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//(_:a(YS0t%7e!"UB"[6HJOc+F<[b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y1 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO1.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,flippedRO1RUNA2.PIX0,0,flippedRO1RUNA3.PIX0,0,flippedRO1RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flippedRO1RUNT3.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,flippedRO1RUNT2.PIX0,0,flippedRO1RUNT3.PIX0,0,flippedRO1RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flippedRO1RUNA3.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1STL1.PIX0,0,flippedRO1STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flippedRO1HIT3.PIX0,0,not flippedRO1HIT4.PIX0,0,not flipped2 // Number of looping framesRO1DED1.PIX0,0,not flippedRO1DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1BAK1.PIX0,0,not flippedRO1BAK2.PIX0,0,flippedNEXT PEDESTRIAN// **************** RO2 (FORMERLY ???) **********************************************************************************32 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO2.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,flippedRO2RUNA2.PIX0,0,flippedRO2RUNA3.PIX0,0,flippedRO2RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flippedRO2RUNT3.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,flippedRO2RUNT2.PIX0,0,flippedRO2RUNT3.PIX0,0,flippedRO2RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flippedRO2RUNA3.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2STL1.PIX0,0,flippedRO2STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flippedRO2HIT3.PIX0,0,not flippedRO2HIT4.PIX0,0,not flipped2 // Number of looping framesR02DED1.PIX0,0,not flippedRO2DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2BAK1.PIX0,0,not flippedRO2BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R|MG']kN*F%a&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e2 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO3.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,flippedRO3RUNA2.PIX0,0,flippedRO3RUNA3.PIX0,0,flippedRO3RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flippedRO3RUNT3.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,flippedRO3RUNT2.PIX0,0,flippedRO3RUNT3.PIX0,0,flippedRO3RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flippedRO3RUNA3.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3STL1.PIX0,0,flippedRO3STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flippedRO3HIT3.PIX0,0,not flippedRO3HIT4.PIX0,0,not flipped2 // Number of looping framesR03DED1.PIX0,0,not flippedRO3DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3BAK1.PIX0,0,not flippedRO3BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R{MG']kN*F%a&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e3 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO4.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,flippedRO4RUNA2.PIX0,0,flippedRO4RUNA3.PIX0,0,flippedRO4RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flippedRO4RUNT3.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,flippedRO4RUNT2.PIX0,0,flippedRO4RUNT3.PIX0,0,flippedRO4RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flippedRO4RUNA3.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4STL1.PIX0,0,flippedRO4STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flippedRO4HIT3.PIX0,0,not flippedRO4HIT4.PIX0,0,not flipped2 // Number of looping framesR04DED1.PIX0,0,not flippedRO4DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4BAK1.PIX0,0,not flippedRO4BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+I;^kvPSx73~%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y4 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO5.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,flippedRO5RUNA2.PIX0,0,flippedRO5RUNA3.PIX0,0,flippedRO5RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flippedRO5RUNT3.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,flippedRO5RUNT2.PIX0,0,flippedRO5RUNT3.PIX0,0,flippedRO5RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flippedRO5RUNA3.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5STL1.PIX0,0,flippedRO5STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flippedRO5HIT3.PIX0,0,not flippedRO5HIT4.PIX0,0,not flipped2 // Number of looping framesR05DED1.PIX0,0,not flippedRO5DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5BAK1.PIX0,0,not flippedRO5BAK2.PIX0,0,flippedNEXT PEDESTRIAN// **************** RO6(FORMERLY PER) ************************************************************************************5 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO6.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,flippedRO6RUNA2.PIX0,0,flippedRO6RUNA3.PIX0,0,flippedRO6RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flippedRO6RUNT3.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,flippedRO6RUNT2.PIX0,0,flippedRO6RUNT3.PIX0,0,flippedRO6RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flippedRO6RUNA3.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6STL1.PIX0,0,flippedRO6STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flippedRO6HIT3.PIX0,0,not flippedRO6HIT4.PIX0,0,not flipped2 // Number of looping framesR06DED1.PIX0,0,not flippedRO6DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6BAK1.PIX0,0,not flippedRO6BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB*5v+W]Q[Z&9k(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(S6 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO7.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,flippedRO7RUNA2.PIX0,0,flippedRO7RUNA3.PIX0,0,flippedRO7RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flippedRO7RUNT3.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,flippedRO7RUNT2.PIX0,0,flippedRO7RUNT3.PIX0,0,flippedRO7RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flippedRO7RUNA3.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7STL1.PIX0,0,flippedRO7STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flippedRO7HIT3.PIX0,0,not flippedRO7HIT4.PIX0,0,not flipped2 // Number of looping framesRO7DED1.PIX0,0,not flippedRO7DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7BAK1.PIX0,0,not flippedRO7BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]RwMG']kN*F%a&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e7 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO8.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,flippedRO8RUNA2.PIX0,0,flippedRO8RUNA3.PIX0,0,flippedRO8RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flippedRO8RUNT3.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,flippedRO8RUNT2.PIX0,0,flippedRO8RUNT3.PIX0,0,flippedRO8RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flippedRO8RUNA3.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8STL1.PIX0,0,flippedRO8STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flippedRO8HIT3.PIX0,0,not flippedRO8HIT4.PIX0,0,not flipped2 // Number of looping framesR08DED1.PIX0,0,not flippedRO8DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8BAK1.PIX0,0,not flippedRO8BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R~MG']kN*:[&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e8 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO1.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,flippedRO1RUNA2.PIX0,0,flippedRO1RUNA3.PIX0,0,flippedRO1RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flippedRO1RUNT3.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,flippedRO1RUNT2.PIX0,0,flippedRO1RUNT3.PIX0,0,flippedRO1RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flippedRO1RUNA3.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1STL1.PIX0,0,flippedRO1STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flippedRO1HIT3.PIX0,0,not flippedRO1HIT4.PIX0,0,not flipped2 // Number of looping framesRO1DED1.PIX0,0,not flippedRO1DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1BAK1.PIX0,0,not flippedRO1BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+K" b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y9 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO2.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,flippedRO2RUNA2.PIX0,0,flippedRO2RUNA3.PIX0,0,flippedRO2RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flippedRO2RUNT3.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,flippedRO2RUNT2.PIX0,0,flippedRO2RUNT3.PIX0,0,flippedRO2RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flippedRO2RUNA3.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2STL1.PIX0,0,flippedRO2STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flippedRO2HIT3.PIX0,0,not flippedRO2HIT4.PIX0,0,not flipped2 // Number of looping framesR02DED1.PIX0,0,not flippedRO2DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2BAK1.PIX0,0,not flippedRO2BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R|MG']kN*:Mo&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e10 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO3.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,flippedRO3RUNA2.PIX0,0,flippedRO3RUNA3.PIX0,0,flippedRO3RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flippedRO3RUNT3.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,flippedRO3RUNT2.PIX0,0,flippedRO3RUNT3.PIX0,0,flippedRO3RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flippedRO3RUNA3.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3STL1.PIX0,0,flippedRO3STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flippedRO3HIT3.PIX0,0,not flippedRO3HIT4.PIX0,0,not flipped2 // Number of looping framesR03DED1.PIX0,0,not flippedRO3DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3BAK1.PIX0,0,not flippedRO3BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+K"#b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y11 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO4.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,flippedRO4RUNA2.PIX0,0,flippedRO4RUNA3.PIX0,0,flippedRO4RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flippedRO4RUNT3.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,flippedRO4RUNT2.PIX0,0,flippedRO4RUNT3.PIX0,0,flippedRO4RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flippedRO4RUNA3.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4STL1.PIX0,0,flippedRO4STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flippedRO4HIT3.PIX0,0,not flippedRO4HIT4.PIX0,0,not flipped2 // Number of looping framesR04DED1.PIX0,0,not flippedRO4DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4BAK1.PIX0,0,not flippedRO4BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+7J/b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y99 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO5.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,flippedRO5RUNA2.PIX0,0,flippedRO5RUNA3.PIX0,0,flippedRO5RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flippedRO5RUNT3.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,flippedRO5RUNT2.PIX0,0,flippedRO5RUNT3.PIX0,0,flippedRO5RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flippedRO5RUNA3.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5STL1.PIX0,0,flippedRO5STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flippedRO5HIT3.PIX0,0,not flippedRO5HIT4.PIX0,0,not flipped2 // Number of looping framesR05DED1.PIX0,0,not flippedRO5DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5BAK1.PIX0,0,not flippedRO5BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+[>^b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y20 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO6.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,flippedRO6RUNA2.PIX0,0,flippedRO6RUNA3.PIX0,0,flippedRO6RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flippedRO6RUNT3.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,flippedRO6RUNT2.PIX0,0,flippedRO6RUNT3.PIX0,0,flippedRO6RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flippedRO6RUNA3.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6STL1.PIX0,0,flippedRO6STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flippedRO6HIT3.PIX0,0,not flippedRO6HIT4.PIX0,0,not flipped2 // Number of looping framesR06DED1.PIX0,0,not flippedRO6DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6BAK1.PIX0,0,not flippedRO6BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+7J/b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y21 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO7.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,flippedRO7RUNA2.PIX0,0,flippedRO7RUNA3.PIX0,0,flippedRO7RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flippedRO7RUNT3.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,flippedRO7RUNT2.PIX0,0,flippedRO7RUNT3.PIX0,0,flippedRO7RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flippedRO7RUNA3.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7STL1.PIX0,0,flippedRO7STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flippedRO7HIT3.PIX0,0,not flippedRO7HIT4.PIX0,0,not flipped2 // Number of looping framesRO7DED1.PIX0,0,not flippedRO7DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7BAK1.PIX0,0,not flippedRO7BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+7J/b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y12 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO8.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,flippedRO8RUNA2.PIX0,0,flippedRO8RUNA3.PIX0,0,flippedRO8RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flippedRO8RUNT3.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,flippedRO8RUNT2.PIX0,0,flippedRO8RUNT3.PIX0,0,flippedRO8RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flippedRO8RUNA3.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8STL1.PIX0,0,flippedRO8STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flippedRO8HIT3.PIX0,0,not flippedRO8HIT4.PIX0,0,not flipped2 // Number of looping framesR08DED1.PIX0,0,not flippedRO8DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8BAK1.PIX0,0,not flippedRO8BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+K:@b(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y13 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO1.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,flippedRO1RUNA2.PIX0,0,flippedRO1RUNA3.PIX0,0,flippedRO1RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flippedRO1RUNT3.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,flippedRO1RUNT2.PIX0,0,flippedRO1RUNT3.PIX0,0,flippedRO1RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flippedRO1RUNA3.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1STL1.PIX0,0,flippedRO1STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flippedRO1HIT3.PIX0,0,not flippedRO1HIT4.PIX0,0,not flipped2 // Number of looping framesRO1DED1.PIX0,0,not flippedRO1DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1BAK1.PIX0,0,not flippedRO1BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R}MG']kN*:J&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e14 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO2.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,flippedRO2RUNA2.PIX0,0,flippedRO2RUNA3.PIX0,0,flippedRO2RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flippedRO2RUNT3.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,flippedRO2RUNT2.PIX0,0,flippedRO2RUNT3.PIX0,0,flippedRO2RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flippedRO2RUNA3.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2STL1.PIX0,0,flippedRO2STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flippedRO2HIT3.PIX0,0,not flippedRO2HIT4.PIX0,0,not flipped2 // Number of looping framesR02DED1.PIX0,0,not flippedRO2DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2BAK1.PIX0,0,not flippedRO2BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R|MG']kN*?Wn&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e15 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO3.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,flippedRO3RUNA2.PIX0,0,flippedRO3RUNA3.PIX0,0,flippedRO3RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flippedRO3RUNT3.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,flippedRO3RUNT2.PIX0,0,flippedRO3RUNT3.PIX0,0,flippedRO3RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flippedRO3RUNA3.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3STL1.PIX0,0,flippedRO3STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flippedRO3HIT3.PIX0,0,not flippedRO3HIT4.PIX0,0,not flipped2 // Number of looping framesR03DED1.PIX0,0,not flippedRO3DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3BAK1.PIX0,0,not flippedRO3BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R{MG']kN*4[&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e16 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO4.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,flippedRO4RUNA2.PIX0,0,flippedRO4RUNA3.PIX0,0,flippedRO4RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flippedRO4RUNT3.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,flippedRO4RUNT2.PIX0,0,flippedRO4RUNT3.PIX0,0,flippedRO4RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flippedRO4RUNA3.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4STL1.PIX0,0,flippedRO4STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flippedRO4HIT3.PIX0,0,not flippedRO4HIT4.PIX0,0,not flipped2 // Number of looping framesR04DED1.PIX0,0,not flippedRO4DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4BAK1.PIX0,0,not flippedRO4BAK2.PIX0,0,flippedNEXT PEDESTRIAN//(_:a(YS0t%7e!"UB"[6HJOc+E Cb(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y17 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO5.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,flippedRO5RUNA2.PIX0,0,flippedRO5RUNA3.PIX0,0,flippedRO5RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flippedRO5RUNT3.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,flippedRO5RUNT2.PIX0,0,flippedRO5RUNT3.PIX0,0,flippedRO5RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flippedRO5RUNA3.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5STL1.PIX0,0,flippedRO5STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flippedRO5HIT3.PIX0,0,not flippedRO5HIT4.PIX0,0,not flipped2 // Number of looping framesR05DED1.PIX0,0,not flippedRO5DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5BAK1.PIX0,0,not flippedRO5BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]RyMG']kN*6V&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e18 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO6.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,flippedRO6RUNA2.PIX0,0,flippedRO6RUNA3.PIX0,0,flippedRO6RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flippedRO6RUNT3.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,flippedRO6RUNT2.PIX0,0,flippedRO6RUNT3.PIX0,0,flippedRO6RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flippedRO6RUNA3.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6STL1.PIX0,0,flippedRO6STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flippedRO6HIT3.PIX0,0,not flippedRO6HIT4.PIX0,0,not flipped2 // Number of looping framesR06DED1.PIX0,0,not flippedRO6DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6BAK1.PIX0,0,not flippedRO6BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]RxMG']kN*+S&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e19 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO7.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,flippedRO7RUNA2.PIX0,0,flippedRO7RUNA3.PIX0,0,flippedRO7RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flippedRO7RUNT3.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,flippedRO7RUNT2.PIX0,0,flippedRO7RUNT3.PIX0,0,flippedRO7RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flippedRO7RUNA3.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7STL1.PIX0,0,flippedRO7STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flippedRO7HIT3.PIX0,0,not flippedRO7HIT4.PIX0,0,not flipped2 // Number of looping framesRO7DED1.PIX0,0,not flippedRO7DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7BAK1.PIX0,0,not flippedRO7BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]RwMG']kN*F%a&=e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e26 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO8.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,flippedRO8RUNA2.PIX0,0,flippedRO8RUNA3.PIX0,0,flippedRO8RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flippedRO8RUNT3.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,flippedRO8RUNT2.PIX0,0,flippedRO8RUNT3.PIX0,0,flippedRO8RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flippedRO8RUNA3.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8STL1.PIX0,0,flippedRO8STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flippedRO8HIT3.PIX0,0,not flippedRO8HIT4.PIX0,0,not flipped2 // Number of looping framesR08DED1.PIX0,0,not flippedRO8DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8BAK1.PIX0,0,not flippedRO8BAK2.PIX0,0,flippedNEXT PEDESTRIAN//0a(YS0t%7e!"_:kkMBQ\]PhGQU\q+SS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y22 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO1.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,flippedRO1RUNA2.PIX0,0,flippedRO1RUNA3.PIX0,0,flippedRO1RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flippedRO1RUNT3.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,flippedRO1RUNT2.PIX0,0,flippedRO1RUNT3.PIX0,0,flippedRO1RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flippedRO1RUNA3.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1STL1.PIX0,0,flippedRO1STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flippedRO1HIT3.PIX0,0,not flippedRO1HIT4.PIX0,0,not flipped2 // Number of looping framesRO1DED1.PIX0,0,not flippedRO1DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1BAK1.PIX0,0,not flippedRO1BAK2.PIX0,0,flippedNEXT PEDESTRIAN///**************** RO2 (FORMERLY TIA?) **********************************************************************************************24 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO2.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,flippedRO2RUNA2.PIX0,0,flippedRO2RUNA3.PIX0,0,flippedRO2RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flippedRO2RUNT3.PIX0,0,not flippedRO2RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNT1.PIX0,0,flippedRO2RUNT2.PIX0,0,flippedRO2RUNT3.PIX0,0,flippedRO2RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO2SHK.PIX0,0,flippedRO2STL1.PIX0,0,flippedRO2SHK.PIX0,0,not flippedRO2TRN.PIX0,0,not flipped4 // Number of looping framesRO2RUNA1.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flippedRO2RUNA3.PIX0,0,not flippedRO2RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2STL1.PIX0,0,flippedRO2STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flippedRO2HIT3.PIX0,0,not flippedRO2HIT4.PIX0,0,not flipped2 // Number of looping framesR02DED1.PIX0,0,not flippedRO2DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO2HIT1.PIX0,0,not flippedRO2HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO2BAK1.PIX0,0,not flippedRO2BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]R|#N:B|P?`Y@B4o!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e25 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO3.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,flippedRO3RUNA2.PIX0,0,flippedRO3RUNA3.PIX0,0,flippedRO3RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flippedRO3RUNT3.PIX0,0,not flippedRO3RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNT1.PIX0,0,flippedRO3RUNT2.PIX0,0,flippedRO3RUNT3.PIX0,0,flippedRO3RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO3SHK.PIX0,0,flippedRO3STL1.PIX0,0,flippedRO3SHK.PIX0,0,not flippedRO3TRN.PIX0,0,not flipped4 // Number of looping framesRO3RUNA1.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flippedRO3RUNA3.PIX0,0,not flippedRO3RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3STL1.PIX0,0,flippedRO3STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flippedRO3HIT3.PIX0,0,not flippedRO3HIT4.PIX0,0,not flipped2 // Number of looping framesR03DED1.PIX0,0,not flippedRO3DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO3HIT1.PIX0,0,not flippedRO3HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO3BAK1.PIX0,0,not flippedRO3BAK2.PIX0,0,flippedNEXT PEDESTRIAN//0a(YS0t%7e!"_:kkMGQ\]PhGQUWw+SS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y27 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO4.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,flippedRO4RUNA2.PIX0,0,flippedRO4RUNA3.PIX0,0,flippedRO4RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flippedRO4RUNT3.PIX0,0,not flippedRO4RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNT1.PIX0,0,flippedRO4RUNT2.PIX0,0,flippedRO4RUNT3.PIX0,0,flippedRO4RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO4SHK.PIX0,0,flippedRO4STL1.PIX0,0,flippedRO4SHK.PIX0,0,not flippedRO4TRN.PIX0,0,not flipped4 // Number of looping framesRO4RUNA1.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flippedRO4RUNA3.PIX0,0,not flippedRO4RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4STL1.PIX0,0,flippedRO4STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flippedRO4HIT3.PIX0,0,not flippedRO4HIT4.PIX0,0,not flipped2 // Number of looping framesR04DED1.PIX0,0,not flippedRO4DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO4HIT1.PIX0,0,not flippedRO4HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO4BAK1.PIX0,0,not flippedRO4BAK2.PIX0,0,flippedNEXT PEDESTRIAN//0a(YS0t%7e!"_:kkMFQ\]PhGQUW}+SS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y28 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO5.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,flippedRO5RUNA2.PIX0,0,flippedRO5RUNA3.PIX0,0,flippedRO5RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flippedRO5RUNT3.PIX0,0,not flippedRO5RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNT1.PIX0,0,flippedRO5RUNT2.PIX0,0,flippedRO5RUNT3.PIX0,0,flippedRO5RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO5SHK.PIX0,0,flippedRO5STL1.PIX0,0,flippedRO5SHK.PIX0,0,not flippedRO5TRN.PIX0,0,not flipped4 // Number of looping framesRO5RUNA1.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flippedRO5RUNA3.PIX0,0,not flippedRO5RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5STL1.PIX0,0,flippedRO5STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flippedRO5HIT3.PIX0,0,not flippedRO5HIT4.PIX0,0,not flipped2 // Number of looping framesR05DED1.PIX0,0,not flippedRO5DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO5HIT1.PIX0,0,not flippedRO5HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO5BAK1.PIX0,0,not flippedRO5BAK2.PIX0,0,flippedNEXT PEDESTRIAN//0a(YS0t%7e!"_:kkMEQ\]PhGQUB}+SS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(Y30 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO6.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,flippedRO6RUNA2.PIX0,0,flippedRO6RUNA3.PIX0,0,flippedRO6RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flippedRO6RUNT3.PIX0,0,not flippedRO6RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNT1.PIX0,0,flippedRO6RUNT2.PIX0,0,flippedRO6RUNT3.PIX0,0,flippedRO6RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO6SHK.PIX0,0,flippedRO6STL1.PIX0,0,flippedRO6SHK.PIX0,0,not flippedRO6TRN.PIX0,0,not flipped4 // Number of looping framesRO6RUNA1.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flippedRO6RUNA3.PIX0,0,not flippedRO6RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6STL1.PIX0,0,flippedRO6STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flippedRO6HIT3.PIX0,0,not flippedRO6HIT4.PIX0,0,not flipped2 // Number of looping framesR06DED1.PIX0,0,not flippedRO6DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO6HIT1.PIX0,0,not flippedRO6HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO6BAK1.PIX0,0,not flippedRO6BAK2.PIX0,0,flippedNEXT PEDESTRIAN//"YS0t%7e!"_:a(Sk6-~'[ hFM'\I6uY2GXoxB\6Xb"YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e31 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO7.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,flippedRO7RUNA2.PIX0,0,flippedRO7RUNA3.PIX0,0,flippedRO7RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flippedRO7RUNT3.PIX0,0,not flippedRO7RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNT1.PIX0,0,flippedRO7RUNT2.PIX0,0,flippedRO7RUNT3.PIX0,0,flippedRO7RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO7SHK.PIX0,0,flippedRO7STL1.PIX0,0,flippedRO7SHK.PIX0,0,not flippedRO7TRN.PIX0,0,not flipped4 // Number of looping framesRO7RUNA1.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flippedRO7RUNA3.PIX0,0,not flippedRO7RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7STL1.PIX0,0,flippedRO7STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flippedRO7HIT3.PIX0,0,not flippedRO7HIT4.PIX0,0,not flipped2 // Number of looping framesRO7DED1.PIX0,0,not flippedRO7DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO7HIT1.PIX0,0,not flippedRO7HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO7BAK1.PIX0,0,not flippedRO7BAK2.PIX0,0,flippedNEXT PEDESTRIAN//:t%7e!"_:a(YS0~]Rw#N:B|P?`YX[4o!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e29 // Reference number0.35 // Height250 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO8.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"P~ih,Q1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index//+Id"VlSK:s/{.NjdUs*K"Vv7|t T1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//Sxn7`so8(X0?LpP}~fs;U+or'\v1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index///Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,flippedRO8RUNA2.PIX0,0,flippedRO8RUNA3.PIX0,0,flippedRO8RUNA2.PIX0,0,flipped//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)Ncollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flippedRO8RUNT3.PIX0,0,not flippedRO8RUNT2.PIX0,0,not flipped//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^jcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNT1.PIX0,0,flippedRO8RUNT2.PIX0,0,flippedRO8RUNT3.PIX0,0,flippedRO8RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO8SHK.PIX0,0,flippedRO8STL1.PIX0,0,flippedRO8SHK.PIX0,0,not flippedRO8TRN.PIX0,0,not flipped4 // Number of looping framesRO8RUNA1.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flippedRO8RUNA3.PIX0,0,not flippedRO8RUNA2.PIX0,0,not flipped///Sequence #4 - stationary, looking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8STL1.PIX0,0,flippedRO8STL2.PIX0,0,flipped//(&u:LgZ:}:=bmiq'aUs-fr!|axkZcdon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flippedRO8HIT3.PIX0,0,not flippedRO8HIT4.PIX0,0,not flipped2 // Number of looping framesR08DED1.PIX0,0,not flippedRO8DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesGCHUNKS1.PIX0,0,not flipped0 // Number of looping frames//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZccollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO8HIT1.PIX0,0,not flippedRO8HIT2.PIX0,0,not flipped0 // Number of looping frames//oiny u%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_collide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO8BAK1.PIX0,0,not flippedRO8BAK2.PIX0,0,flippedNEXT PEDESTRIAN//^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^//~/=o+(U0k"SY:~/=o+(U0kG=}YU/\n^I90|F//^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^T7s"0b&%X=f/^//o!"_:a(YS0t%7eII'Bu"YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e!"_:a(YS0t%7e100 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN101 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN102 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN103 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN104 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN105 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN106 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN107 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN108 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN109 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN110 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN111 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN112 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN113 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN114 // Reference number0.35 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABMINE.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsvariable // Frame rate type4,40 // Number of initial frames10 // Number of looping framesMINER0.PIX0,0,flippedMINER1.PIX0,0,flippedMINER2.PIX0,0,flippedMINER3.PIX0,0,flippedMINER4.PIX0,0,flippedMINER5.PIX0,0,flippedMINER4.PIX0,0,flippedMINER3.PIX0,0,flippedMINER2.PIX0,0,flippedMINER1.PIX0,0,flipped//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsvariable // Frame rate type4,40 // Number of initial frames10 // Number of looping framesMINER0.PIX0,0,flippedMINER1.PIX0,0,flippedMINER2.PIX0,0,flippedMINER3.PIX0,0,flippedMINER4.PIX0,0,flippedMINER5.PIX0,0,flippedMINER4.PIX0,0,flippedMINER3.PIX0,0,flippedMINER2.PIX0,0,flippedMINER1.PIX0,0,flipped// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN115 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN116 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN117 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN118 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN119 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN120 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN121 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN122 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN123 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN124 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN125 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN126 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN127 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN128 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN129 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN130 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQCYLNDR1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN131 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQYDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQYDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN132 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN133 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN134 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN135 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN136 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN137 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN138 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN139 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN140 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN141 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN142 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN143 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN144 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN145 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN146 // Reference number0.35 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABLNDMINE8.PIXSTDPED.MAT1 // 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 action2 // Number of actions//=Ya~k2SYi*ns+SeoUd#\p0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index//:li&Ue(V!k"Av1kt!]1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences//~\x>Onfuk2SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesLNDMINE8.PIX0,0,not flipped0 // Number of looping frames//~\x>Onfuk3SYi*ns+SeoUd#\pcollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesLNDMINE8.PIX0,0,not flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesEND OF PEDESTRIANS