frame in collision calcs |
10065 | collide // Include this frame in collision calcs |
| 10066 | fixed // Frame rate type |
10066 | fixed // Frame rate type |
| 10067 | 1 // Number of initial frames |
10067 | 1 // Number of initial frames |
| 10068 | QRDRUM1.PIX |
10068 | QRDRUM1.PIX |
| 10069 | 0,0,flipped |
10069 | 0,0,flipped |
| 10070 | 0 // Number of looping frames |
10070 | 0 // Number of looping frames |
| 10071 | // |
10071 | // Sequence #1 - standing there |
| 10072 | collide // Include this frame in collision calcs |
10072 | collide // Include this frame in collision calcs |
| 10073 | fixed // Frame rate type |
10073 | fixed // Frame rate type |
| 10074 | 1 // Number of initial frames |
10074 | 1 // Number of initial frames |
| 10075 | QRDRUM2.PIX |
10075 | QRDRUM2.PIX |
| 10076 | 0,0,flipped |
10076 | 0,0,flipped |
| Line 10112... | Line 10112... | ||
| 10112 | -1 // Index of after-non-fatal-impact action |
10112 | -1 // Index of after-non-fatal-impact action |
| 10113 | -1 // Index of fatal falling action |
10113 | -1 // Index of fatal falling action |
| 10114 | -1 // Index of non-fatal falling action |
10114 | -1 // Index of non-fatal falling action |
| 10115 | -1 // Index of giblets action |
10115 | -1 // Index of giblets action |
| 10116 | 2 // Number of actions |
10116 | 2 // Number of actions |
| 10117 | // |
10117 | // Action #0 - standing there |
| 10118 | 0,100 // Danger level, percentage chance |
10118 | 0,100 // Danger level, percentage chance |
| 10119 | 0,0 // Initial speed, looping speed |
10119 | 0,0 // Initial speed, looping speed |
| 10120 | 0 // Reaction time for this action |
10120 | 0 // Reaction time for this action |
| 10121 | 0 // Sounds |
10121 | 0 // Sounds |
| 10122 | 3 // Number of sequences for this action |
10122 | 3 // Number of sequences for this action |
| 10123 | 10,0 // Max bearing, sequence index |
10123 | 10,0 // Max bearing, sequence index |
| 10124 | 350,1 // Max bearing, sequence index |
10124 | 350,1 // Max bearing, sequence index |
| 10125 | 360,0 // Max bearing, sequence index |
10125 | 360,0 // Max bearing, sequence index |
| 10126 | // |
10126 | // Action #1 - exploding |
| 10127 | 1000,0 // Danger level, percentage chance |
10127 | 1000,0 // Danger level, percentage chance |
| 10128 | 0,0 // Initial speed, looping speed |
10128 | 0,0 // Initial speed, looping speed |
| 10129 | 0 // Reaction time for this action |
10129 | 0 // Reaction time for this action |
| 10130 | 0 // Sounds |
10130 | 0 // Sounds |
| 10131 | 1 // Number of sequences for this action |
10131 | 1 // Number of sequences for this action |
| 10132 | 360,2 // Max bearing, sequence index |
10132 | 360,2 // Max bearing, sequence index |
| 10133 | 3 // Number of sequences |
10133 | 3 // Number of sequences |
| 10134 | // |
10134 | // Sequence #0 - standing there |
| 10135 | collide // Include this frame in collision calcs |
10135 | collide // Include this frame in collision calcs |
| 10136 | fixed // Frame rate type |
10136 | fixed // Frame rate type |
| 10137 | 1 // Number of initial frames |
10137 | 1 // Number of initial frames |
| 10138 | QRDRUM1.PIX |
10138 | QRDRUM1.PIX |
| 10139 | 0,0,flipped |
10139 | 0,0,flipped |
| 10140 | 0 // Number of looping frames |
10140 | 0 // Number of looping frames |
| 10141 | // |
10141 | // Sequence #1 - standing there |
| 10142 | collide // Include this frame in collision calcs |
10142 | collide // Include this frame in collision calcs |
| 10143 | fixed // Frame rate type |
10143 | fixed // Frame rate type |
| 10144 | 1 // Number of initial frames |
10144 | 1 // Number of initial frames |
| 10145 | QRDRUM2.PIX |
10145 | QRDRUM2.PIX |
| 10146 | 0,0,flipped |
10146 | 0,0,flipped |
| Line 10182... | Line 10182... | ||
| 10182 | -1 // Index of after-non-fatal-impact action |
10182 | -1 // Index of after-non-fatal-impact action |
| 10183 | -1 // Index of fatal falling action |
10183 | -1 // Index of fatal falling action |
| 10184 | -1 // Index of non-fatal falling action |
10184 | -1 // Index of non-fatal falling action |
| 10185 | -1 // Index of giblets action |
10185 | -1 // Index of giblets action |
| 10186 | 2 // Number of actions |
10186 | 2 // Number of actions |
| 10187 | // |
10187 | // Action #0 - standing there |
| 10188 | 0,100 // Danger level, percentage chance |
10188 | 0,100 // Danger level, percentage chance |
| 10189 | 0,0 // Initial speed, looping speed |
10189 | 0,0 // Initial speed, looping speed |
| 10190 | 0 // Reaction time for this action |
10190 | 0 // Reaction time for this action |
| 10191 | 0 // Sounds |
10191 | 0 // Sounds |
| 10192 | 3 // Number of sequences for this action |
10192 | 3 // Number of sequences for this action |
| 10193 | 10,0 // Max bearing, sequence index |
10193 | 10,0 // Max bearing, sequence index |
| 10194 | 350,1 // Max bearing, sequence index |
10194 | 350,1 // Max bearing, sequence index |
| 10195 | 360,0 // Max bearing, sequence index |
10195 | 360,0 // Max bearing, sequence index |
| 10196 | // |
10196 | // Action #1 - exploding |
| 10197 | 1000,0 // Danger level, percentage chance |
10197 | 1000,0 // Danger level, percentage chance |
| 10198 | 0,0 // Initial speed, looping speed |
10198 | 0,0 // Initial speed, looping speed |
| 10199 | 0 // Reaction time for this action |
10199 | 0 // Reaction time for this action |
| 10200 | 0 // Sounds |
10200 | 0 // Sounds |
| 10201 | 1 // Number of sequences for this action |
10201 | 1 // Number of sequences for this action |
| 10202 | 360,2 // Max bearing, sequence index |
10202 | 360,2 // Max bearing, sequence index |
| 10203 | 3 // Number of sequences |
10203 | 3 // Number of sequences |
| 10204 | // |
10204 | // Sequence #0 - standing there |
| 10205 | collide // Include this frame in collision calcs |
10205 | collide // Include this frame in collision calcs |
| 10206 | fixed // Frame rate type |
10206 | fixed // Frame rate type |
| 10207 | 1 // Number of initial frames |
10207 | 1 // Number of initial frames |
| 10208 | QRDRUM1.PIX |
10208 | QRDRUM1.PIX |
| 10209 | 0,0,flipped |
10209 | 0,0,flipped |
| 10210 | 0 // Number of looping frames |
10210 | 0 // Number of looping frames |
| 10211 | // |
10211 | // Sequence #1 - standing there |
| 10212 | collide // Include this frame in collision calcs |
10212 | collide // Include this frame in collision calcs |
| 10213 | fixed // Frame rate type |
10213 | fixed // Frame rate type |
| 10214 | 1 // Number of initial frames |
10214 | 1 // Number of initial frames |
| 10215 | QRDRUM2.PIX |
10215 | QRDRUM2.PIX |
| 10216 | 0,0,flipped |
10216 | 0,0,flipped |
| Line 10252... | Line 10252... | ||
| 10252 | -1 // Index of after-non-fatal-impact action |
10252 | -1 // Index of after-non-fatal-impact action |
| 10253 | -1 // Index of fatal falling action |
10253 | -1 // Index of fatal falling action |
| 10254 | -1 // Index of non-fatal falling action |
10254 | -1 // Index of non-fatal falling action |
| 10255 | -1 // Index of giblets action |
10255 | -1 // Index of giblets action |
| 10256 | 2 // Number of actions |
10256 | 2 // Number of actions |
| 10257 | // |
10257 | // Action #0 - standing there |
| 10258 | 0,100 // Danger level, percentage chance |
10258 | 0,100 // Danger level, percentage chance |
| 10259 | 0,0 // Initial speed, looping speed |
10259 | 0,0 // Initial speed, looping speed |
| 10260 | 0 // Reaction time for this action |
10260 | 0 // Reaction time for this action |
| 10261 | 0 // Sounds |
10261 | 0 // Sounds |
| 10262 | 3 // Number of sequences for this action |
10262 | 3 // Number of sequences for this action |
| 10263 | 10,0 // Max bearing, sequence index |
10263 | 10,0 // Max bearing, sequence index |
| 10264 | 350,1 // Max bearing, sequence index |
10264 | 350,1 // Max bearing, sequence index |
| 10265 | 360,0 // Max bearing, sequence index |
10265 | 360,0 // Max bearing, sequence index |
| 10266 | // |
10266 | // Action #1 - exploding |
| 10267 | 1000,0 // Danger level, percentage chance |
10267 | 1000,0 // Danger level, percentage chance |
| 10268 | 0,0 // Initial speed, looping speed |
10268 | 0,0 // Initial speed, looping speed |
| 10269 | 0 // Reaction time for this action |
10269 | 0 // Reaction time for this action |
| 10270 | 0 // Sounds |
10270 | 0 // Sounds |
| 10271 | 1 // Number of sequences for this action |
10271 | 1 // Number of sequences for this action |
| 10272 | 360,2 // Max bearing, sequence index |
10272 | 360,2 // Max bearing, sequence index |
| 10273 | 3 // Number of sequences |
10273 | 3 // Number of sequences |
| 10274 | // |
10274 | // Sequence #0 - standing there |
| 10275 | collide // Include this frame in collision calcs |
10275 | collide // Include this frame in collision calcs |
| 10276 | fixed // Frame rate type |
10276 | fixed // Frame rate type |
| 10277 | 1 // Number of initial frames |
10277 | 1 // Number of initial frames |
| 10278 | LNDMINE8.PIX |
10278 | LNDMINE8.PIX |
| 10279 | 0,0,not flipped |
10279 | 0,0,not flipped |
| 10280 | 0 // Number of looping frames |
10280 | 0 // Number of looping frames |
| 10281 | // |
10281 | // Sequence #1 - standing there |
| 10282 | collide // Include this frame in collision calcs |
10282 | collide // Include this frame in collision calcs |
| 10283 | fixed // Frame rate type |
10283 | fixed // Frame rate type |
| 10284 | 1 // Number of initial frames |
10284 | 1 // Number of initial frames |
| 10285 | LNDMINE8.PIX |
10285 | LNDMINE8.PIX |
| 10286 | 0,0,not flipped |
10286 | 0,0,not flipped |