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// **************** RO1 (FORMERLY NIK) **********************************************************************************
1 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO2 (FORMERLY ???) **********************************************************************************
32 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO3(FORMERLY ???) **********************************************************************************
2 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO4(FORMERLY ???) **********************************************************************************
3 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO5 (FORMERLY ANN OR AN) ****************************************************************************
4 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO6(FORMERLY PER) ************************************************************************************
5 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO7(FORMERLY PRS) **********************************************************************************
6 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO8(FORMERLY ???) **********************************************************************************
7 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO1(FORMERLY CAM) **********************************************************************************
8 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO2 (FORMERLY CW0) **********************************************************************************
9 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO3(FORMERLY CW1) **********************************************************************************
10 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO4 (FORMERLY CW3) **********************************************************************************
11 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO5 (FORMERLY ???) **********************************************************************************
99 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO6 (FORMERLY SKN) **********************************************************************************
20 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO7 (FORMERLY ???) **********************************************************************************
21 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO8 (FORMERLY ???) **********************************************************************************
12 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO1 (FORMERLY COP) **********************************************************************************
13 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO2(FORMERLY CPT) **********************************************************************************
14 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO3(FORMERLY FM0) **********************************************************************************
15 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO4(FORMERLY MAN) **********************************************************************************
16 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO5 (FORMERLY MUS) **********************************************************************************
17 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO6(FORMERLY OLD) **********************************************************************************
18 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO7(FORMERLY RID) **********************************************************************************
19 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO8(FORMERLY ???) **********************************************************************************
26 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO1 (FORMERLY LTH) ************************************************************************************************
22 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
///**************** RO2 (FORMERLY TIA?) **********************************************************************************************
24 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO3 (FORMERLY ZIM) *************************************************************************************************
25 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO4 (FORMERLY GRN) ************************************************************************************************
27 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO5 (FORMERLY GOD) ************************************************************************************************
28 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO6 (FORMERLY RED) ************************************************************************************************
30 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO7 (FORMERLY KEL (THE BITCH)) *****************************************************************************************
31 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO8 (FORMERLY BAT) *************************************************************************************************
29 // Reference number
0.35 // Height
250 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2 // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//-----------------------------------------------------------------------------------------------------------------
// END OF ACTUAL PEDS
//-----------------------------------------------------------------------------------------------------------------
// **************** BARREL *****************************************************************************************
100 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
101 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
102 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
103 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
104 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
105 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
106 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
107 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
108 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
109 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
110 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
111 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
112 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
113 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
114 // Reference number
0.35 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
MINE.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
variable // Frame rate type
4,4
0 // Number of initial frames
10 // Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
// Sequence #1 - standing there
collide // Include this frame in collision calcs
variable // Frame rate type
4,4
0 // Number of initial frames
10 // Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
115 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
116 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
117 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
118 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
119 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
120 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
121 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
122 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
123 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
124 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
125 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
126 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
127 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
128 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
129 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
130 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
131 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QYDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QYDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
132 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
133 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
134 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
135 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
136 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
137 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
138 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
139 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
140 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
141 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
142 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
143 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
144 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
145 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
146 // Reference number
0.35 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
LNDMINE8.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
LNDMINE8.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
LNDMINE8.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
END OF PEDESTRIANS