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//(_:a“(Y“S0t%7e!"UB„ˆ"[6H“JOƒc+F<[b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
1                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO2 (FORMERLY ???) **********************************************************************************  
32                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R|’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
2                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R{’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
3                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„Œ"[6H“JOƒc+I;^kvPSx73~%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
4                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO6(FORMERLY PER) ************************************************************************************ 
5                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„Ž*5v+W›]Q–š[Z&9k“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(S
6                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]Rw’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
7                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R~’MG']ŽkN*™:[“&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
8                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„‹"[6H“JOƒc+K" b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
9                                                                               // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R|’MG']ŽkN*™:Mo&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
10                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„"[6H“JOƒc+K"#b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
11                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„Œ"[6H“JOƒc+7J/b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
99                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„"[6H“JOƒc+[>^b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
20                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„Ž"[6H“JOƒc+7J/b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
21                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„"[6H“JOƒc+7J/b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
12                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„ˆ"[6H“JOƒc+K:@b™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
13                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R}’MG']ŽkN*™:JŠ&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
14                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R|’MG']ŽkN*™?Wn&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
15                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R{’MG']ŽkN*™4[&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
16                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//(_:a“(Y“S0t%7e!"UB„Œ"[6H“JOƒc+E Cb™(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
17                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]Ry’MG']ŽkN*™6Vš&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
18                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]Rx’MG']ŽkN*™+Sš&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
19                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]Rw’MG']ŽkN*™F%a&=e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
26                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//0a“(Y“S0t%7e!"_:kkMB™Q\‘]PŠhGQU\Ÿq+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
22                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
///**************** RO2 (FORMERLY TIA?) **********************************************************************************************
24                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
RO2RUNA3.PIX
0,0,flipped
RO2RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
RO2RUNT3.PIX
0,0,not flipped
RO2RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNT1.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
RO2RUNT3.PIX
0,0,flipped
RO2RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2SHK.PIX
0,0,flipped
RO2STL1.PIX
0,0,flipped
RO2SHK.PIX
0,0,not flipped
RO2TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO2RUNA1.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
RO2RUNA3.PIX
0,0,not flipped
RO2RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2STL1.PIX
0,0,flipped
RO2STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
RO2HIT3.PIX
0,0,not flipped
RO2HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R02DED1.PIX
0,0,not flipped
RO2DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO2HIT1.PIX
0,0,not flipped
RO2HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO2BAK1.PIX
0,0,not flipped
RO2BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]R|š#N:B†|P?`Y@—B4o!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
25                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
RO3RUNA3.PIX
0,0,flipped
RO3RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
RO3RUNT3.PIX
0,0,not flipped
RO3RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNT1.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
RO3RUNT3.PIX
0,0,flipped
RO3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3SHK.PIX
0,0,flipped
RO3STL1.PIX
0,0,flipped
RO3SHK.PIX
0,0,not flipped
RO3TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO3RUNA1.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
RO3RUNA3.PIX
0,0,not flipped
RO3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3STL1.PIX
0,0,flipped
RO3STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
RO3HIT3.PIX
0,0,not flipped
RO3HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R03DED1.PIX
0,0,not flipped
RO3DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO3HIT1.PIX
0,0,not flipped
RO3HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO3BAK1.PIX
0,0,not flipped
RO3BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//0a“(Y“S0t%7e!"_:kkMG™Q\‘]PŠhGQUW™w+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
27                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
RO4RUNA3.PIX
0,0,flipped
RO4RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
RO4RUNT3.PIX
0,0,not flipped
RO4RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNT1.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
RO4RUNT3.PIX
0,0,flipped
RO4RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4SHK.PIX
0,0,flipped
RO4STL1.PIX
0,0,flipped
RO4SHK.PIX
0,0,not flipped
RO4TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO4RUNA1.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
RO4RUNA3.PIX
0,0,not flipped
RO4RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4STL1.PIX
0,0,flipped
RO4STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
RO4HIT3.PIX
0,0,not flipped
RO4HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R04DED1.PIX
0,0,not flipped
RO4DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO4HIT1.PIX
0,0,not flipped
RO4HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO4BAK1.PIX
0,0,not flipped
RO4BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//0a“(Y“S0t%7e!"_:kkMF™Q\‘]PŠhGQUW„}+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
28                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
RO5RUNA3.PIX
0,0,flipped
RO5RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
RO5RUNT3.PIX
0,0,not flipped
RO5RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNT1.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
RO5RUNT3.PIX
0,0,flipped
RO5RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5SHK.PIX
0,0,flipped
RO5STL1.PIX
0,0,flipped
RO5SHK.PIX
0,0,not flipped
RO5TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO5RUNA1.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
RO5RUNA3.PIX
0,0,not flipped
RO5RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5STL1.PIX
0,0,flipped
RO5STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
RO5HIT3.PIX
0,0,not flipped
RO5HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R05DED1.PIX
0,0,not flipped
RO5DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO5HIT1.PIX
0,0,not flipped
RO5HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO5BAK1.PIX
0,0,not flipped
RO5BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//0a“(Y“S0t%7e!"_:kkME™Q\‘]PŠhGQUBŽ}+S“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y
30                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
RO6RUNA3.PIX
0,0,flipped
RO6RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
RO6RUNT3.PIX
0,0,not flipped
RO6RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNT1.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
RO6RUNT3.PIX
0,0,flipped
RO6RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6SHK.PIX
0,0,flipped
RO6STL1.PIX
0,0,flipped
RO6SHK.PIX
0,0,not flipped
RO6TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO6RUNA1.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
RO6RUNA3.PIX
0,0,not flipped
RO6RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6STL1.PIX
0,0,flipped
RO6STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
RO6HIT3.PIX
0,0,not flipped
RO6HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R06DED1.PIX
0,0,not flipped
RO6DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO6HIT1.PIX
0,0,not flipped
RO6HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO6BAK1.PIX
0,0,not flipped
RO6BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//"Y“S0t%7e!"_:a“(Sk6-~'[   hFM'\’™I6uY2ŠGXoxB\6Xb"Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
31                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
RO7RUNA3.PIX
0,0,flipped
RO7RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
RO7RUNT3.PIX
0,0,not flipped
RO7RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNT1.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
RO7RUNT3.PIX
0,0,flipped
RO7RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7SHK.PIX
0,0,flipped
RO7STL1.PIX
0,0,flipped
RO7SHK.PIX
0,0,not flipped
RO7TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO7RUNA1.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
RO7RUNA3.PIX
0,0,not flipped
RO7RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7STL1.PIX
0,0,flipped
RO7STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
RO7HIT3.PIX
0,0,not flipped
RO7HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
RO7DED1.PIX
0,0,not flipped
RO7DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO7HIT1.PIX
0,0,not flipped
RO7HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO7BAK1.PIX
0,0,not flipped
RO7BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a“(Y“S0~]Rwš#N:B†|P?`YXŸ[4o!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
29                                                                              // Reference number
0.35                                                                    // Height
250                                                                             // Points value
15                                                                              // Hit points
2,4031,4030                                                             // Exploding noises
4040                                                                    // Falling noise
0.00002                                                                 // Acceleration
1                                                                               // Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2                                                                               // Index of fatal car-impact action
4                                                                               // Index of non-fatal car-impact action
1                                                                               // Index of after-non-fatal-impact action
5                                                                               // Index of fatal falling action
6                                                                               // Index of non-fatal falling action
3                                                                               // Index of giblets action
7                                                                               // Number of actions
// Action #0 - stand there, looking nervous
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
20.0                                                                    // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
90,8                                                    // Max bearing, sequence index
270,4                                                   // Max bearing, sequence index
360,8                                                   // Max bearing, sequence index
//UQ(MkœWY9o/0oN~z›0-Kk”Q0jyo[elUb>W"ŸP’~ih,Q
1,100                                                           // Danger level, percentage chance
0,0.0008                                                        // Initial speed, looping speed
0.05                                                            // Reaction time for this action
1,4003                                                  // Sounds
4                                                                       // Number of sequences for this action
90,0                                                    // Max bearing, sequence index
180,1                                                   // Max bearing, sequence index
270,2                                                   // Max bearing, sequence index
360,3                                                   // Max bearing, sequence index
//+I–d"VlSšK:s/{.NjdUs*K"V•v7|t T
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//Sxšn7`so™8(X0?LpP—}~fs;U+oœr'\v 
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,6                                                   // Max bearing, sequence index
///Action #4 - non-fatal car collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4013                                                  // Sounds
1                                                                       // Number of sequences for this action
360,5                                                   // Max bearing, sequence index
//(4s?Pm™Z,~"=!Ue%“q?XnS^‹u+ayoYdd™y8Pm
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
1,4003                                                  // Sounds
1                                                                       // Number of sequences for this action
360,7                                                   // Max bearing, sequence index
9                                                                               // Number of sequences
//" \ˆo;a~*š(8U=kMwWY|,fz'NnftkXl—™‹o0/|8[r(kMj–P‹:,fz'N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
RO8RUNA3.PIX
0,0,flipped
RO8RUNA2.PIX
0,0,flipped
//kjg‚Lœt=j=l‹+%Ud>KlS_‹s9gi*TnlUq%]"L—:*`j.Ho{Ud$™v›\h~cx)N
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
RO8RUNT3.PIX
0,0,not flipped
RO8RUNT2.PIX
0,0,not flipped
//~\x>Onf–ukš0S”Yn+}so\ya’x?\l–]Y{0k==Oe(<Xp—JYn1/i'_bzUb"^j‡
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNT1.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
RO8RUNT3.PIX
0,0,flipped
RO8RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide                                                         // Include this frame in collision calcs
speed                                                           // Frame rate type
0.06,8                                                          // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8SHK.PIX
0,0,flipped
RO8STL1.PIX
0,0,flipped
RO8SHK.PIX
0,0,not flipped
RO8TRN.PIX
0,0,not flipped
4                                                                       // Number of looping frames
RO8RUNA1.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
RO8RUNA3.PIX
0,0,not flipped
RO8RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8STL1.PIX
0,0,flipped
RO8STL2.PIX
0,0,flipped
//(&u:LgZœ:}:=bšmiq'™aœU•s-fr!š|axkZc
don't collide                                           // Exclude this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
4                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
RO8HIT3.PIX
0,0,not flipped
RO8HIT4.PIX
0,0,not flipped
2                                                                       // Number of looping frames
R08DED1.PIX
0,0,not flipped
RO8DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide                                           // Exclude this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
GCHUNKS1.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//=œ_z}~(\"PŽY7~ar!—miq'™aœU•s-fr!š|axkZc
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
12,12                                                                   // Min frame rate, max frame rate,
2                                                                       // Number of initial frames
RO8HIT1.PIX
0,0,not flipped
RO8HIT2.PIX
0,0,not flipped
0                                                                        // Number of looping frames
//oiny  u%ZgSšA:s/n;[aš~*K{_™•u1dt!]+|ukVv›\‹:)ndo\yg˜08Pf–™u~|t+_
collide                                                         // Include this frame in collision calcs
variable                                                        // Frame rate type
1,6                                                                     // Min frame rate, max frame rate,
0                                                                        // Number of initial frames
2                                                                       // Number of looping frames
RO8BAK1.PIX
0,0,not flipped
RO8BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//^”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”/^
//~/=oš+(U0k™"S™Y:~/=oš+(U0k™G=}YU˜/\Œn^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“(Y“S0t%7ešII'BŽu"Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e!"_:a“(Y“S0t%7e
100                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
101                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
102                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
103                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
104                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
105                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
106                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
107                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
108                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OYDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OYDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
109                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400                                                                  // Exploding noises
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OYDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OYDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
110                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
111                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
112                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
113                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
114                                                                             // Reference number
0.35                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
MINE.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
4,4
0                                                                        // Number of initial frames
10                                                                      // Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
variable                                                                // Frame rate type
4,4
0                                                                        // Number of initial frames
10                                                                      // Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
115                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
116                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
117                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
118                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
119                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
120                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
121                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
122                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
123                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
124                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
125                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
126                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
127                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
128                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QGDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
129                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
130                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QCYLNDR1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QCYLNDR2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
131                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QYDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QYDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
132                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
133                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
134                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
135                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
136                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
OTYRES2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
137                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
138                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QGDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QGDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
139                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
140                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
141                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
142                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
143                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
144                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
145                                                                             // Reference number
0.19                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
NEXT PEDESTRIAN
146                                                                             // Reference number
0.35                                                                    // Height
0                                                                                // Points value
0.0001                                                                  // Hit points
1,5400
-1                                                                              // Falling noise
0                                                                                // Acceleration
-1                                                                              // Image index
IDENTITY.TAB
LNDMINE8.PIX
STDPED.MAT
1                                                                               // Index of fatal car-impact action
-1                                                                              // Index of non-fatal car-impact action
-1                                                                              // Index of after-non-fatal-impact action
-1                                                                              // Index of fatal falling action
-1                                                                              // Index of non-fatal falling action
-1                                                                              // Index of giblets action
2                                                                               // Number of actions
//=ŽYaš~kš2S”Yi*ns+SeoUd#\p–
0,100                                                           // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
3                                                                       // Number of sequences for this action
10,0                                                    // Max bearing, sequence index
350,1                                                   // Max bearing, sequence index
360,0                                                   // Max bearing, sequence index
//:Ÿli&Ue(V!k”"–A‰v1kt!]
1000,0                                                          // Danger level, percentage chance
0,0                                                                     // Initial speed, looping speed
0                                                                        // Reaction time for this action
0                                                                        // Sounds
1                                                                       // Number of sequences for this action
360,2                                                   // Max bearing, sequence index
3                                                                               // Number of sequences
//~\x>Onf–ukš2S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
LNDMINE8.PIX
0,0,not flipped         
0                                                                        // Number of looping frames
//~\x>Onf–ukš3S”Yi*ns+SeoUd#\p–
collide                                                         // Include this frame in collision calcs
fixed                                                           // Frame rate type
1                                                                       // Number of initial frames
LNDMINE8.PIX
0,0,not flipped
0                                                                        // Number of looping frames
// Sequence #2 - exploding
don't collide                                           // Exclude this frame in collision calcs
variable                                                        // Frame rate type
10,10
7                                                                       // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0                                                                        // Number of looping frames
END OF PEDESTRIANS