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// **************** NIK 2 ****************1 // Reference number0.24 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4003 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABNIK.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNA1.PIX0,0,flippedNIKRUNA2.PIX0,0,flippedNIKRUNA3.PIX0,0,flippedNIKRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNT1.PIX0,0,not flippedNIKRUNT2.PIX0,0,not flippedNIKRUNT3.PIX0,0,not flippedNIKRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNT1.PIX0,0,flippedNIKRUNT2.PIX0,0,flippedNIKRUNT3.PIX0,0,flippedNIKRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNA1.PIX0,0,not flippedNIKRUNA2.PIX0,0,not flippedNIKRUNA3.PIX0,0,not flippedNIKRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesNIKSTL.PIX0,0,not flippedNIKSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesNIKHIT1.PIX0,0,not flippedNIKHIT2.PIX0,0,not flippedNIKHIT3.PIX0,0,not flippedNIKHIT4.PIX0,0,not flippedNIKDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesNIKHIT1.PIX0,0,not flippedNIKHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesNIKBAK.PIX0,0,not flippedNIKBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** RO1 2 ****************32 // Reference number0.35 // Height125 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRO1.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,flippedRO1RUNA2.PIX0,0,flippedRO1RUNA3.PIX0,0,flippedRO1RUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flippedRO1RUNT3.PIX0,0,not flippedRO1RUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNT1.PIX0,0,flippedRO1RUNT2.PIX0,0,flippedRO1RUNT3.PIX0,0,flippedRO1RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesRO1SHK.PIX0,0,flippedRO1STL1.PIX0,0,flippedRO1SHK.PIX0,0,not flippedRO1TRN.PIX0,0,not flipped4 // Number of looping framesRO1RUNA1.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flippedRO1RUNA3.PIX0,0,not flippedRO1RUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1STL1.PIX0,0,flippedRO1STL2.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flippedRO1HIT3.PIX0,0,not flippedRO1HIT4.PIX0,0,not flipped2 // Number of looping framesRO1DED1.PIX0,0,not flippedRO1DED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRO1HIT1.PIX0,0,not flippedRO1HIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRO1BAK1.PIX0,0,not flippedRO1BAK2.PIX0,0,flippedNEXT PEDESTRIAN// **************** BUS 2 ****************2 // Reference number0.27 // Height125 // Points value15 // Hit points2,4031,4030 // Exploding noises4003 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABBUS.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4003,4904 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNA1.PIX0,0,flippedBUSRUNA2.PIX0,0,flippedBUSRUNA3.PIX0,0,flippedBUSRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNT1.PIX0,0,not flippedBUSRUNT2.PIX0,0,not flippedBUSRUNT3.PIX0,0,not flippedBUSRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNT1.PIX0,0,flippedBUSRUNT2.PIX0,0,flippedBUSRUNT3.PIX0,0,flippedBUSRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNA1.PIX0,0,not flippedBUSRUNA2.PIX0,0,not flippedBUSRUNA3.PIX0,0,not flippedBUSRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesBUSSTL.PIX0,0,not flippedBUSSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesBUSHIT1.PIX0,0,not flippedBUSHIT2.PIX0,0,not flippedBUSHIT3.PIX0,0,not flippedBUSHIT4.PIX0,0,not flippedBUSDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesBUSHIT1.PIX0,0,not flippedBUSHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesBUSBAK.PIX0,0,not flippedBUSBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** F^T 2 ****************3 // Reference number0.27 // Height150 // Points value20 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABFAT.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0005 // Initial speed, looping speed0.05 // Reaction time for this action3,4001,4001,4902 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNA1.PIX0,0,flippedFATRUNA2.PIX0,0,flippedFATRUNA3.PIX0,0,flippedFATRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNT1.PIX0,0,not flippedFATRUNT2.PIX0,0,not flippedFATRUNT3.PIX0,0,not flippedFATRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNT1.PIX0,0,flippedFATRUNT2.PIX0,0,flippedFATRUNT3.PIX0,0,flippedFATRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNA1.PIX0,0,not flippedFATRUNA2.PIX0,0,not flippedFATRUNA3.PIX0,0,not flippedFATRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFATSTL.PIX0,0,not flippedFATSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesFATHIT1.PIX0,0,not flippedFATHIT2.PIX0,0,not flippedFATHIT3.PIX0,0,not flippedFATHIT4.PIX0,0,not flippedFATDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesFATHIT1.PIX0,0,not flippedFATHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFATBAK.PIX0,0,not flippedFATBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** ANN 2 ****************4 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4003 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABANN.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4904,4905 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNA1.PIX0,0,flippedANRUNA2.PIX0,0,flippedANRUNA3.PIX0,0,flippedANRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNT1.PIX0,0,not flippedANRUNT2.PIX0,0,not flippedANRUNT3.PIX0,0,not flippedANRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNT1.PIX0,0,flippedANRUNT2.PIX0,0,flippedANRUNT3.PIX0,0,flippedANRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNA1.PIX0,0,not flippedANRUNA2.PIX0,0,not flippedANRUNA3.PIX0,0,not flippedANRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesANSTL.PIX0,0,not flippedANSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesANHIT1.PIX0,0,not flippedANHIT2.PIX0,0,not flippedANHIT3.PIX0,0,not flippedANHIT4.PIX0,0,not flippedANDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesANHIT1.PIX0,0,not flippedANHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesANBAK.PIX0,0,not flippedANBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** PER 2 ****************5 // Reference number0.29 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABPER.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4004 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action3,4011,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNA1.PIX0,0,flippedPERRUNA2.PIX0,0,flippedPERRUNA3.PIX0,0,flippedPERRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNT1.PIX0,0,not flippedPERRUNT2.PIX0,0,not flippedPERRUNT3.PIX0,0,not flippedPERRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNT1.PIX0,0,flippedPERRUNT2.PIX0,0,flippedPERRUNT3.PIX0,0,flippedPERRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNA1.PIX0,0,not flippedPERRUNA2.PIX0,0,not flippedPERRUNA3.PIX0,0,not flippedPERRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPERSTL.PIX0,0,not flippedPERSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesPERHIT1.PIX0,0,not flippedPERHIT2.PIX0,0,not flippedPERHIT3.PIX0,0,not flippedPERHIT4.PIX0,0,not flippedPERDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesPERHIT1.PIX0,0,not flippedPERHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPERBAK.PIX0,0,not flippedPERBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** PRS 2 ****************6 // Reference number0.25 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABPRS.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4904,4905 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNA1.PIX0,0,flippedPRSRUNA2.PIX0,0,flippedPRSRUNA3.PIX0,0,flippedPRSRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNT1.PIX0,0,not flippedPRSRUNT2.PIX0,0,not flippedPRSRUNT3.PIX0,0,not flippedPRSRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNT1.PIX0,0,flippedPRSRUNT2.PIX0,0,flippedPRSRUNT3.PIX0,0,flippedPRSRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNA1.PIX0,0,not flippedPRSRUNA2.PIX0,0,not flippedPRSRUNA3.PIX0,0,not flippedPRSRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPRSSTL.PIX0,0,not flippedPRSSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesPRSHIT1.PIX0,0,not flippedPRSHIT2.PIX0,0,not flippedPRSHIT3.PIX0,0,not flippedPRSHIT4.PIX0,0,not flippedPRSDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesPRSHIT1.PIX0,0,not flippedPRSHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPRSBAK.PIX0,0,not flippedPRSBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** TON 2 ****************7 // Reference number0.26 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABTON.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4000,4902 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNA1.PIX0,0,flippedTONRUNA2.PIX0,0,flippedTONRUNA3.PIX0,0,flippedTONRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNT1.PIX0,0,not flippedTONRUNT2.PIX0,0,not flippedTONRUNT3.PIX0,0,not flippedTONRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNT1.PIX0,0,flippedTONRUNT2.PIX0,0,flippedTONRUNT3.PIX0,0,flippedTONRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNA1.PIX0,0,not flippedTONRUNA2.PIX0,0,not flippedTONRUNA3.PIX0,0,not flippedTONRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesTONSTL.PIX0,0,not flippedTONSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesTONHIT1.PIX0,0,not flippedTONHIT2.PIX0,0,not flippedTONHIT3.PIX0,0,not flippedTONHIT4.PIX0,0,not flippedTONDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesTONHIT1.PIX0,0,not flippedTONHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesTONBAK.PIX0,0,not flippedTONBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** C^M 2 ****************8 // Reference number0.245 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCAM.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNA1.PIX0,0,flippedCAMRUNA2.PIX0,0,flippedCAMRUNA3.PIX0,0,flippedCAMRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNT1.PIX0,0,not flippedCAMRUNT2.PIX0,0,not flippedCAMRUNT3.PIX0,0,not flippedCAMRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNT1.PIX0,0,flippedCAMRUNT2.PIX0,0,flippedCAMRUNT3.PIX0,0,flippedCAMRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNA1.PIX0,0,not flippedCAMRUNA2.PIX0,0,not flippedCAMRUNA3.PIX0,0,not flippedCAMRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCAMSTL.PIX0,0,not flippedCAMSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCAMHIT1.PIX0,0,not flippedCAMHIT2.PIX0,0,not flippedCAMHIT3.PIX0,0,not flippedCAMHIT4.PIX0,0,not flippedCAMDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCAMHIT1.PIX0,0,not flippedCAMHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCAMBAK.PIX0,0,not flippedCAMBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** CW0 2 ****************9 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCW0.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4001,4902,4903 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action3,4010,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNA1.PIX0,0,flippedCW0RUNA2.PIX0,0,flippedCW0RUNA3.PIX0,0,flippedCW0RUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNT1.PIX0,0,not flippedCW0RUNT2.PIX0,0,not flippedCW0RUNT3.PIX0,0,not flippedCW0RUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNT1.PIX0,0,flippedCW0RUNT2.PIX0,0,flippedCW0RUNT3.PIX0,0,flippedCW0RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNA1.PIX0,0,not flippedCW0RUNA2.PIX0,0,not flippedCW0RUNA3.PIX0,0,not flippedCW0RUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCW0STL.PIX0,0,not flippedCW0STL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCW0HIT1.PIX0,0,not flippedCW0HIT2.PIX0,0,not flippedCW0HIT3.PIX0,0,not flippedCW0HIT4.PIX0,0,not flippedCW0DED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCW0HIT1.PIX0,0,not flippedCW0HIT2.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** CW1 2 ****************10 // Reference number0.27 // Height125 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCW1.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4000,4902,4000 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,2 // Max bearing, sequence index270,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4011,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNA1.PIX0,0,flippedCW1RUNA2.PIX0,0,flippedCW1RUNA3.PIX0,0,flippedCW1RUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNT1.PIX0,0,not flippedCW1RUNT2.PIX0,0,not flippedCW1RUNT3.PIX0,0,not flippedCW1RUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNT1.PIX0,0,flippedCW1RUNT2.PIX0,0,flippedCW1RUNT3.PIX0,0,flippedCW1RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNA1.PIX0,0,not flippedCW1RUNA2.PIX0,0,not flippedCW1RUNA3.PIX0,0,not flippedCW1RUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCW1STL.PIX0,0,not flippedCW1STL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCW1HIT1.PIX0,0,not flippedCW1HIT2.PIX0,0,not flippedCW1HIT3.PIX0,0,not flippedCW1HIT4.PIX0,0,not flippedCW1DED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCW1HIT1.PIX0,0,not flippedCW1HIT2.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** CW3 2 ****************11 // Reference number0.25 // Height110 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCW3.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4000,4910 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,2 // Max bearing, sequence index270,1 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action3,4010,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNA1.PIX0,0,flippedCW3RUNA2.PIX0,0,flippedCW3RUNA3.PIX0,0,flippedCW3RUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNT1.PIX0,0,not flippedCW3RUNT2.PIX0,0,not flippedCW3RUNT3.PIX0,0,not flippedCW3RUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNT1.PIX0,0,flippedCW3RUNT2.PIX0,0,flippedCW3RUNT3.PIX0,0,flippedCW3RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNA1.PIX0,0,not flippedCW3RUNA2.PIX0,0,not flippedCW3RUNA3.PIX0,0,not flippedCW3RUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCW3STL.PIX0,0,not flippedCW3STL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCW3HIT1.PIX0,0,not flippedCW3HIT2.PIX0,0,not flippedCW3HIT3.PIX0,0,not flippedCW3HIT4.PIX0,0,not flippedCW3DED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCW3HIT1.PIX0,0,not flippedCW3HIT2.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** FLAG WAVEY BASTARD MAN ****************99 // Reference number0.325 // Height1000 // Points value20 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABFLG.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action8 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck7,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4000,4902 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,2 // Max bearing, sequence index270,1 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #7 - wave that flag baby.....1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,8 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNA1.PIX0,0,not flippedFLGRUNA2.PIX0,0,not flippedFLGRUNA3.PIX0,0,not flippedFLGRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNT1.PIX0,0,flippedFLGRUNT2.PIX0,0,flippedFLGRUNT3.PIX0,0,flippedFLGRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNT1.PIX0,0,not flippedFLGRUNT2.PIX0,0,not flippedFLGRUNT3.PIX0,0,not flippedFLGRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNA1.PIX0,0,flippedFLGRUNA2.PIX0,0,flippedFLGRUNA3.PIX0,0,flippedFLGRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFLGSTL1.PIX0,0,flippedFLGSTL2.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type9,10 // Min frame rate, max frame rate,4 // Number of initial framesFLGHIT1.PIX0,0,not flippedFLGHIT2.PIX0,0,not flippedFLGHIT3.PIX0,0,not flippedFLGHIT4.PIX0,0,not flipped2 // Number of looping framesFLGDED1.PIX0,0,not flippedFLGDED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesFLGHIT1.PIX0,0,not flippedFLGHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - flag waving jobby bastardcollide // Include this frame in collision calcsvariable // Frame rate type9,10 // Min frame rate, max frame rate,0 // Number of initial frames4 // Number of looping framesFLGWAV1.PIX0,0,not flippedFLGWAV2.PIX0,0,not flippedFLGWAV3.PIX0.07,0,not flippedFLGWAV4.PIX0.07,0,not flippedNEXT PEDESTRIAN// **************** NIK 2 ****************51 // Reference number0.24 // Height200 // Points value10 // Hit points2,4031,4030 // Exploding noises4003 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABNIK.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4002,4904,4905 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNA1.PIX0,0,flippedNIKRUNA2.PIX0,0,flippedNIKRUNA3.PIX0,0,flippedNIKRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNT1.PIX0,0,not flippedNIKRUNT2.PIX0,0,not flippedNIKRUNT3.PIX0,0,not flippedNIKRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNT1.PIX0,0,flippedNIKRUNT2.PIX0,0,flippedNIKRUNT3.PIX0,0,flippedNIKRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesNIKSHK.PIX0,0,flippedNIKSTL.PIX0,0,flippedNIKSHK.PIX0,0,not flippedNIKTRN.PIX0,0,not flipped4 // Number of looping framesNIKRUNA1.PIX0,0,not flippedNIKRUNA2.PIX0,0,not flippedNIKRUNA3.PIX0,0,not flippedNIKRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesNIKSTL.PIX0,0,not flippedNIKSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesNIKHIT1.PIX0,0,not flippedNIKHIT2.PIX0,0,not flippedNIKHIT3.PIX0,0,not flippedNIKHIT4.PIX0,0,not flippedNIKDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesNIKHIT1.PIX0,0,not flippedNIKHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesNIKBAK.PIX0,0,not flippedNIKBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** BUS 2 ****************52 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABBUS.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNA1.PIX0,0,flippedBUSRUNA2.PIX0,0,flippedBUSRUNA3.PIX0,0,flippedBUSRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNT1.PIX0,0,not flippedBUSRUNT2.PIX0,0,not flippedBUSRUNT3.PIX0,0,not flippedBUSRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNT1.PIX0,0,flippedBUSRUNT2.PIX0,0,flippedBUSRUNT3.PIX0,0,flippedBUSRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesBUSSHK.PIX0,0,flippedBUSSTL.PIX0,0,flippedBUSSHK.PIX0,0,not flippedBUSTRN.PIX0,0,not flipped4 // Number of looping framesBUSRUNA1.PIX0,0,not flippedBUSRUNA2.PIX0,0,not flippedBUSRUNA3.PIX0,0,not flippedBUSRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesBUSSTL.PIX0,0,not flippedBUSSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesBUSHIT1.PIX0,0,not flippedBUSHIT2.PIX0,0,not flippedBUSHIT3.PIX0,0,not flippedBUSHIT4.PIX0,0,not flippedBUSDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesBUSHIT1.PIX0,0,not flippedBUSHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesBUSBAK.PIX0,0,not flippedBUSBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** F^T 2 ****************53 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABFAT.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0005 // Initial speed, looping speed0.05 // Reaction time for this action1,4001 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNA1.PIX0,0,flippedFATRUNA2.PIX0,0,flippedFATRUNA3.PIX0,0,flippedFATRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNT1.PIX0,0,not flippedFATRUNT2.PIX0,0,not flippedFATRUNT3.PIX0,0,not flippedFATRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNT1.PIX0,0,flippedFATRUNT2.PIX0,0,flippedFATRUNT3.PIX0,0,flippedFATRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesFATSHK.PIX0,0,flippedFATSTL.PIX0,0,flippedFATSHK.PIX0,0,not flippedFATTRN.PIX0,0,not flipped4 // Number of looping framesFATRUNA1.PIX0,0,not flippedFATRUNA2.PIX0,0,not flippedFATRUNA3.PIX0,0,not flippedFATRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFATSTL.PIX0,0,not flippedFATSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesFATHIT1.PIX0,0,not flippedFATHIT2.PIX0,0,not flippedFATHIT3.PIX0,0,not flippedFATHIT4.PIX0,0,not flippedFATDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesFATHIT1.PIX0,0,not flippedFATHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFATBAK.PIX0,0,not flippedFATBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** ANN 2 ****************54 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABANN.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNA1.PIX0,0,flippedANRUNA2.PIX0,0,flippedANRUNA3.PIX0,0,flippedANRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNT1.PIX0,0,not flippedANRUNT2.PIX0,0,not flippedANRUNT3.PIX0,0,not flippedANRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNT1.PIX0,0,flippedANRUNT2.PIX0,0,flippedANRUNT3.PIX0,0,flippedANRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesANSHK.PIX0,0,flippedANSTL.PIX0,0,flippedANSHK.PIX0,0,not flippedANTRN.PIX0,0,not flipped4 // Number of looping framesANRUNA1.PIX0,0,not flippedANRUNA2.PIX0,0,not flippedANRUNA3.PIX0,0,not flippedANRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesANSTL.PIX0,0,not flippedANSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesANHIT1.PIX0,0,not flippedANHIT2.PIX0,0,not flippedANHIT3.PIX0,0,not flippedANHIT4.PIX0,0,not flippedANDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesANHIT1.PIX0,0,not flippedANHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesANBAK.PIX0,0,not flippedANBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** PER 2 ****************55 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABPER.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4000 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNA1.PIX0,0,flippedPERRUNA2.PIX0,0,flippedPERRUNA3.PIX0,0,flippedPERRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNT1.PIX0,0,not flippedPERRUNT2.PIX0,0,not flippedPERRUNT3.PIX0,0,not flippedPERRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNT1.PIX0,0,flippedPERRUNT2.PIX0,0,flippedPERRUNT3.PIX0,0,flippedPERRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPERSHK.PIX0,0,flippedPERSTL.PIX0,0,flippedPERSHK.PIX0,0,not flippedPERTRN.PIX0,0,not flipped4 // Number of looping framesPERRUNA1.PIX0,0,not flippedPERRUNA2.PIX0,0,not flippedPERRUNA3.PIX0,0,not flippedPERRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPERSTL.PIX0,0,not flippedPERSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesPERHIT1.PIX0,0,not flippedPERHIT2.PIX0,0,not flippedPERHIT3.PIX0,0,not flippedPERHIT4.PIX0,0,not flippedPERDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesPERHIT1.PIX0,0,not flippedPERHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPERBAK.PIX0,0,not flippedPERBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** PRS 2 ****************56 // Reference number0.25 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABPRS.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4003 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4013 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNA1.PIX0,0,flippedPRSRUNA2.PIX0,0,flippedPRSRUNA3.PIX0,0,flippedPRSRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNT1.PIX0,0,not flippedPRSRUNT2.PIX0,0,not flippedPRSRUNT3.PIX0,0,not flippedPRSRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNT1.PIX0,0,flippedPRSRUNT2.PIX0,0,flippedPRSRUNT3.PIX0,0,flippedPRSRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesPRSSHK.PIX0,0,flippedPRSSTL.PIX0,0,flippedPRSSHK.PIX0,0,not flippedPRSTRN.PIX0,0,not flipped4 // Number of looping framesPRSRUNA1.PIX0,0,not flippedPRSRUNA2.PIX0,0,not flippedPRSRUNA3.PIX0,0,not flippedPRSRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPRSSTL.PIX0,0,not flippedPRSSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesPRSHIT1.PIX0,0,not flippedPRSHIT2.PIX0,0,not flippedPRSHIT3.PIX0,0,not flippedPRSHIT4.PIX0,0,not flippedPRSDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesPRSHIT1.PIX0,0,not flippedPRSHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesPRSBAK.PIX0,0,not flippedPRSBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** TON 2 ****************57 // Reference number0.26 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABTON.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4001 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNA1.PIX0,0,flippedTONRUNA2.PIX0,0,flippedTONRUNA3.PIX0,0,flippedTONRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNT1.PIX0,0,not flippedTONRUNT2.PIX0,0,not flippedTONRUNT3.PIX0,0,not flippedTONRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNT1.PIX0,0,flippedTONRUNT2.PIX0,0,flippedTONRUNT3.PIX0,0,flippedTONRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTONSHK.PIX0,0,flippedTONSTL.PIX0,0,flippedTONSHK.PIX0,0,not flippedTONTRN.PIX0,0,not flipped4 // Number of looping framesTONRUNA1.PIX0,0,not flippedTONRUNA2.PIX0,0,not flippedTONRUNA3.PIX0,0,not flippedTONRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesTONSTL.PIX0,0,not flippedTONSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesTONHIT1.PIX0,0,not flippedTONHIT2.PIX0,0,not flippedTONHIT3.PIX0,0,not flippedTONHIT4.PIX0,0,not flippedTONDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesTONHIT1.PIX0,0,not flippedTONHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesTONBAK.PIX0,0,not flippedTONBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** C^M 2 ****************58 // Reference number0.245 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCAM.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNA1.PIX0,0,flippedCAMRUNA2.PIX0,0,flippedCAMRUNA3.PIX0,0,flippedCAMRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNT1.PIX0,0,not flippedCAMRUNT2.PIX0,0,not flippedCAMRUNT3.PIX0,0,not flippedCAMRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNT1.PIX0,0,flippedCAMRUNT2.PIX0,0,flippedCAMRUNT3.PIX0,0,flippedCAMRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCAMSHK.PIX0,0,flippedCAMSTL.PIX0,0,flippedCAMSHK.PIX0,0,not flippedCAMTRN.PIX0,0,not flipped4 // Number of looping framesCAMRUNA1.PIX0,0,not flippedCAMRUNA2.PIX0,0,not flippedCAMRUNA3.PIX0,0,not flippedCAMRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCAMSTL.PIX0,0,not flippedCAMSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCAMHIT1.PIX0,0,not flippedCAMHIT2.PIX0,0,not flippedCAMHIT3.PIX0,0,not flippedCAMHIT4.PIX0,0,not flippedCAMDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCAMHIT1.PIX0,0,not flippedCAMHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCAMBAK.PIX0,0,not flippedCAMBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** CW0 2 ****************59 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCW0.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4001 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNA1.PIX0,0,flippedCW0RUNA2.PIX0,0,flippedCW0RUNA3.PIX0,0,flippedCW0RUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNT1.PIX0,0,not flippedCW0RUNT2.PIX0,0,not flippedCW0RUNT3.PIX0,0,not flippedCW0RUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNT1.PIX0,0,flippedCW0RUNT2.PIX0,0,flippedCW0RUNT3.PIX0,0,flippedCW0RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW0SHK.PIX0,0,flippedCW0STL.PIX0,0,flippedCW0SHK.PIX0,0,not flippedCW0TRN.PIX0,0,not flipped4 // Number of looping framesCW0RUNA1.PIX0,0,not flippedCW0RUNA2.PIX0,0,not flippedCW0RUNA3.PIX0,0,not flippedCW0RUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCW0STL.PIX0,0,not flippedCW0STL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCW0HIT1.PIX0,0,not flippedCW0HIT2.PIX0,0,not flippedCW0HIT3.PIX0,0,not flippedCW0HIT4.PIX0,0,not flippedCW0DED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCW0HIT1.PIX0,0,not flippedCW0HIT2.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** CW1 2 ****************60 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCW1.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4000 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,2 // Max bearing, sequence index270,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNA1.PIX0,0,flippedCW1RUNA2.PIX0,0,flippedCW1RUNA3.PIX0,0,flippedCW1RUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNT1.PIX0,0,not flippedCW1RUNT2.PIX0,0,not flippedCW1RUNT3.PIX0,0,not flippedCW1RUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNT1.PIX0,0,flippedCW1RUNT2.PIX0,0,flippedCW1RUNT3.PIX0,0,flippedCW1RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.10,8 // Min frame rate, max frame rate,4 // Number of initial framesCW1SHK.PIX0,0,flippedCW1STL.PIX0,0,flippedCW1SHK.PIX0,0,not flippedCW1TRN.PIX0,0,not flipped4 // Number of looping framesCW1RUNA1.PIX0,0,not flippedCW1RUNA2.PIX0,0,not flippedCW1RUNA3.PIX0,0,not flippedCW1RUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCW1STL.PIX0,0,not flippedCW1STL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCW1HIT1.PIX0,0,not flippedCW1HIT2.PIX0,0,not flippedCW1HIT3.PIX0,0,not flippedCW1HIT4.PIX0,0,not flippedCW1DED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCW1HIT1.PIX0,0,not flippedCW1HIT2.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** CW3 2 ****************61 // Reference number0.25 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCW3.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4000 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,2 // Max bearing, sequence index270,1 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNA1.PIX0,0,flippedCW3RUNA2.PIX0,0,flippedCW3RUNA3.PIX0,0,flippedCW3RUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNT1.PIX0,0,not flippedCW3RUNT2.PIX0,0,not flippedCW3RUNT3.PIX0,0,not flippedCW3RUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNT1.PIX0,0,flippedCW3RUNT2.PIX0,0,flippedCW3RUNT3.PIX0,0,flippedCW3RUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesCW3SHK.PIX0,0,flippedCW3STL.PIX0,0,flippedCW3SHK.PIX0,0,not flippedCW3TRN.PIX0,0,not flipped4 // Number of looping framesCW3RUNA1.PIX0,0,not flippedCW3RUNA2.PIX0,0,not flippedCW3RUNA3.PIX0,0,not flippedCW3RUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCW3STL.PIX0,0,not flippedCW3STL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCW3HIT1.PIX0,0,not flippedCW3HIT2.PIX0,0,not flippedCW3HIT3.PIX0,0,not flippedCW3HIT4.PIX0,0,not flippedCW3DED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCW3HIT1.PIX0,0,not flippedCW3HIT2.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** FLAG WAVEY BASTARD MAN ****************99 // Reference number0.325 // Height1000 // Points value20 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABFLG.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action8 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck7,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4000 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,2 // Max bearing, sequence index270,1 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #7 - wave that flag baby.....1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,8 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNA1.PIX0,0,not flippedFLGRUNA2.PIX0,0,not flippedFLGRUNA3.PIX0,0,not flippedFLGRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNT1.PIX0,0,flippedFLGRUNT2.PIX0,0,flippedFLGRUNT3.PIX0,0,flippedFLGRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNT1.PIX0,0,not flippedFLGRUNT2.PIX0,0,not flippedFLGRUNT3.PIX0,0,not flippedFLGRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesFLGSHK.PIX0,0,flippedFLGSTL1.PIX0,0,flippedFLGSHK.PIX0,0,not flipped4 // Number of looping framesFLGRUNA1.PIX0,0,flippedFLGRUNA2.PIX0,0,flippedFLGRUNA3.PIX0,0,flippedFLGRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFLGSTL1.PIX0,0,flippedFLGSTL2.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type9,10 // Min frame rate, max frame rate,4 // Number of initial framesFLGHIT1.PIX0,0,not flippedFLGHIT2.PIX0,0,not flippedFLGHIT3.PIX0,0,not flippedFLGHIT4.PIX0,0,not flipped2 // Number of looping framesFLGDED1.PIX0,0,not flippedFLGDED2.PIX0,0,not flipped// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesFLGHIT1.PIX0,0,not flippedFLGHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - flag waving jobby bastardcollide // Include this frame in collision calcsvariable // Frame rate type9,10 // Min frame rate, max frame rate,0 // Number of initial frames4 // Number of looping framesFLGWAV1.PIX0,0,not flippedFLGWAV2.PIX0,0,not flippedFLGWAV3.PIX0.07,0,not flippedFLGWAV4.PIX0.07,0,not flippedNEXT PEDESTRIAN// **************** FOOTBALLER #1 ****************20 // Reference number0.28 // Height150 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABSKN.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4000,4000,4903 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action3,4010,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesSKNSHK.PIX0,0,flippedSKNSTL.PIX0,0,flippedSKNSHK.PIX0,0,not flipped4 // Number of looping framesSKNRUNA1.PIX0,0,flippedSKNRUNA2.PIX0,0,flippedSKNRUNA3.PIX0,0,flippedSKNRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesSKNSHK.PIX0,0,flippedSKNSTL.PIX0,0,flippedSKNSHK.PIX0,0,not flipped4 // Number of looping framesSKNRUNT1.PIX0,0,not flippedSKNRUNT2.PIX0,0,not flippedSKNRUNT3.PIX0,0,not flippedSKNRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesSKNSHK.PIX0,0,flippedSKNSTL.PIX0,0,flippedSKNSHK.PIX0,0,not flipped4 // Number of looping framesSKNRUNT1.PIX0,0,flippedSKNRUNT2.PIX0,0,flippedSKNRUNT3.PIX0,0,flippedSKNRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesSKNSHK.PIX0,0,flippedSKNSTL.PIX0,0,flippedSKNSHK.PIX0,0,not flipped4 // Number of looping framesSKNRUNA1.PIX0,0,not flippedSKNRUNA2.PIX0,0,not flippedSKNRUNA3.PIX0,0,not flippedSKNRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesSKNSTL.PIX0,0,not flippedSKNSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesSKNHIT1B.PIX0,0,not flippedSKNHIT2B.PIX0,0,not flippedSKNHIT3B.PIX0,0,not flippedSKNHIT4B.PIX0,0,not flippedSKNDEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesSKNHIT1B.PIX0,0,not flippedSKNHIT2B.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** FOOTBALLER #2 ****************21 // Reference number0.28 // Height150 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCOW.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4001,4902,4004 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action3,4011,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesCOWSHK.PIX0,0,flippedCOWSTL.PIX0,0,flippedCOWSHK.PIX0,0,not flipped4 // Number of looping framesCOWRUNA1.PIX0,0,flippedCOWRUNA2.PIX0,0,flippedCOWRUNA3.PIX0,0,flippedCOWRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesCOWSHK.PIX0,0,flippedCOWSTL.PIX0,0,flippedCOWSHK.PIX0,0,not flipped4 // Number of looping framesCOWRUNT1.PIX0,0,not flippedCOWRUNT2.PIX0,0,not flippedCOWRUNT3.PIX0,0,not flippedCOWRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesCOWSHK.PIX0,0,flippedCOWSTL.PIX0,0,flippedCOWSHK.PIX0,0,not flipped4 // Number of looping framesCOWRUNT1.PIX0,0,flippedCOWRUNT2.PIX0,0,flippedCOWRUNT3.PIX0,0,flippedCOWRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,3 // Number of initial framesCOWSHK.PIX0,0,flippedCOWSTL.PIX0,0,flippedCOWSHK.PIX0,0,not flipped4 // Number of looping framesCOWRUNA1.PIX0,0,not flippedCOWRUNA2.PIX0,0,not flippedCOWRUNA3.PIX0,0,not flippedCOWRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCOWSTL.PIX0,0,not flippedCOWSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCOWHIT1B.PIX0,0,not flippedCOWHIT2B.PIX0,0,not flippedCOWHIT3B.PIX0,0,not flippedCOWHIT4B.PIX0,0,not flippedCOWDEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCOWHIT1B.PIX0,0,not flippedCOWHIT2B.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** BIK 2 ****************12 // Reference number0.24 // Height175 // Points value20 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABBIK.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4002,4904,4905 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBIKSHK1.PIX0,0,flippedBIKSTL1.PIX0,0,flippedBIKSHK1.PIX0,0,not flippedBIKTRN.PIX0,0,not flipped4 // Number of looping framesBIKRUNA1.PIX0,0,flippedBIKRUNA2.PIX0,0,flippedBIKRUNA3.PIX0,0,flippedBIKRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBIKSHK1.PIX0,0,flippedBIKSTL1.PIX0,0,not flippedBIKSHK1.PIX0,0,not flippedBIKTRN.PIX0,0,not flipped4 // Number of looping framesBIKRUNT1.PIX0,0,flippedBIKRUNT2.PIX0,0,flippedBIKRUNT3.PIX0,0,flippedBIKRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBIKSHK1.PIX0,0,flippedBIKSTL1.PIX0,0,flippedBIKSHK1.PIX0,0,not flippedBIKTRN.PIX0,0,not flipped4 // Number of looping framesBIKRUNT1.PIX0,0,flippedBIKRUNT2.PIX0,0,flippedBIKRUNT3.PIX0,0,flippedBIKRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBIKSHK1.PIX0,0,flippedBIKSTL1.PIX0,0,flippedBIKSHK1.PIX0,0,not flippedBIKTRN.PIX0,0,not flipped4 // Number of looping framesBIKRUNA1.PIX0,0,not flippedBIKRUNA2.PIX0,0,not flippedBIKRUNA3.PIX0,0,not flippedBIKRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesBIKSTL1.PIX0,0,not flippedBIKSTL2.PIX0,0,not flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesBIKHIT1.PIX0,0,not flippedBIKHIT2B.PIX0,0,not flippedBIKHIT3B.PIX0,0,not flippedBIKHIT4B.PIX0,0,not flippedBIKDEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesBIKHIT1.PIX0,0,not flippedBIKHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesBIKTRN.PIX0,0,not flippedBIKTRN.PIX0,0,flippedNEXT PEDESTRIAN// **************** COP 2 ****************13 // Reference number0.275 // Height175 // Points value25 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCOP.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4001,4001,4910 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action3,4010,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesCOPSHK.PIX0,0,not flippedCOPSTL.PIX0,0,not flippedCOPSHK.PIX0,0,flippedCOPTRN.PIX0,0,flipped4 // Number of looping framesCOPRUNA1.PIX0,0,not flippedCOPRUNA2.PIX0,0,not flippedCOPRUNA3.PIX0,0,not flippedCOPRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesCOPSHK.PIX0,0,not flippedCOPSTL.PIX0,0,not flippedCOPSHK.PIX0,0,flippedCOPTRN.PIX0,0,flipped4 // Number of looping framesCOPRUNT1.PIX0,0,flippedCOPRUNT2.PIX0,0,flippedCOPRUNT3.PIX0,0,flippedCOPRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesCOPSHK.PIX0,0,not flippedCOPSTL.PIX0,0,not flippedCOPSHK.PIX0,0,flippedCOPTRN.PIX0,0,flipped4 // Number of looping framesCOPRUNT1.PIX0,0,not flippedCOPRUNT2.PIX0,0,not flippedCOPRUNT3.PIX0,0,not flippedCOPRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.06,8 // Min frame rate, max frame rate,4 // Number of initial framesCOPSHK.PIX0,0,not flippedCOPSTL.PIX0,0,not flippedCOPSHK.PIX0,0,flippedCOPTRN.PIX0,0,flipped4 // Number of looping framesCOPRUNA1.PIX0,0,flippedCOPRUNA2.PIX0,0,flippedCOPRUNA3.PIX0,0,flippedCOPRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCOPSTL.PIX0,0,not flippedCOPSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCOPHIT1B.PIX0,0,not flippedCOPHIT2B.PIX0,0,not flippedCOPHIT3B.PIX0,0,not flippedCOPHIT4B.PIX0,0,not flippedCOPDEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCOPHIT1B.PIX0,0,not flippedCOPHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCOPSTL.PIX0,0,flippedCOPSTL.PIX0,0,not flippedNEXT PEDESTRIAN// **************** CPT 2 ****************14 // Reference number0.275 // Height175 // Points value25 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCPT.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0005 // Initial speed, looping speed0.05 // Reaction time for this action2,4000,4910 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4010,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesCPTSHK.PIX0,0,not flippedCPTSTL.PIX0,0,not flippedCPTSHK.PIX0,0,flippedCPTTRN.PIX0,0,flipped4 // Number of looping framesCPTRUNA1.PIX0,0,flippedCPTRUNA2.PIX0,0,flippedCPTRUNA3.PIX0,0,flippedCPTRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesCPTSHK.PIX0,0,not flippedCPTSTL.PIX0,0,not flippedCPTSHK.PIX0,0,flippedCPTTRN.PIX0,0,flipped4 // Number of looping framesCPTRUNT1.PIX0,0,flippedCPTRUNT2.PIX0,0,flippedCPTRUNT3.PIX0,0,flippedCPTRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesCPTSHK.PIX0,0,not flippedCPTSTL.PIX0,0,not flippedCPTSHK.PIX0,0,flippedCPTTRN.PIX0,0,flipped4 // Number of looping framesCPTRUNT1.PIX0,0,not flippedCPTRUNT2.PIX0,0,not flippedCPTRUNT3.PIX0,0,not flippedCPTRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesCPTSHK.PIX0,0,flippedCPTSTL.PIX0,0,flippedCPTSHK.PIX0,0,not flippedCPTTRN.PIX0,0,not flipped4 // Number of looping framesCPTRUNA1.PIX0,0,not flippedCPTRUNA2.PIX0,0,not flippedCPTRUNA3.PIX0,0,not flippedCPTRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCPTSTL.PIX0,0,not flippedCPTSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesCPTHIT1B.PIX0,0,not flippedCPTHIT2B.PIX0,0,not flippedCPTHIT3B.PIX0,0,not flippedCPTDEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCPTHIT1B.PIX0,0,not flippedCPTHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCPTSTL.PIX0,0,not flippedCPTSTL.PIX0,0,flippedNEXT PEDESTRIAN// **************** FM0 2 ****************15 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABFM0.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesFM0SHK.PIX0,0,not flippedFM0STL.PIX0,0,not flippedFM0SHK.PIX0,0,flippedFM0TRN.PIX0,0,flipped4 // Number of looping framesFM0RUNA1.PIX0,0,not flippedFM0RUNA2.PIX0,0,not flippedFM0RUNA3.PIX0,0,not flippedFM0RUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesFM0SHK.PIX0,0,not flippedFM0STL.PIX0,0,not flippedFM0SHK.PIX0,0,flippedFM0TRN.PIX0,0,flipped4 // Number of looping framesFM0RUNT1.PIX0,0,flippedFM0RUNT2.PIX0,0,flippedFM0RUNT3.PIX0,0,flippedFM0RUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesFM0SHK.PIX0,0,flippedFM0STL.PIX0,0,flippedFM0SHK.PIX0,0,not flippedFM0TRN.PIX0,0,not flipped4 // Number of looping framesFM0RUNT1.PIX0,0,not flippedFM0RUNT2.PIX0,0,not flippedFM0RUNT3.PIX0,0,not flippedFM0RUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesFM0SHK.PIX0,0,flippedFM0STL.PIX0,0,flippedFM0SHK.PIX0,0,not flippedFM0TRN.PIX0,0,not flipped4 // Number of looping framesFM0RUNA1.PIX0,0,flippedFM0RUNA2.PIX0,0,flippedFM0RUNA3.PIX0,0,flippedFM0RUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFM0STL.PIX0,0,not flippedFM0STL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesFM0HIT1B.PIX0,0,not flippedFM0HIT2B.PIX0,0,not flippedFM0HIT3B.PIX0,0,not flippedFM0HIT4B.PIX0,0,not flippedFM0DEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesFM0HIT1B.PIX0,0,not flippedFM0HIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesFM0STL.PIX0,0,not flippedFM0STL.PIX0,0,flippedNEXT PEDESTRIAN// **************** M^N 2 ****************16 // Reference number0.25 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABMAN.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4001,4902 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMANSHK.PIX0,0,flippedMANSTL.PIX0,0,flippedMANSHK.PIX0,0,not flippedMANTRN.PIX0,0,not flipped4 // Number of looping framesMANRUNA1.PIX0,0,not flippedMANRUNA2.PIX0,0,not flippedMANRUNA3.PIX0,0,not flippedMANRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMANSHK.PIX0,0,flippedMANSTL.PIX0,0,flippedMANSHK.PIX0,0,not flippedMANTRN.PIX0,0,not flipped4 // Number of looping framesMANRUNT1.PIX0,0,not flippedMANRUNT2.PIX0,0,not flippedMANRUNT3.PIX0,0,not flippedMANRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMANSHK.PIX0,0,flippedMANSTL.PIX0,0,flippedMANSHK.PIX0,0,not flippedMANTRN.PIX0,0,not flipped4 // Number of looping framesMANRUNT1.PIX0,0,flippedMANRUNT2.PIX0,0,flippedMANRUNT3.PIX0,0,flippedMANRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMANSHK.PIX0,0,flippedMANSTL.PIX0,0,flippedMANSHK.PIX0,0,not flippedMANTRN.PIX0,0,not flipped4 // Number of looping framesMANRUNA1.PIX0,0,flippedMANRUNA2.PIX0,0,flippedMANRUNA3.PIX0,0,flippedMANRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesMANSTL.PIX0,0,flippedMANSTL.PIX0,0,not flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesMANHIT1B.PIX0,0,not flippedMANHIT2B.PIX0,0,not flippedMANHIT3B.PIX0,0,not flippedMANHIT4B.PIX0,0,not flippedMANDEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesMANHIT1B.PIX0,0,not flippedMANHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesMANSTL.PIX0,0,flippedMANSTL.PIX0,0,not flippedNEXT PEDESTRIAN// **************** MUS 2 ****************17 // Reference number0.275 // Height150 // Points value15 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABMUS.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4001,4902 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action3,4010,4010,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMUSSHK.PIX0,0,flippedMUSSTL1.PIX0,0,flippedMUSSHK.PIX0,0,not flippedMUSTRN.PIX0,0,not flipped4 // Number of looping framesMUSRUNA1.PIX0,0,not flippedMUSRUNA2.PIX0,0,not flippedMUSRUNA3.PIX0,0,not flippedMUSRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMUSSHK.PIX0,0,flippedMUSSTL1.PIX0,0,flippedMUSSHK.PIX0,0,not flippedMUSTRN.PIX0,0,not flipped4 // Number of looping framesMUSRUNT1.PIX0,0,not flippedMUSRUNT2.PIX0,0,not flippedMUSRUNT3.PIX0,0,not flippedMUSRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMUSSHK.PIX0,0,flippedMUSSTL1.PIX0,0,flippedMUSSHK.PIX0,0,not flippedMUSTRN.PIX0,0,not flipped4 // Number of looping framesMUSRUNT1.PIX0,0,flippedMUSRUNT2.PIX0,0,flippedMUSRUNT3.PIX0,0,flippedMUSRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMUSSHK.PIX0,0,flippedMUSSTL1.PIX0,0,flippedMUSSHK.PIX0,0,not flippedMUSTRN.PIX0,0,not flipped4 // Number of looping framesMUSRUNA1.PIX0,0,flippedMUSRUNA2.PIX0,0,flippedMUSRUNA3.PIX0,0,flippedMUSRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesMUSSTL1.PIX0,0,flippedMUSSTL2.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,4 // Number of initial framesMUSHIT1B.PIX0,0,not flippedMUSHIT2B.PIX0,0,not flippedMUSHIT3B.PIX0,0,not flippedMUSDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesMUSHIT1B.PIX0,0,not flippedMUSHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesMUSSTL2.PIX0,0,not flippedMUSSTL1.PIX0,0,not flippedNEXT PEDESTRIAN// **************** OLD 2 ****************18 // Reference number0.265 // Height200 // Points value30 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABOLD.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4001,4909 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4907,4906 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesOLDSHK.PIX0,0,flippedOLDSTL1.PIX0,0,flippedOLDSHK.PIX0,0,not flippedOLDTRN.PIX0,0,not flipped4 // Number of looping framesOLDRUNA1.PIX0,0,flippedOLDRUNA2.PIX0,0,flippedOLDRUNA3.PIX0,0,flippedOLDRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesOLDSHK.PIX0,0,flippedOLDSTL1.PIX0,0,flippedOLDSHK.PIX0,0,not flippedOLDTRN.PIX0,0,not flipped4 // Number of looping framesOLDRUNT1.PIX0,0,flippedOLDRUNT2.PIX0,0,flippedOLDRUNT3.PIX0,0,flippedOLDRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesOLDSHK.PIX0,0,flippedOLDSTL1.PIX0,0,flippedOLDSHK.PIX0,0,not flippedOLDTRN.PIX0,0,not flipped4 // Number of looping framesOLDRUNT1.PIX0,0,not flippedOLDRUNT2.PIX0,0,not flippedOLDRUNT3.PIX0,0,not flippedOLDRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesOLDSHK.PIX0,0,flippedOLDSTL1.PIX0,0,flippedOLDSHK.PIX0,0,not flippedOLDTRN.PIX0,0,not flipped4 // Number of looping framesOLDRUNA1.PIX0,0,not flippedOLDRUNA2.PIX0,0,not flippedOLDRUNA3.PIX0,0,not flippedOLDRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesOLDSTL1.PIX0,0,not flippedOLDSTL2.PIX0,0,not flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesOLDHIT1B.PIX0,0,not flippedOLDHIT2B.PIX0,0,not flippedOLDHIT3B.PIX0,0,not flippedOLDHIT4B.PIX0,0,not flippedOLDDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesOLDHIT1B.PIX0,0,not flippedOLDHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesOLDBAK.PIX0,0,not flippedOLDBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** RID 2 ****************19 // Reference number0.245 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRID.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4002,4904,4905 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesRIDSHK.PIX0,0,not flippedRIDSTL1B.PIX0,0,not flippedRIDSHK.PIX0,0,flippedRIDTRN.PIX0,0,flipped4 // Number of looping framesRIDRUNA1.PIX0,0,not flippedRIDRUNA2.PIX0,0,not flippedRIDRUNA3.PIX0,0,not flippedRIDRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesRIDSHK.PIX0,0,not flippedRIDSTL1B.PIX0,0,not flippedRIDSHK.PIX0,0,flippedRIDTRN.PIX0,0,flipped4 // Number of looping framesRIDRUNT1.PIX0,0,flippedRIDRUNT2.PIX0,0,flippedRIDRUNT3.PIX0,0,flippedRIDRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesRIDSHK.PIX0,0,not flippedRIDSTL1A.PIX0,0,not flippedRIDSHK.PIX0,0,flippedRIDTRN.PIX0,0,flipped4 // Number of looping framesRIDRUNT1.PIX0,0,not flippedRIDRUNT2.PIX0,0,not flippedRIDRUNT3.PIX0,0,not flippedRIDRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesRIDSHK.PIX0,0,not flippedRIDSTL1B.PIX0,0,not flippedRIDSHK.PIX0,0,flippedRIDTRN.PIX0,0,flipped4 // Number of looping framesRIDRUNA1.PIX0,0,flippedRIDRUNA2.PIX0,0,flippedRIDRUNA3.PIX0,0,flippedRIDRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRIDSTL1A.PIX0,0,flippedRIDSTL1B.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesRIDHIT1B.PIX0,0,not flippedRIDHIT2B.PIX0,0,not flippedRIDHIT3B.PIX0,0,not flippedRIDHIT4B.PIX0,0,not flippedRIDDEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesRIDHIT1B.PIX0,0,not flippedRIDHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - SLINKING ACROSS THE TRACK WIKH 'GET READY' BOARDcollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesRIDSTIL2.PIX0,0,not flippedRIDSHK2.PIX0,0,not flippedNEXT PEDESTRIAN// **************** MOO 2 ****************26 // Reference number0.23 // Height150 // Points value30 // Hit points2,4051,4051 // Exploding noises4050 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABMOO.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4050 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4051 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4051 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4051 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4051 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMOOSHK1.PIX0,0,not flippedMOOSHK3.PIX0,0,not flippedMOOSHK1.PIX0,0,not flippedMOOSHK3.PIX0,0,not flipped4 // Number of looping framesMOORUNA1.PIX0,0,flippedMOORUNA2.PIX0,0,flippedMOORUNA3.PIX0,0,flippedMOORUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMOOSHK1.PIX0,0,not flippedMOOSHK3.PIX0,0,not flippedMOOSHK1.PIX0,0,not flippedMOOSHK3.PIX0,0,not flipped4 // Number of looping framesMOORUNT1.PIX0,0,not flippedMOORUNT2.PIX0,0,not flippedMOORUNT3.PIX0,0,not flippedMOORUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,5 // Number of initial framesMOOSHK1.PIX0,0,not flippedMOOSHK3.PIX0,0,not flippedMOOSHK1.PIX0,0,not flippedMOOSHK3.PIX0,0,not flippedMOORUNT1.PIX0,0,not flipped4 // Number of looping framesMOORUNT1.PIX0,0,flippedMOORUNT2.PIX0,0,flippedMOORUNT3.PIX0,0,flippedMOORUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesMOOSHK1.PIX0,0,flippedMOOSHK3.PIX0,0,flippedMOOSHK1.PIX0,0,flippedMOOSHK3.PIX0,0,flipped4 // Number of looping framesMOORUNA1.PIX0,0,not flippedMOORUNA2.PIX0,0,not flippedMOORUNA3.PIX0,0,not flippedMOORUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesMOZSTL1.PIX0,0,not flippedMOZSTL2.PIX0,0,not flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesMOOHIT1.PIX0,0,not flippedMOOHIT2.PIX0,0,not flippedMOOHIT3.PIX0,0,not flippedMOOHIT4.PIX0,0,not flippedMOODED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesMOODED.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesMOOHIT1.PIX0,0,not flippedMOOHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesMOZSTL2.PIX0,0,not flippedMOZSTL1.PIX0,0,not flippedNEXT PEDESTRIAN// **************** LTH ****************22 // Reference number0.26 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABLTH.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesLTHSHK.PIX0,0,flippedLTHSTL.PIX0,0,flippedLTHSHK.PIX0,0,not flippedLTHTRN.PIX0,0,not flipped4 // Number of looping framesLTHRUNA1.PIX0,0,flippedLTHRUNA2.PIX0,0,flippedLTHRUNA3.PIX0,0,flippedLTHRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesLTHSHK.PIX0,0,flippedLTHSTL.PIX0,0,flippedLTHSHK.PIX0,0,not flippedLTHTRN.PIX0,0,not flipped4 // Number of looping framesLTHRUNT1.PIX0,0,flippedLTHRUNT2.PIX0,0,flippedLTHRUNT3.PIX0,0,flippedLTHRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesLTHSHK.PIX0,0,flippedLTHSTL.PIX0,0,flippedLTHSHK.PIX0,0,not flippedLTHTRN.PIX0,0,not flipped4 // Number of looping framesLTHRUNT1.PIX0,0,not flippedLTHRUNT2.PIX0,0,not flippedLTHRUNT3.PIX0,0,not flippedLTHRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesLTHSHK.PIX0,0,flippedLTHSTL.PIX0,0,flippedLTHSHK.PIX0,0,not flippedLTHTRN.PIX0,0,not flipped4 // Number of looping framesLTHRUNA1.PIX0,0,not flippedLTHRUNA2.PIX0,0,not flippedLTHRUNA3.PIX0,0,not flippedLTHRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesLTHSTL.PIX0,0,not flippedLTHSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesLTHHIT1.PIX0,0,not flippedLTHHIT2.PIX0,0,not flippedLTHHIT3.PIX0,0,not flippedLTHHIT4.PIX0,0,not flippedLTHDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesLTHHIT1.PIX0,0,not flippedLTHHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesLTHBAK.PIX0,0,not flippedLTHBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** TIA ****************24 // Reference number0.26 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABTIA.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4012 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTIASHK.PIX0,0,flippedTIASTL.PIX0,0,flippedTIASHK.PIX0,0,not flippedTIATRN.PIX0,0,not flipped4 // Number of looping framesTIARUNA1.PIX0,0,flippedTIARUNA2.PIX0,0,flippedTIARUNA3.PIX0,0,flippedTIARUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTIASHK.PIX0,0,flippedTIASTL.PIX0,0,flippedTIASHK.PIX0,0,not flippedTIATRN.PIX0,0,not flipped4 // Number of looping framesTIARUNT1.PIX0,0,flippedTIARUNT2.PIX0,0,flippedTIARUNT3.PIX0,0,flippedTIARUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTIASHK.PIX0,0,flippedTIASTL.PIX0,0,flippedTIASHK.PIX0,0,not flippedTIATRN.PIX0,0,not flipped4 // Number of looping framesTIARUNT1.PIX0,0,not flippedTIARUNT2.PIX0,0,not flippedTIARUNT3.PIX0,0,not flippedTIARUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesTIASHK.PIX0,0,flippedTIASTL.PIX0,0,flippedTIASHK.PIX0,0,not flippedTIATRN.PIX0,0,not flipped4 // Number of looping framesTIARUNA1.PIX0,0,not flippedTIARUNA2.PIX0,0,not flippedTIARUNA3.PIX0,0,not flippedTIARUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesTIASTL.PIX0,0,not flippedTIASTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesTIAHIT1B.PIX0,0,not flippedTIAHIT2B.PIX0,0,not flippedTIAHIT3B.PIX0,0,not flippedTIAHIT4B.PIX0,0,not flippedTIADEDB.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesTIAHIT1B.PIX0,0,not flippedTIAHIT2B.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesTIABAK.PIX0,0,not flippedTIABAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** ZIM ****************25 // Reference number0.265 // Height200 // Points value30 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00001 // Acceleration1 // Image indexIDENTITY.TABZIM.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,8017 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4015 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4003 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesZIMTRN.PIX0,0,flippedZIMSTL.PIX0,0,flippedZIMSTL.PIX0,0,not flippedZIMTRN.PIX0,0,not flipped4 // Number of looping framesZIMRUNA1.PIX0,0,flippedZIMRUNA2.PIX0,0,flippedZIMRUNA3.PIX0,0,flippedZIMRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesZIMTRN.PIX0,0,flippedZIMSTL.PIX0,0,flippedZIMSTL.PIX0,0,not flippedZIMTRN.PIX0,0,not flipped4 // Number of looping framesZIMRUNT1.PIX0,0,not flippedZIMRUNT2.PIX0,0,not flippedZIMRUNT3.PIX0,0,not flippedZIMRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesZIMTRN.PIX0,0,flippedZIMSTL.PIX0,0,flippedZIMSTL.PIX0,0,not flippedZIMTRN.PIX0,0,not flipped4 // Number of looping framesZIMRUNT1.PIX0,0,flippedZIMRUNT2.PIX0,0,flippedZIMRUNT3.PIX0,0,flippedZIMRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesZIMTRN.PIX0,0,flippedZIMSTL.PIX0,0,flippedZIMSTL.PIX0,0,not flippedZIMTRN.PIX0,0,not flipped4 // Number of looping framesZIMRUNA1.PIX0,0,not flippedZIMRUNA2.PIX0,0,not flippedZIMRUNA3.PIX0,0,not flippedZIMRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesZIMSTL.PIX0,0,not flippedZIMSTL.PIX0,0,not flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesZIMHIT1.PIX0,0,not flippedZIMHIT2.PIX0,0,not flippedZIMHIT3.PIX0,0,not flippedZIMHIT4.PIX0,0,not flippedZIMDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesZIMHIT1.PIX0,0,not flippedZIMHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesZIMBAK.PIX0,0,not flippedZIMBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** GRN 2 ****************27 // Reference number0.27 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises-1 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABGRN.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGRNSHK.PIX0,0,not flippedGRNSTL.PIX0,0,not flippedGRNSHK.PIX0,0,flippedGRNTRN.PIX0,0,flipped4 // Number of looping framesGRNRUNA1.PIX0,0,not flippedGRNRUNA2.PIX0,0,not flippedGRNRUNA3.PIX0,0,not flippedGRNRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGRNSHK.PIX0,0,not flippedGRNSTL.PIX0,0,not flippedGRNSHK.PIX0,0,flippedGRNTRN.PIX0,0,flipped4 // Number of looping framesGRNRUNT1.PIX0,0,flippedGRNRUNT2.PIX0,0,flippedGRNRUNT3.PIX0,0,flippedGRNRUNT2.PIX0,0,flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGRNSHK.PIX0,0,flippedGRNSTL.PIX0,0,flippedGRNSHK.PIX0,0,not flippedGRNTRN.PIX0,0,not flipped4 // Number of looping framesGRNRUNT1.PIX0,0,not flippedGRNRUNT2.PIX0,0,not flippedGRNRUNT3.PIX0,0,not flippedGRNRUNT2.PIX0,0,not flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGRNSHK.PIX0,0,flippedGRNSTL.PIX0,0,flippedGRNSHK.PIX0,0,not flippedGRNTRN.PIX0,0,not flipped4 // Number of looping framesGRNRUNA1.PIX0,0,flippedGRNRUNA2.PIX0,0,flippedGRNRUNA3.PIX0,0,flippedGRNRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesGRNSTL.PIX0,0,not flippedGRNSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesGRNHIT4.PIX0,0,not flippedGRNHIT3.PIX0,0,not flippedGRNHIT2.PIX0,0,not flippedGRNHIT1.PIX0,0,not flippedGRNDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesGRNHIT1.PIX0,0,not flippedGRNHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesGRNBAK.PIX0,0,not flippedGRNBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** GOD 2 ****************28 // Reference number0.26 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABGOD.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4001 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGODSHK.PIX0,0,flippedGODSTL.PIX0,0,flippedGODSHK.PIX0,0,not flippedGODTRN.PIX0,0,not flipped4 // Number of looping framesGODRUNA1.PIX0,0,flippedGODRUNA2.PIX0,0,flippedGODRUNA3.PIX0,0,flippedGODRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGODSHK.PIX0,0,flippedGODSTL.PIX0,0,flippedGODSHK.PIX0,0,not flippedGODTRN.PIX0,0,not flipped4 // Number of looping framesGODRUNT1.PIX0,0,not flippedGODRUNT2.PIX0,0,not flippedGODRUNT3.PIX0,0,not flippedGODRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGODSHK.PIX0,0,flippedGODSTL.PIX0,0,flippedGODSHK.PIX0,0,not flippedGODTRN.PIX0,0,not flipped4 // Number of looping framesGODRUNT1.PIX0,0,flippedGODRUNT2.PIX0,0,flippedGODRUNT3.PIX0,0,flippedGODRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesGODSHK.PIX0,0,flippedGODSTL.PIX0,0,flippedGODSHK.PIX0,0,not flippedGODTRN.PIX0,0,not flipped4 // Number of looping framesGODRUNA1.PIX0,0,not flippedGODRUNA2.PIX0,0,not flippedGODRUNA3.PIX0,0,not flippedGODRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesGODSTL.PIX0,0,not flippedGODSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesGODHIT1.PIX0,0,not flippedGODHIT2.PIX0,0,not flippedGODHIT3.PIX0,0,not flippedGODHIT4.PIX0,0,not flippedGODDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesGODHIT1.PIX0,0,not flippedGODHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesGODSTL.PIX0,0,not flippedGODSTL.PIX0,0,flippedNEXT PEDESTRIAN// **************** RED 2 ****************30 // Reference number0.26 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABRED.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action3,4001,4000,4902 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action2,4011,4907 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4011 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesREDSHK.PIX0,0,flippedREDSTL.PIX0,0,flippedREDSHK.PIX0,0,not flippedREDSTL.PIX0,0,not flipped4 // Number of looping framesREDRUNA1.PIX0,0,flippedREDRUNA2.PIX0,0,flippedREDRUNA3.PIX0,0,flippedREDRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesREDSHK.PIX0,0,flippedREDSTL.PIX0,0,flippedREDSHK.PIX0,0,not flippedREDSTL.PIX0,0,not flipped4 // Number of looping framesREDRUNT1.PIX0,0,not flippedREDRUNT2.PIX0,0,not flippedREDRUNT3.PIX0,0,not flippedREDRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesREDSHK.PIX0,0,flippedREDSTL.PIX0,0,flippedREDSHK.PIX0,0,not flippedREDSTL.PIX0,0,not flipped4 // Number of looping framesREDRUNT1.PIX0,0,flippedREDRUNT2.PIX0,0,flippedREDRUNT3.PIX0,0,flippedREDRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesREDSHK.PIX0,0,flippedREDSTL.PIX0,0,flippedREDSHK.PIX0,0,not flippedREDSTL.PIX0,0,not flipped4 // Number of looping framesREDRUNA1.PIX0,0,not flippedREDRUNA2.PIX0,0,not flippedREDRUNA3.PIX0,0,not flippedREDRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesREDSTL.PIX0,0,not flippedREDSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesREDHIT1.PIX0,0,not flippedREDHIT2.PIX0,0,not flippedREDHIT3.PIX0,0,not flippedREDHIT4.PIX0,0,not flippedREDDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesREDHIT1.PIX0,0,not flippedREDHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesREDBAK.PIX0,0,not flippedREDBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** KEL 2 ****************31 // Reference number0.26 // Height100 // Points value10 // Hit points2,4031,4030 // Exploding noises4003 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABKEL.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action1,4002 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4014 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4002 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesKELSHK.PIX0,0,flippedKELSTL.PIX0,0,flippedKELSHK.PIX0,0,not flippedKELTRN.PIX0,0,not flipped4 // Number of looping framesKELRUNA1.PIX0,0,flippedKELRUNA2.PIX0,0,flippedKELRUNA3.PIX0,0,flippedKELRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesKELSHK.PIX0,0,flippedKELSTL.PIX0,0,flippedKELSHK.PIX0,0,not flippedKELTRN.PIX0,0,not flipped4 // Number of looping framesKELRUNT1.PIX0,0,not flippedKELRUNT2.PIX0,0,not flippedKELRUNT3.PIX0,0,not flippedKELRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesKELSHK.PIX0,0,flippedKELSTL.PIX0,0,flippedKELSHK.PIX0,0,not flippedKELTRN.PIX0,0,not flipped4 // Number of looping framesKELRUNT1.PIX0,0,flippedKELRUNT2.PIX0,0,flippedKELRUNT3.PIX0,0,flippedKELRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesKELSHK.PIX0,0,flippedKELSTL.PIX0,0,flippedKELSHK.PIX0,0,not flippedKELTRN.PIX0,0,not flipped4 // Number of looping framesKELRUNA1.PIX0,0,not flippedKELRUNA2.PIX0,0,not flippedKELRUNA3.PIX0,0,not flippedKELRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesKELSTL.PIX0,0,not flippedKELSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesKELHIT1.PIX0,0,not flippedKELHIT2.PIX0,0,not flippedKELHIT3.PIX0,0,not flippedKELHIT4.PIX0,0,not flippedKELDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesKELHIT1.PIX0,0,not flippedKELHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesKELBAK.PIX0,0,not flippedKELBAK.PIX0,0,flippedNEXT PEDESTRIAN// **************** B^T 2 ****************29 // Reference number0.25 // Height110 // Points value10 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABBAT.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,4 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0008 // Initial speed, looping speed0.05 // Reaction time for this action2,4000,4902 // Sounds4 // Number of sequences for this action90,0 // Max bearing, sequence index180,2 // Max bearing, sequence index270,1 // Max bearing, sequence index360,3 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4000 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index8 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBATSHK.PIX0,0,flippedBATSTL.PIX0,0,flippedBATSHK.PIX0,0,not flippedBATTRN.PIX0,0,not flipped4 // Number of looping framesBATRUNA1.PIX0,0,not flippedBATRUNA2.PIX0,0,not flippedBATRUNA3.PIX0,0,not flippedBATRUNA2.PIX0,0,not flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBATSHK.PIX0,0,flippedBATSTL.PIX0,0,flippedBATSHK.PIX0,0,not flippedBATTRN.PIX0,0,not flipped4 // Number of looping framesBATRUNT1.PIX0,0,not flippedBATRUNT2.PIX0,0,not flippedBATRUNT3.PIX0,0,not flippedBATRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBATSHK.PIX0,0,flippedBATSTL.PIX0,0,flippedBATSHK.PIX0,0,not flippedBATTRN.PIX0,0,not flipped4 // Number of looping framesBATRUNT1.PIX0,0,flippedBATRUNT2.PIX0,0,flippedBATRUNT3.PIX0,0,flippedBATRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.08,8 // Min frame rate, max frame rate,4 // Number of initial framesBATSHK.PIX0,0,flippedBATSTL.PIX0,0,flippedBATSHK.PIX0,0,not flippedBATTRN.PIX0,0,not flipped4 // Number of looping framesBATRUNA1.PIX0,0,flippedBATRUNA2.PIX0,0,flippedBATRUNA3.PIX0,0,flippedBATRUNA2.PIX0,0,flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesBATSTL.PIX0,0,not flippedBATSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesBATHIT1.PIX0,0,not flippedBATHIT2.PIX0,0,not flippedBATHIT3.PIX0,0,not flippedBATHIT4.PIX0,0,not flippedBATDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesBATHIT1.PIX0,0,not flippedBATHIT2.PIX0,0,not flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** BARREL ****************100 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN101 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN102 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN103 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN104 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN105 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN106 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN107 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN108 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN109 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400 // Exploding noises-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOYDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN110 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN111 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN112 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN113 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN114 // Reference number0.35 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABMINE.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsvariable // Frame rate type4,40 // Number of initial frames10 // Number of looping framesMINER0.PIX0,0,flippedMINER1.PIX0,0,flippedMINER2.PIX0,0,flippedMINER3.PIX0,0,flippedMINER4.PIX0,0,flippedMINER5.PIX0,0,flippedMINER4.PIX0,0,flippedMINER3.PIX0,0,flippedMINER2.PIX0,0,flippedMINER1.PIX0,0,flipped// Sequence #1 - standing therecollide // Include this frame in collision calcsvariable // Frame rate type4,40 // Number of initial frames10 // Number of looping framesMINER0.PIX0,0,flippedMINER1.PIX0,0,flippedMINER2.PIX0,0,flippedMINER3.PIX0,0,flippedMINER4.PIX0,0,flippedMINER5.PIX0,0,flippedMINER4.PIX0,0,flippedMINER3.PIX0,0,flippedMINER2.PIX0,0,flippedMINER1.PIX0,0,flipped// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN115 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN116 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN117 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN118 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN119 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN120 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN121 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN122 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN123 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN124 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN125 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN126 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN127 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN128 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN129 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN130 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQCYLNDR1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQCYLNDR2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN131 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQYDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQYDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN132 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN133 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN134 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN135 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN136 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesOTYRES2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN137 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesORDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN138 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQGDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN139 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN140 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN141 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN142 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN143 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN144 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN145 // Reference number0.19 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABBARREL.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM1.PIX0,0,flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesQRDRUM2.PIX0,0,flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesNEXT PEDESTRIAN// **************** D.CRUMP 2 ****************33 // Reference number0.27 // Height150 // Points value20 // Hit points2,4031,4030 // Exploding noises4040 // Falling noise0.00002 // Acceleration1 // Image indexIDENTITY.TABCRM.PIXSTDPED.MAT2 // Index of fatal car-impact action4 // Index of non-fatal car-impact action1 // Index of after-non-fatal-impact action5 // Index of fatal falling action6 // Index of non-fatal falling action3 // Index of giblets action7 // Number of actions// Action #0 - stand there, looking nervous0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed20.0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action90,8 // Max bearing, sequence index270,4 // Max bearing, sequence index360,8 // Max bearing, sequence index// Action #1 - turn frightened and run sike fuck1,100 // Danger level, percentage chance0,0.0005 // Initial speed, looping speed0.05 // Reaction time for this action1,4001 // Sounds4 // Number of sequences for this action90,3 // Max bearing, sequence index180,1 // Max bearing, sequence index270,2 // Max bearing, sequence index360,0 // Max bearing, sequence index// Action #2 - fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #3 - turning into giblets1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,6 // Max bearing, sequence index// Action #4 - non-fatal car collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index// Action #5 - fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4010 // Sounds1 // Number of sequences for this action360,5 // Max bearing, sequence index// Action #6 - non-fatal ground collision1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action1,4001 // Sounds1 // Number of sequences for this action360,7 // Max bearing, sequence index9 // Number of sequences// Sequence #0 - turn frightened and run away to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesCRMSHK.PIX0,0,flippedCRMSTL.PIX0,0,flippedCRMSHK.PIX0,0,not flippedCRMTRN.PIX0,0,not flipped4 // Number of looping framesCRMRUNA1.PIX0,0,flippedCRMRUNA2.PIX0,0,flippedCRMRUNA3.PIX0,0,flippedCRMRUNA2.PIX0,0,flipped// Sequence #1 - turn frightened and run towards to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesCRMSHK.PIX0,0,flippedCRMSTL.PIX0,0,flippedCRMSHK.PIX0,0,not flippedCRMTRN.PIX0,0,not flipped4 // Number of looping framesCRMRUNT1.PIX0,0,not flippedCRMRUNT2.PIX0,0,not flippedCRMRUNT3.PIX0,0,not flippedCRMRUNT2.PIX0,0,not flipped// Sequence #2 - turn frightened and run towards to their rightcollide // Include this frame in collision calcsspeed // Frame rate type0.07,8 // Min frame rate, max frame rate,4 // Number of initial framesCRMSHK.PIX0,0,flippedCRMSTL.PIX0,0,flippedCRMSHK.PIX0,0,not flippedCRMTRN.PIX0,0,not flipped4 // Number of looping framesCRMRUNT1.PIX0,0,flippedCRMRUNT2.PIX0,0,flippedCRMRUNT3.PIX0,0,flippedCRMRUNT2.PIX0,0,flipped// Sequence #3 - turn frightened and run away to their leftcollide // Include this frame in collision calcsspeed // Frame rate type0.09,8 // Min frame rate, max frame rate,4 // Number of initial framesCRMSHK.PIX0,0,flippedCRMSTL.PIX0,0,flippedCRMSHK.PIX0,0,not flippedCRMTRN.PIX0,0,not flipped4 // Number of looping framesCRMRUNA1.PIX0,0,not flippedCRMRUNA2.PIX0,0,not flippedCRMRUNA3.PIX0,0,not flippedCRMRUNA2.PIX0,0,not flipped// Sequence #4 - stationary, sooking from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCRMSTL.PIX0,0,not flippedCRMSTL.PIX0,0,flipped// Sequence #5 - fatal collision with cardon't collide // Exclude this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,5 // Number of initial framesCRMHIT1.PIX0,0,not flippedCRMHIT2.PIX0,0,not flippedCRMHIT3.PIX0,0,not flippedCRMHIT4.PIX0,0,not flippedCRMDED.PIX0,0,not flipped0 // Number of looping frames// Sequence #6 - turning into gibletsdon't collide // Exclude this frame in collision calcsfixed // Frame rate type1 // Number of initial framesCHUNKS.PIX0,0,not flipped0 // Number of looping frames// Sequence #7 - non-fatal collision with carcollide // Include this frame in collision calcsvariable // Frame rate type12,12 // Min frame rate, max frame rate,2 // Number of initial framesCRMHIT1.PIX0,0,not flippedCRMHIT2.PIX0,0,not flipped0 // Number of looping frames// Sequence #8 - stationary, looking the other way from side to sidecollide // Include this frame in collision calcsvariable // Frame rate type1,6 // Min frame rate, max frame rate,0 // Number of initial frames2 // Number of looping framesCRMBAK.PIX0,0,not flippedCRMBAK.PIX0,0,flippedNEXT PEDESTRIAN146 // Reference number0.35 // Height0 // Points value0.0001 // Hit points1,5400-1 // Falling noise0 // Acceleration-1 // Image indexIDENTITY.TABLNDMINE8.PIXSTDPED.MAT1 // Index of fatal car-impact action-1 // Index of non-fatal car-impact action-1 // Index of after-non-fatal-impact action-1 // Index of fatal falling action-1 // Index of non-fatal falling action-1 // Index of giblets action2 // Number of actions// Action #0 - standing there0,100 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds3 // Number of sequences for this action10,0 // Max bearing, sequence index350,1 // Max bearing, sequence index360,0 // Max bearing, sequence index// ^ction #1 - exploding1000,0 // Danger level, percentage chance0,0 // Initial speed, looping speed0 // Reaction time for this action0 // Sounds1 // Number of sequences for this action360,2 // Max bearing, sequence index3 // Number of sequences// Sequence #0 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesLNDMINE8.PIX0,0,not flipped0 // Number of looping frames// Sequence #1 - standing therecollide // Include this frame in collision calcsfixed // Frame rate type1 // Number of initial framesLNDMINE8.PIX0,0,not flipped0 // Number of looping frames// Sequence #2 - explodingdon't collide // Exclude this frame in collision calcsvariable // Frame rate type10,107 // Number of initial framesEXP1.PIX-0.02,0.11,flippedEXP2.PIX-0.03357,0.1492,flippedEXP3.PIX-0.05222,0.16039,flippedEXP4.PIX-0.05968,0.18277,flippedEXP5.PIX-0.05222,0.20515,flippedEXP6.PIX-0.05222,0.22007,flippedEXP7.PIX-0.05595,0.2238,flipped0 // Number of looping framesEND OF PEDESTRIANS