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The Games Machine 52
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XENIATGM52.iso
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Carma2
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DATA
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PEDESTRN.TXT
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1998-05-12
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585KB
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21,434 lines
// **************** NIK 2 ****************
1 // Reference number
0.24 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4003 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
NIK.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNA1.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
NIKRUNA3.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNT1.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
NIKRUNT3.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNT1.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
NIKRUNT3.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNA1.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
NIKRUNA3.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
NIKSTL.PIX
0,0,not flipped
NIKSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
NIKHIT3.PIX
0,0,not flipped
NIKHIT4.PIX
0,0,not flipped
NIKDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
NIKBAK.PIX
0,0,not flipped
NIKBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RO1 2 ****************
32 // Reference number
0.35 // Height
125 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4 // Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2 // Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** BUS 2 ****************
2 // Reference number
0.27 // Height
125 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4003 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
BUS.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4003,4904 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNA1.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
BUSRUNA3.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNT1.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
BUSRUNT3.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNT1.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
BUSRUNT3.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNA1.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
BUSRUNA3.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BUSSTL.PIX
0,0,not flipped
BUSSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
BUSHIT3.PIX
0,0,not flipped
BUSHIT4.PIX
0,0,not flipped
BUSDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BUSBAK.PIX
0,0,not flipped
BUSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** FAT 2 ****************
3 // Reference number
0.27 // Height
150 // Points value
20 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
FAT.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0005 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4001,4001,4902 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNA1.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
FATRUNA3.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNT1.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
FATRUNT3.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNT1.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
FATRUNT3.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNA1.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
FATRUNA3.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FATSTL.PIX
0,0,not flipped
FATSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
FATHIT3.PIX
0,0,not flipped
FATHIT4.PIX
0,0,not flipped
FATDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FATBAK.PIX
0,0,not flipped
FATBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** ANN 2 ****************
4 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4003 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
ANN.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4904,4905 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNA1.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
ANRUNA3.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNT1.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
ANRUNT3.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNT1.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
ANRUNT3.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNA1.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
ANRUNA3.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
ANSTL.PIX
0,0,not flipped
ANSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
ANHIT3.PIX
0,0,not flipped
ANHIT4.PIX
0,0,not flipped
ANDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
ANBAK.PIX
0,0,not flipped
ANBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** PER 2 ****************
5 // Reference number
0.29 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PER.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4004 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
3,4011,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** PRS 2 ****************
6 // Reference number
0.25 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PRS.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4904,4905 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNA1.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
PRSRUNA3.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNT1.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
PRSRUNT3.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNT1.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
PRSRUNT3.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNA1.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
PRSRUNA3.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PRSSTL.PIX
0,0,not flipped
PRSSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
PRSHIT3.PIX
0,0,not flipped
PRSHIT4.PIX
0,0,not flipped
PRSDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PRSBAK.PIX
0,0,not flipped
PRSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** TON 2 ****************
7 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
TON.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4000,4902 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNA1.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
TONRUNA3.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNT1.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
TONRUNT3.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNT1.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
TONRUNT3.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNA1.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
TONRUNA3.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
TONSTL.PIX
0,0,not flipped
TONSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
TONHIT3.PIX
0,0,not flipped
TONHIT4.PIX
0,0,not flipped
TONDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
TONBAK.PIX
0,0,not flipped
TONBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** CAM 2 ****************
8 // Reference number
0.245 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CAM.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNA1.PIX
0,0,flipped
CAMRUNA2.PIX
0,0,flipped
CAMRUNA3.PIX
0,0,flipped
CAMRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNT1.PIX
0,0,not flipped
CAMRUNT2.PIX
0,0,not flipped
CAMRUNT3.PIX
0,0,not flipped
CAMRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNT1.PIX
0,0,flipped
CAMRUNT2.PIX
0,0,flipped
CAMRUNT3.PIX
0,0,flipped
CAMRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNA1.PIX
0,0,not flipped
CAMRUNA2.PIX
0,0,not flipped
CAMRUNA3.PIX
0,0,not flipped
CAMRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CAMSTL.PIX
0,0,not flipped
CAMSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CAMHIT1.PIX
0,0,not flipped
CAMHIT2.PIX
0,0,not flipped
CAMHIT3.PIX
0,0,not flipped
CAMHIT4.PIX
0,0,not flipped
CAMDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CAMHIT1.PIX
0,0,not flipped
CAMHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CAMBAK.PIX
0,0,not flipped
CAMBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** CW0 2 ****************
9 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CW0.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4001,4902,4903 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
3,4010,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNA1.PIX
0,0,flipped
CW0RUNA2.PIX
0,0,flipped
CW0RUNA3.PIX
0,0,flipped
CW0RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNT1.PIX
0,0,not flipped
CW0RUNT2.PIX
0,0,not flipped
CW0RUNT3.PIX
0,0,not flipped
CW0RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNT1.PIX
0,0,flipped
CW0RUNT2.PIX
0,0,flipped
CW0RUNT3.PIX
0,0,flipped
CW0RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNA1.PIX
0,0,not flipped
CW0RUNA2.PIX
0,0,not flipped
CW0RUNA3.PIX
0,0,not flipped
CW0RUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CW0STL.PIX
0,0,not flipped
CW0STL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CW0HIT1.PIX
0,0,not flipped
CW0HIT2.PIX
0,0,not flipped
CW0HIT3.PIX
0,0,not flipped
CW0HIT4.PIX
0,0,not flipped
CW0DED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CW0HIT1.PIX
0,0,not flipped
CW0HIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** CW1 2 ****************
10 // Reference number
0.27 // Height
125 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CW1.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4000,4902,4000 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,2 // Max bearing, sequence index
270,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4011,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNA1.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
CW1RUNA3.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNT1.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
CW1RUNT3.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNT1.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
CW1RUNT3.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNA1.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
CW1RUNA3.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CW1STL.PIX
0,0,not flipped
CW1STL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
CW1HIT3.PIX
0,0,not flipped
CW1HIT4.PIX
0,0,not flipped
CW1DED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** CW3 2 ****************
11 // Reference number
0.25 // Height
110 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CW3.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4000,4910 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,2 // Max bearing, sequence index
270,1 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
3,4010,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNA1.PIX
0,0,flipped
CW3RUNA2.PIX
0,0,flipped
CW3RUNA3.PIX
0,0,flipped
CW3RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNT1.PIX
0,0,not flipped
CW3RUNT2.PIX
0,0,not flipped
CW3RUNT3.PIX
0,0,not flipped
CW3RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNT1.PIX
0,0,flipped
CW3RUNT2.PIX
0,0,flipped
CW3RUNT3.PIX
0,0,flipped
CW3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNA1.PIX
0,0,not flipped
CW3RUNA2.PIX
0,0,not flipped
CW3RUNA3.PIX
0,0,not flipped
CW3RUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CW3STL.PIX
0,0,not flipped
CW3STL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CW3HIT1.PIX
0,0,not flipped
CW3HIT2.PIX
0,0,not flipped
CW3HIT3.PIX
0,0,not flipped
CW3HIT4.PIX
0,0,not flipped
CW3DED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CW3HIT1.PIX
0,0,not flipped
CW3HIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** FLAG WAVEY BASTARD MAN ****************
99 // Reference number
0.325 // Height
1000 // Points value
20 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
FLG.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
8 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
7,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4000,4902 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,2 // Max bearing, sequence index
270,1 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #7 - wave that flag baby.....
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,8 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNA1.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped
FLGRUNA3.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNT1.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped
FLGRUNT3.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNT1.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped
FLGRUNT3.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNA1.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped
FLGRUNA3.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FLGSTL1.PIX
0,0,flipped
FLGSTL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
9,10 // Min frame rate, max frame rate,
4 // Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
FLGHIT3.PIX
0,0,not flipped
FLGHIT4.PIX
0,0,not flipped
2 // Number of looping frames
FLGDED1.PIX
0,0,not flipped
FLGDED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - flag waving jobby bastard
collide // Include this frame in collision calcs
variable // Frame rate type
9,10 // Min frame rate, max frame rate,
0 // Number of initial frames
4 // Number of looping frames
FLGWAV1.PIX
0,0,not flipped
FLGWAV2.PIX
0,0,not flipped
FLGWAV3.PIX
0.07,0,not flipped
FLGWAV4.PIX
0.07,0,not flipped
NEXT PEDESTRIAN
// **************** NIK 2 ****************
51 // Reference number
0.24 // Height
200 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4003 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
NIK.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4002,4904,4905 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNA1.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
NIKRUNA3.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNT1.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
NIKRUNT3.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNT1.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
NIKRUNT3.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
NIKRUNA1.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
NIKRUNA3.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
NIKSTL.PIX
0,0,not flipped
NIKSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
NIKHIT3.PIX
0,0,not flipped
NIKHIT4.PIX
0,0,not flipped
NIKDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
NIKBAK.PIX
0,0,not flipped
NIKBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** BUS 2 ****************
52 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
BUS.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNA1.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
BUSRUNA3.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNT1.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
BUSRUNT3.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNT1.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
BUSRUNT3.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
BUSRUNA1.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
BUSRUNA3.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BUSSTL.PIX
0,0,not flipped
BUSSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
BUSHIT3.PIX
0,0,not flipped
BUSHIT4.PIX
0,0,not flipped
BUSDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BUSBAK.PIX
0,0,not flipped
BUSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** FAT 2 ****************
53 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
FAT.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0005 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNA1.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
FATRUNA3.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNT1.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
FATRUNT3.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNT1.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
FATRUNT3.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4 // Number of looping frames
FATRUNA1.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
FATRUNA3.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FATSTL.PIX
0,0,not flipped
FATSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
FATHIT3.PIX
0,0,not flipped
FATHIT4.PIX
0,0,not flipped
FATDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FATBAK.PIX
0,0,not flipped
FATBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** ANN 2 ****************
54 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
ANN.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNA1.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
ANRUNA3.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNT1.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
ANRUNT3.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNT1.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
ANRUNT3.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4 // Number of looping frames
ANRUNA1.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
ANRUNA3.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
ANSTL.PIX
0,0,not flipped
ANSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
ANHIT3.PIX
0,0,not flipped
ANHIT4.PIX
0,0,not flipped
ANDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
ANBAK.PIX
0,0,not flipped
ANBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** PER 2 ****************
55 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PER.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4000 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4 // Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** PRS 2 ****************
56 // Reference number
0.25 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PRS.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4013 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNA1.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
PRSRUNA3.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNT1.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
PRSRUNT3.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNT1.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
PRSRUNT3.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4 // Number of looping frames
PRSRUNA1.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
PRSRUNA3.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PRSSTL.PIX
0,0,not flipped
PRSSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
PRSHIT3.PIX
0,0,not flipped
PRSHIT4.PIX
0,0,not flipped
PRSDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PRSBAK.PIX
0,0,not flipped
PRSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** TON 2 ****************
57 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
TON.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNA1.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
TONRUNA3.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNT1.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
TONRUNT3.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNT1.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
TONRUNT3.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4 // Number of looping frames
TONRUNA1.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
TONRUNA3.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
TONSTL.PIX
0,0,not flipped
TONSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
TONHIT3.PIX
0,0,not flipped
TONHIT4.PIX
0,0,not flipped
TONDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
TONBAK.PIX
0,0,not flipped
TONBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** CAM 2 ****************
58 // Reference number
0.245 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CAM.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNA1.PIX
0,0,flipped
CAMRUNA2.PIX
0,0,flipped
CAMRUNA3.PIX
0,0,flipped
CAMRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNT1.PIX
0,0,not flipped
CAMRUNT2.PIX
0,0,not flipped
CAMRUNT3.PIX
0,0,not flipped
CAMRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNT1.PIX
0,0,flipped
CAMRUNT2.PIX
0,0,flipped
CAMRUNT3.PIX
0,0,flipped
CAMRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CAMRUNA1.PIX
0,0,not flipped
CAMRUNA2.PIX
0,0,not flipped
CAMRUNA3.PIX
0,0,not flipped
CAMRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CAMSTL.PIX
0,0,not flipped
CAMSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CAMHIT1.PIX
0,0,not flipped
CAMHIT2.PIX
0,0,not flipped
CAMHIT3.PIX
0,0,not flipped
CAMHIT4.PIX
0,0,not flipped
CAMDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CAMHIT1.PIX
0,0,not flipped
CAMHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CAMBAK.PIX
0,0,not flipped
CAMBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** CW0 2 ****************
59 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CW0.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNA1.PIX
0,0,flipped
CW0RUNA2.PIX
0,0,flipped
CW0RUNA3.PIX
0,0,flipped
CW0RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNT1.PIX
0,0,not flipped
CW0RUNT2.PIX
0,0,not flipped
CW0RUNT3.PIX
0,0,not flipped
CW0RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNT1.PIX
0,0,flipped
CW0RUNT2.PIX
0,0,flipped
CW0RUNT3.PIX
0,0,flipped
CW0RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW0SHK.PIX
0,0,flipped
CW0STL.PIX
0,0,flipped
CW0SHK.PIX
0,0,not flipped
CW0TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW0RUNA1.PIX
0,0,not flipped
CW0RUNA2.PIX
0,0,not flipped
CW0RUNA3.PIX
0,0,not flipped
CW0RUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CW0STL.PIX
0,0,not flipped
CW0STL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CW0HIT1.PIX
0,0,not flipped
CW0HIT2.PIX
0,0,not flipped
CW0HIT3.PIX
0,0,not flipped
CW0HIT4.PIX
0,0,not flipped
CW0DED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CW0HIT1.PIX
0,0,not flipped
CW0HIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** CW1 2 ****************
60 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CW1.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4000 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,2 // Max bearing, sequence index
270,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNA1.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
CW1RUNA3.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNT1.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
CW1RUNT3.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNT1.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
CW1RUNT3.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.10,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW1RUNA1.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
CW1RUNA3.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CW1STL.PIX
0,0,not flipped
CW1STL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
CW1HIT3.PIX
0,0,not flipped
CW1HIT4.PIX
0,0,not flipped
CW1DED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** CW3 2 ****************
61 // Reference number
0.25 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CW3.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4000 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,2 // Max bearing, sequence index
270,1 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNA1.PIX
0,0,flipped
CW3RUNA2.PIX
0,0,flipped
CW3RUNA3.PIX
0,0,flipped
CW3RUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNT1.PIX
0,0,not flipped
CW3RUNT2.PIX
0,0,not flipped
CW3RUNT3.PIX
0,0,not flipped
CW3RUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNT1.PIX
0,0,flipped
CW3RUNT2.PIX
0,0,flipped
CW3RUNT3.PIX
0,0,flipped
CW3RUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4 // Number of looping frames
CW3RUNA1.PIX
0,0,not flipped
CW3RUNA2.PIX
0,0,not flipped
CW3RUNA3.PIX
0,0,not flipped
CW3RUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CW3STL.PIX
0,0,not flipped
CW3STL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CW3HIT1.PIX
0,0,not flipped
CW3HIT2.PIX
0,0,not flipped
CW3HIT3.PIX
0,0,not flipped
CW3HIT4.PIX
0,0,not flipped
CW3DED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CW3HIT1.PIX
0,0,not flipped
CW3HIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** FLAG WAVEY BASTARD MAN ****************
99 // Reference number
0.325 // Height
1000 // Points value
20 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
FLG.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
8 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
7,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4000 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,2 // Max bearing, sequence index
270,1 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #7 - wave that flag baby.....
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,8 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNA1.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped
FLGRUNA3.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNT1.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped
FLGRUNT3.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNT1.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped
FLGRUNT3.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4 // Number of looping frames
FLGRUNA1.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped
FLGRUNA3.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FLGSTL1.PIX
0,0,flipped
FLGSTL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
9,10 // Min frame rate, max frame rate,
4 // Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
FLGHIT3.PIX
0,0,not flipped
FLGHIT4.PIX
0,0,not flipped
2 // Number of looping frames
FLGDED1.PIX
0,0,not flipped
FLGDED2.PIX
0,0,not flipped
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - flag waving jobby bastard
collide // Include this frame in collision calcs
variable // Frame rate type
9,10 // Min frame rate, max frame rate,
0 // Number of initial frames
4 // Number of looping frames
FLGWAV1.PIX
0,0,not flipped
FLGWAV2.PIX
0,0,not flipped
FLGWAV3.PIX
0.07,0,not flipped
FLGWAV4.PIX
0.07,0,not flipped
NEXT PEDESTRIAN
// **************** FOOTBALLER #1 ****************
20 // Reference number
0.28 // Height
150 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
SKN.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4000,4000,4903 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
3,4010,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4 // Number of looping frames
SKNRUNA1.PIX
0,0,flipped
SKNRUNA2.PIX
0,0,flipped
SKNRUNA3.PIX
0,0,flipped
SKNRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4 // Number of looping frames
SKNRUNT1.PIX
0,0,not flipped
SKNRUNT2.PIX
0,0,not flipped
SKNRUNT3.PIX
0,0,not flipped
SKNRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4 // Number of looping frames
SKNRUNT1.PIX
0,0,flipped
SKNRUNT2.PIX
0,0,flipped
SKNRUNT3.PIX
0,0,flipped
SKNRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4 // Number of looping frames
SKNRUNA1.PIX
0,0,not flipped
SKNRUNA2.PIX
0,0,not flipped
SKNRUNA3.PIX
0,0,not flipped
SKNRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
SKNSTL.PIX
0,0,not flipped
SKNSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
SKNHIT1B.PIX
0,0,not flipped
SKNHIT2B.PIX
0,0,not flipped
SKNHIT3B.PIX
0,0,not flipped
SKNHIT4B.PIX
0,0,not flipped
SKNDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
SKNHIT1B.PIX
0,0,not flipped
SKNHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** FOOTBALLER #2 ****************
21 // Reference number
0.28 // Height
150 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
COW.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4001,4902,4004 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
3,4011,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4 // Number of looping frames
COWRUNA1.PIX
0,0,flipped
COWRUNA2.PIX
0,0,flipped
COWRUNA3.PIX
0,0,flipped
COWRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4 // Number of looping frames
COWRUNT1.PIX
0,0,not flipped
COWRUNT2.PIX
0,0,not flipped
COWRUNT3.PIX
0,0,not flipped
COWRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4 // Number of looping frames
COWRUNT1.PIX
0,0,flipped
COWRUNT2.PIX
0,0,flipped
COWRUNT3.PIX
0,0,flipped
COWRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
3 // Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4 // Number of looping frames
COWRUNA1.PIX
0,0,not flipped
COWRUNA2.PIX
0,0,not flipped
COWRUNA3.PIX
0,0,not flipped
COWRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
COWSTL.PIX
0,0,not flipped
COWSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
COWHIT1B.PIX
0,0,not flipped
COWHIT2B.PIX
0,0,not flipped
COWHIT3B.PIX
0,0,not flipped
COWHIT4B.PIX
0,0,not flipped
COWDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
COWHIT1B.PIX
0,0,not flipped
COWHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** BIK 2 ****************
12 // Reference number
0.24 // Height
175 // Points value
20 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
BIK.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4002,4904,4905 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BIKSHK1.PIX
0,0,flipped
BIKSTL1.PIX
0,0,flipped
BIKSHK1.PIX
0,0,not flipped
BIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
BIKRUNA1.PIX
0,0,flipped
BIKRUNA2.PIX
0,0,flipped
BIKRUNA3.PIX
0,0,flipped
BIKRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BIKSHK1.PIX
0,0,flipped
BIKSTL1.PIX
0,0,not flipped
BIKSHK1.PIX
0,0,not flipped
BIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
BIKRUNT1.PIX
0,0,flipped
BIKRUNT2.PIX
0,0,flipped
BIKRUNT3.PIX
0,0,flipped
BIKRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BIKSHK1.PIX
0,0,flipped
BIKSTL1.PIX
0,0,flipped
BIKSHK1.PIX
0,0,not flipped
BIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
BIKRUNT1.PIX
0,0,flipped
BIKRUNT2.PIX
0,0,flipped
BIKRUNT3.PIX
0,0,flipped
BIKRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BIKSHK1.PIX
0,0,flipped
BIKSTL1.PIX
0,0,flipped
BIKSHK1.PIX
0,0,not flipped
BIKTRN.PIX
0,0,not flipped
4 // Number of looping frames
BIKRUNA1.PIX
0,0,not flipped
BIKRUNA2.PIX
0,0,not flipped
BIKRUNA3.PIX
0,0,not flipped
BIKRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BIKSTL1.PIX
0,0,not flipped
BIKSTL2.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
BIKHIT1.PIX
0,0,not flipped
BIKHIT2B.PIX
0,0,not flipped
BIKHIT3B.PIX
0,0,not flipped
BIKHIT4B.PIX
0,0,not flipped
BIKDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
BIKHIT1.PIX
0,0,not flipped
BIKHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BIKTRN.PIX
0,0,not flipped
BIKTRN.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** COP 2 ****************
13 // Reference number
0.275 // Height
175 // Points value
25 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
COP.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4001,4001,4910 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
3,4010,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
COPSHK.PIX
0,0,not flipped
COPSTL.PIX
0,0,not flipped
COPSHK.PIX
0,0,flipped
COPTRN.PIX
0,0,flipped
4 // Number of looping frames
COPRUNA1.PIX
0,0,not flipped
COPRUNA2.PIX
0,0,not flipped
COPRUNA3.PIX
0,0,not flipped
COPRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
COPSHK.PIX
0,0,not flipped
COPSTL.PIX
0,0,not flipped
COPSHK.PIX
0,0,flipped
COPTRN.PIX
0,0,flipped
4 // Number of looping frames
COPRUNT1.PIX
0,0,flipped
COPRUNT2.PIX
0,0,flipped
COPRUNT3.PIX
0,0,flipped
COPRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
COPSHK.PIX
0,0,not flipped
COPSTL.PIX
0,0,not flipped
COPSHK.PIX
0,0,flipped
COPTRN.PIX
0,0,flipped
4 // Number of looping frames
COPRUNT1.PIX
0,0,not flipped
COPRUNT2.PIX
0,0,not flipped
COPRUNT3.PIX
0,0,not flipped
COPRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.06,8 // Min frame rate, max frame rate,
4 // Number of initial frames
COPSHK.PIX
0,0,not flipped
COPSTL.PIX
0,0,not flipped
COPSHK.PIX
0,0,flipped
COPTRN.PIX
0,0,flipped
4 // Number of looping frames
COPRUNA1.PIX
0,0,flipped
COPRUNA2.PIX
0,0,flipped
COPRUNA3.PIX
0,0,flipped
COPRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
COPSTL.PIX
0,0,not flipped
COPSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
COPHIT1B.PIX
0,0,not flipped
COPHIT2B.PIX
0,0,not flipped
COPHIT3B.PIX
0,0,not flipped
COPHIT4B.PIX
0,0,not flipped
COPDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
COPHIT1B.PIX
0,0,not flipped
COPHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
COPSTL.PIX
0,0,flipped
COPSTL.PIX
0,0,not flipped
NEXT PEDESTRIAN
// **************** CPT 2 ****************
14 // Reference number
0.275 // Height
175 // Points value
25 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CPT.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0005 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4000,4910 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4010,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CPTSHK.PIX
0,0,not flipped
CPTSTL.PIX
0,0,not flipped
CPTSHK.PIX
0,0,flipped
CPTTRN.PIX
0,0,flipped
4 // Number of looping frames
CPTRUNA1.PIX
0,0,flipped
CPTRUNA2.PIX
0,0,flipped
CPTRUNA3.PIX
0,0,flipped
CPTRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CPTSHK.PIX
0,0,not flipped
CPTSTL.PIX
0,0,not flipped
CPTSHK.PIX
0,0,flipped
CPTTRN.PIX
0,0,flipped
4 // Number of looping frames
CPTRUNT1.PIX
0,0,flipped
CPTRUNT2.PIX
0,0,flipped
CPTRUNT3.PIX
0,0,flipped
CPTRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CPTSHK.PIX
0,0,not flipped
CPTSTL.PIX
0,0,not flipped
CPTSHK.PIX
0,0,flipped
CPTTRN.PIX
0,0,flipped
4 // Number of looping frames
CPTRUNT1.PIX
0,0,not flipped
CPTRUNT2.PIX
0,0,not flipped
CPTRUNT3.PIX
0,0,not flipped
CPTRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CPTSHK.PIX
0,0,flipped
CPTSTL.PIX
0,0,flipped
CPTSHK.PIX
0,0,not flipped
CPTTRN.PIX
0,0,not flipped
4 // Number of looping frames
CPTRUNA1.PIX
0,0,not flipped
CPTRUNA2.PIX
0,0,not flipped
CPTRUNA3.PIX
0,0,not flipped
CPTRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CPTSTL.PIX
0,0,not flipped
CPTSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
CPTHIT1B.PIX
0,0,not flipped
CPTHIT2B.PIX
0,0,not flipped
CPTHIT3B.PIX
0,0,not flipped
CPTDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CPTHIT1B.PIX
0,0,not flipped
CPTHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CPTSTL.PIX
0,0,not flipped
CPTSTL.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** FM0 2 ****************
15 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
FM0.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FM0SHK.PIX
0,0,not flipped
FM0STL.PIX
0,0,not flipped
FM0SHK.PIX
0,0,flipped
FM0TRN.PIX
0,0,flipped
4 // Number of looping frames
FM0RUNA1.PIX
0,0,not flipped
FM0RUNA2.PIX
0,0,not flipped
FM0RUNA3.PIX
0,0,not flipped
FM0RUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FM0SHK.PIX
0,0,not flipped
FM0STL.PIX
0,0,not flipped
FM0SHK.PIX
0,0,flipped
FM0TRN.PIX
0,0,flipped
4 // Number of looping frames
FM0RUNT1.PIX
0,0,flipped
FM0RUNT2.PIX
0,0,flipped
FM0RUNT3.PIX
0,0,flipped
FM0RUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FM0SHK.PIX
0,0,flipped
FM0STL.PIX
0,0,flipped
FM0SHK.PIX
0,0,not flipped
FM0TRN.PIX
0,0,not flipped
4 // Number of looping frames
FM0RUNT1.PIX
0,0,not flipped
FM0RUNT2.PIX
0,0,not flipped
FM0RUNT3.PIX
0,0,not flipped
FM0RUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FM0SHK.PIX
0,0,flipped
FM0STL.PIX
0,0,flipped
FM0SHK.PIX
0,0,not flipped
FM0TRN.PIX
0,0,not flipped
4 // Number of looping frames
FM0RUNA1.PIX
0,0,flipped
FM0RUNA2.PIX
0,0,flipped
FM0RUNA3.PIX
0,0,flipped
FM0RUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FM0STL.PIX
0,0,not flipped
FM0STL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
FM0HIT1B.PIX
0,0,not flipped
FM0HIT2B.PIX
0,0,not flipped
FM0HIT3B.PIX
0,0,not flipped
FM0HIT4B.PIX
0,0,not flipped
FM0DEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
FM0HIT1B.PIX
0,0,not flipped
FM0HIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FM0STL.PIX
0,0,not flipped
FM0STL.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** MAN 2 ****************
16 // Reference number
0.25 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
MAN.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4001,4902 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4 // Number of looping frames
MANRUNA1.PIX
0,0,not flipped
MANRUNA2.PIX
0,0,not flipped
MANRUNA3.PIX
0,0,not flipped
MANRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4 // Number of looping frames
MANRUNT1.PIX
0,0,not flipped
MANRUNT2.PIX
0,0,not flipped
MANRUNT3.PIX
0,0,not flipped
MANRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4 // Number of looping frames
MANRUNT1.PIX
0,0,flipped
MANRUNT2.PIX
0,0,flipped
MANRUNT3.PIX
0,0,flipped
MANRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4 // Number of looping frames
MANRUNA1.PIX
0,0,flipped
MANRUNA2.PIX
0,0,flipped
MANRUNA3.PIX
0,0,flipped
MANRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MANSTL.PIX
0,0,flipped
MANSTL.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
MANHIT1B.PIX
0,0,not flipped
MANHIT2B.PIX
0,0,not flipped
MANHIT3B.PIX
0,0,not flipped
MANHIT4B.PIX
0,0,not flipped
MANDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
MANHIT1B.PIX
0,0,not flipped
MANHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MANSTL.PIX
0,0,flipped
MANSTL.PIX
0,0,not flipped
NEXT PEDESTRIAN
// **************** MUS 2 ****************
17 // Reference number
0.275 // Height
150 // Points value
15 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
MUS.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4001,4902 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
3,4010,4010,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
MUSRUNA1.PIX
0,0,not flipped
MUSRUNA2.PIX
0,0,not flipped
MUSRUNA3.PIX
0,0,not flipped
MUSRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
MUSRUNT1.PIX
0,0,not flipped
MUSRUNT2.PIX
0,0,not flipped
MUSRUNT3.PIX
0,0,not flipped
MUSRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
MUSRUNT1.PIX
0,0,flipped
MUSRUNT2.PIX
0,0,flipped
MUSRUNT3.PIX
0,0,flipped
MUSRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4 // Number of looping frames
MUSRUNA1.PIX
0,0,flipped
MUSRUNA2.PIX
0,0,flipped
MUSRUNA3.PIX
0,0,flipped
MUSRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MUSSTL1.PIX
0,0,flipped
MUSSTL2.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
4 // Number of initial frames
MUSHIT1B.PIX
0,0,not flipped
MUSHIT2B.PIX
0,0,not flipped
MUSHIT3B.PIX
0,0,not flipped
MUSDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
MUSHIT1B.PIX
0,0,not flipped
MUSHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MUSSTL2.PIX
0,0,not flipped
MUSSTL1.PIX
0,0,not flipped
NEXT PEDESTRIAN
// **************** OLD 2 ****************
18 // Reference number
0.265 // Height
200 // Points value
30 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
OLD.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001,4909 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4907,4906 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4 // Number of looping frames
OLDRUNA1.PIX
0,0,flipped
OLDRUNA2.PIX
0,0,flipped
OLDRUNA3.PIX
0,0,flipped
OLDRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4 // Number of looping frames
OLDRUNT1.PIX
0,0,flipped
OLDRUNT2.PIX
0,0,flipped
OLDRUNT3.PIX
0,0,flipped
OLDRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4 // Number of looping frames
OLDRUNT1.PIX
0,0,not flipped
OLDRUNT2.PIX
0,0,not flipped
OLDRUNT3.PIX
0,0,not flipped
OLDRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4 // Number of looping frames
OLDRUNA1.PIX
0,0,not flipped
OLDRUNA2.PIX
0,0,not flipped
OLDRUNA3.PIX
0,0,not flipped
OLDRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
OLDSTL1.PIX
0,0,not flipped
OLDSTL2.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
OLDHIT1B.PIX
0,0,not flipped
OLDHIT2B.PIX
0,0,not flipped
OLDHIT3B.PIX
0,0,not flipped
OLDHIT4B.PIX
0,0,not flipped
OLDDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
OLDHIT1B.PIX
0,0,not flipped
OLDHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
OLDBAK.PIX
0,0,not flipped
OLDBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RID 2 ****************
19 // Reference number
0.245 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RID.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4002,4904,4905 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1B.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4 // Number of looping frames
RIDRUNA1.PIX
0,0,not flipped
RIDRUNA2.PIX
0,0,not flipped
RIDRUNA3.PIX
0,0,not flipped
RIDRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1B.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4 // Number of looping frames
RIDRUNT1.PIX
0,0,flipped
RIDRUNT2.PIX
0,0,flipped
RIDRUNT3.PIX
0,0,flipped
RIDRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1A.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4 // Number of looping frames
RIDRUNT1.PIX
0,0,not flipped
RIDRUNT2.PIX
0,0,not flipped
RIDRUNT3.PIX
0,0,not flipped
RIDRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1B.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4 // Number of looping frames
RIDRUNA1.PIX
0,0,flipped
RIDRUNA2.PIX
0,0,flipped
RIDRUNA3.PIX
0,0,flipped
RIDRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RIDSTL1A.PIX
0,0,flipped
RIDSTL1B.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
RIDHIT1B.PIX
0,0,not flipped
RIDHIT2B.PIX
0,0,not flipped
RIDHIT3B.PIX
0,0,not flipped
RIDHIT4B.PIX
0,0,not flipped
RIDDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RIDHIT1B.PIX
0,0,not flipped
RIDHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - SLINKING ACROSS THE TRACK WITH 'GET READY' BOARD
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RIDSTIL2.PIX
0,0,not flipped
RIDSHK2.PIX
0,0,not flipped
NEXT PEDESTRIAN
// **************** MOO 2 ****************
26 // Reference number
0.23 // Height
150 // Points value
30 // Hit points
2,4051,4051 // Exploding noises
4050 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
MOO.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4050 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4051 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4051 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4051 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4051 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
4 // Number of looping frames
MOORUNA1.PIX
0,0,flipped
MOORUNA2.PIX
0,0,flipped
MOORUNA3.PIX
0,0,flipped
MOORUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
4 // Number of looping frames
MOORUNT1.PIX
0,0,not flipped
MOORUNT2.PIX
0,0,not flipped
MOORUNT3.PIX
0,0,not flipped
MOORUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
5 // Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOORUNT1.PIX
0,0,not flipped
4 // Number of looping frames
MOORUNT1.PIX
0,0,flipped
MOORUNT2.PIX
0,0,flipped
MOORUNT3.PIX
0,0,flipped
MOORUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MOOSHK1.PIX
0,0,flipped
MOOSHK3.PIX
0,0,flipped
MOOSHK1.PIX
0,0,flipped
MOOSHK3.PIX
0,0,flipped
4 // Number of looping frames
MOORUNA1.PIX
0,0,not flipped
MOORUNA2.PIX
0,0,not flipped
MOORUNA3.PIX
0,0,not flipped
MOORUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MOZSTL1.PIX
0,0,not flipped
MOZSTL2.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
MOOHIT1.PIX
0,0,not flipped
MOOHIT2.PIX
0,0,not flipped
MOOHIT3.PIX
0,0,not flipped
MOOHIT4.PIX
0,0,not flipped
MOODED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
MOODED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
MOOHIT1.PIX
0,0,not flipped
MOOHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MOZSTL2.PIX
0,0,not flipped
MOZSTL1.PIX
0,0,not flipped
NEXT PEDESTRIAN
// **************** LTH ****************
22 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
LTH.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4 // Number of looping frames
LTHRUNA1.PIX
0,0,flipped
LTHRUNA2.PIX
0,0,flipped
LTHRUNA3.PIX
0,0,flipped
LTHRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4 // Number of looping frames
LTHRUNT1.PIX
0,0,flipped
LTHRUNT2.PIX
0,0,flipped
LTHRUNT3.PIX
0,0,flipped
LTHRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4 // Number of looping frames
LTHRUNT1.PIX
0,0,not flipped
LTHRUNT2.PIX
0,0,not flipped
LTHRUNT3.PIX
0,0,not flipped
LTHRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4 // Number of looping frames
LTHRUNA1.PIX
0,0,not flipped
LTHRUNA2.PIX
0,0,not flipped
LTHRUNA3.PIX
0,0,not flipped
LTHRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
LTHSTL.PIX
0,0,not flipped
LTHSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
LTHHIT1.PIX
0,0,not flipped
LTHHIT2.PIX
0,0,not flipped
LTHHIT3.PIX
0,0,not flipped
LTHHIT4.PIX
0,0,not flipped
LTHDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
LTHHIT1.PIX
0,0,not flipped
LTHHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
LTHBAK.PIX
0,0,not flipped
LTHBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** TIA ****************
24 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
TIA.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4 // Number of looping frames
TIARUNA1.PIX
0,0,flipped
TIARUNA2.PIX
0,0,flipped
TIARUNA3.PIX
0,0,flipped
TIARUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4 // Number of looping frames
TIARUNT1.PIX
0,0,flipped
TIARUNT2.PIX
0,0,flipped
TIARUNT3.PIX
0,0,flipped
TIARUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4 // Number of looping frames
TIARUNT1.PIX
0,0,not flipped
TIARUNT2.PIX
0,0,not flipped
TIARUNT3.PIX
0,0,not flipped
TIARUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4 // Number of looping frames
TIARUNA1.PIX
0,0,not flipped
TIARUNA2.PIX
0,0,not flipped
TIARUNA3.PIX
0,0,not flipped
TIARUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
TIASTL.PIX
0,0,not flipped
TIASTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
TIAHIT1B.PIX
0,0,not flipped
TIAHIT2B.PIX
0,0,not flipped
TIAHIT3B.PIX
0,0,not flipped
TIAHIT4B.PIX
0,0,not flipped
TIADEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
TIAHIT1B.PIX
0,0,not flipped
TIAHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
TIABAK.PIX
0,0,not flipped
TIABAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** ZIM ****************
25 // Reference number
0.265 // Height
200 // Points value
30 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00001 // Acceleration
1 // Image index
IDENTITY.TAB
ZIM.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,8017 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4003 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4 // Number of looping frames
ZIMRUNA1.PIX
0,0,flipped
ZIMRUNA2.PIX
0,0,flipped
ZIMRUNA3.PIX
0,0,flipped
ZIMRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4 // Number of looping frames
ZIMRUNT1.PIX
0,0,not flipped
ZIMRUNT2.PIX
0,0,not flipped
ZIMRUNT3.PIX
0,0,not flipped
ZIMRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4 // Number of looping frames
ZIMRUNT1.PIX
0,0,flipped
ZIMRUNT2.PIX
0,0,flipped
ZIMRUNT3.PIX
0,0,flipped
ZIMRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4 // Number of looping frames
ZIMRUNA1.PIX
0,0,not flipped
ZIMRUNA2.PIX
0,0,not flipped
ZIMRUNA3.PIX
0,0,not flipped
ZIMRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
ZIMSTL.PIX
0,0,not flipped
ZIMSTL.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
ZIMHIT1.PIX
0,0,not flipped
ZIMHIT2.PIX
0,0,not flipped
ZIMHIT3.PIX
0,0,not flipped
ZIMHIT4.PIX
0,0,not flipped
ZIMDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
ZIMHIT1.PIX
0,0,not flipped
ZIMHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
ZIMBAK.PIX
0,0,not flipped
ZIMBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** GRN 2 ****************
27 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
GRN.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GRNSHK.PIX
0,0,not flipped
GRNSTL.PIX
0,0,not flipped
GRNSHK.PIX
0,0,flipped
GRNTRN.PIX
0,0,flipped
4 // Number of looping frames
GRNRUNA1.PIX
0,0,not flipped
GRNRUNA2.PIX
0,0,not flipped
GRNRUNA3.PIX
0,0,not flipped
GRNRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GRNSHK.PIX
0,0,not flipped
GRNSTL.PIX
0,0,not flipped
GRNSHK.PIX
0,0,flipped
GRNTRN.PIX
0,0,flipped
4 // Number of looping frames
GRNRUNT1.PIX
0,0,flipped
GRNRUNT2.PIX
0,0,flipped
GRNRUNT3.PIX
0,0,flipped
GRNRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GRNSHK.PIX
0,0,flipped
GRNSTL.PIX
0,0,flipped
GRNSHK.PIX
0,0,not flipped
GRNTRN.PIX
0,0,not flipped
4 // Number of looping frames
GRNRUNT1.PIX
0,0,not flipped
GRNRUNT2.PIX
0,0,not flipped
GRNRUNT3.PIX
0,0,not flipped
GRNRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GRNSHK.PIX
0,0,flipped
GRNSTL.PIX
0,0,flipped
GRNSHK.PIX
0,0,not flipped
GRNTRN.PIX
0,0,not flipped
4 // Number of looping frames
GRNRUNA1.PIX
0,0,flipped
GRNRUNA2.PIX
0,0,flipped
GRNRUNA3.PIX
0,0,flipped
GRNRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GRNSTL.PIX
0,0,not flipped
GRNSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
GRNHIT4.PIX
0,0,not flipped
GRNHIT3.PIX
0,0,not flipped
GRNHIT2.PIX
0,0,not flipped
GRNHIT1.PIX
0,0,not flipped
GRNDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
GRNHIT1.PIX
0,0,not flipped
GRNHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GRNBAK.PIX
0,0,not flipped
GRNBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** GOD 2 ****************
28 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
GOD.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GODSHK.PIX
0,0,flipped
GODSTL.PIX
0,0,flipped
GODSHK.PIX
0,0,not flipped
GODTRN.PIX
0,0,not flipped
4 // Number of looping frames
GODRUNA1.PIX
0,0,flipped
GODRUNA2.PIX
0,0,flipped
GODRUNA3.PIX
0,0,flipped
GODRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GODSHK.PIX
0,0,flipped
GODSTL.PIX
0,0,flipped
GODSHK.PIX
0,0,not flipped
GODTRN.PIX
0,0,not flipped
4 // Number of looping frames
GODRUNT1.PIX
0,0,not flipped
GODRUNT2.PIX
0,0,not flipped
GODRUNT3.PIX
0,0,not flipped
GODRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GODSHK.PIX
0,0,flipped
GODSTL.PIX
0,0,flipped
GODSHK.PIX
0,0,not flipped
GODTRN.PIX
0,0,not flipped
4 // Number of looping frames
GODRUNT1.PIX
0,0,flipped
GODRUNT2.PIX
0,0,flipped
GODRUNT3.PIX
0,0,flipped
GODRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GODSHK.PIX
0,0,flipped
GODSTL.PIX
0,0,flipped
GODSHK.PIX
0,0,not flipped
GODTRN.PIX
0,0,not flipped
4 // Number of looping frames
GODRUNA1.PIX
0,0,not flipped
GODRUNA2.PIX
0,0,not flipped
GODRUNA3.PIX
0,0,not flipped
GODRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GODSTL.PIX
0,0,not flipped
GODSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
GODHIT1.PIX
0,0,not flipped
GODHIT2.PIX
0,0,not flipped
GODHIT3.PIX
0,0,not flipped
GODHIT4.PIX
0,0,not flipped
GODDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
GODHIT1.PIX
0,0,not flipped
GODHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GODSTL.PIX
0,0,not flipped
GODSTL.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RED 2 ****************
30 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RED.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4001,4000,4902 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4011,4907 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
REDSHK.PIX
0,0,flipped
REDSTL.PIX
0,0,flipped
REDSHK.PIX
0,0,not flipped
REDSTL.PIX
0,0,not flipped
4 // Number of looping frames
REDRUNA1.PIX
0,0,flipped
REDRUNA2.PIX
0,0,flipped
REDRUNA3.PIX
0,0,flipped
REDRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
REDSHK.PIX
0,0,flipped
REDSTL.PIX
0,0,flipped
REDSHK.PIX
0,0,not flipped
REDSTL.PIX
0,0,not flipped
4 // Number of looping frames
REDRUNT1.PIX
0,0,not flipped
REDRUNT2.PIX
0,0,not flipped
REDRUNT3.PIX
0,0,not flipped
REDRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
REDSHK.PIX
0,0,flipped
REDSTL.PIX
0,0,flipped
REDSHK.PIX
0,0,not flipped
REDSTL.PIX
0,0,not flipped
4 // Number of looping frames
REDRUNT1.PIX
0,0,flipped
REDRUNT2.PIX
0,0,flipped
REDRUNT3.PIX
0,0,flipped
REDRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
REDSHK.PIX
0,0,flipped
REDSTL.PIX
0,0,flipped
REDSHK.PIX
0,0,not flipped
REDSTL.PIX
0,0,not flipped
4 // Number of looping frames
REDRUNA1.PIX
0,0,not flipped
REDRUNA2.PIX
0,0,not flipped
REDRUNA3.PIX
0,0,not flipped
REDRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
REDSTL.PIX
0,0,not flipped
REDSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
REDHIT1.PIX
0,0,not flipped
REDHIT2.PIX
0,0,not flipped
REDHIT3.PIX
0,0,not flipped
REDHIT4.PIX
0,0,not flipped
REDDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
REDHIT1.PIX
0,0,not flipped
REDHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
REDBAK.PIX
0,0,not flipped
REDBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** KEL 2 ****************
31 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4003 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
KEL.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4 // Number of looping frames
KELRUNA1.PIX
0,0,flipped
KELRUNA2.PIX
0,0,flipped
KELRUNA3.PIX
0,0,flipped
KELRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4 // Number of looping frames
KELRUNT1.PIX
0,0,not flipped
KELRUNT2.PIX
0,0,not flipped
KELRUNT3.PIX
0,0,not flipped
KELRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4 // Number of looping frames
KELRUNT1.PIX
0,0,flipped
KELRUNT2.PIX
0,0,flipped
KELRUNT3.PIX
0,0,flipped
KELRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4 // Number of looping frames
KELRUNA1.PIX
0,0,not flipped
KELRUNA2.PIX
0,0,not flipped
KELRUNA3.PIX
0,0,not flipped
KELRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
KELSTL.PIX
0,0,not flipped
KELSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
KELHIT1.PIX
0,0,not flipped
KELHIT2.PIX
0,0,not flipped
KELHIT3.PIX
0,0,not flipped
KELHIT4.PIX
0,0,not flipped
KELDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
KELHIT1.PIX
0,0,not flipped
KELHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
KELBAK.PIX
0,0,not flipped
KELBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** BAT 2 ****************
29 // Reference number
0.25 // Height
110 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
BAT.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4000,4902 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,2 // Max bearing, sequence index
270,1 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BATSHK.PIX
0,0,flipped
BATSTL.PIX
0,0,flipped
BATSHK.PIX
0,0,not flipped
BATTRN.PIX
0,0,not flipped
4 // Number of looping frames
BATRUNA1.PIX
0,0,not flipped
BATRUNA2.PIX
0,0,not flipped
BATRUNA3.PIX
0,0,not flipped
BATRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BATSHK.PIX
0,0,flipped
BATSTL.PIX
0,0,flipped
BATSHK.PIX
0,0,not flipped
BATTRN.PIX
0,0,not flipped
4 // Number of looping frames
BATRUNT1.PIX
0,0,not flipped
BATRUNT2.PIX
0,0,not flipped
BATRUNT3.PIX
0,0,not flipped
BATRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BATSHK.PIX
0,0,flipped
BATSTL.PIX
0,0,flipped
BATSHK.PIX
0,0,not flipped
BATTRN.PIX
0,0,not flipped
4 // Number of looping frames
BATRUNT1.PIX
0,0,flipped
BATRUNT2.PIX
0,0,flipped
BATRUNT3.PIX
0,0,flipped
BATRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BATSHK.PIX
0,0,flipped
BATSTL.PIX
0,0,flipped
BATSHK.PIX
0,0,not flipped
BATTRN.PIX
0,0,not flipped
4 // Number of looping frames
BATRUNA1.PIX
0,0,flipped
BATRUNA2.PIX
0,0,flipped
BATRUNA3.PIX
0,0,flipped
BATRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BATSTL.PIX
0,0,not flipped
BATSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
BATHIT1.PIX
0,0,not flipped
BATHIT2.PIX
0,0,not flipped
BATHIT3.PIX
0,0,not flipped
BATHIT4.PIX
0,0,not flipped
BATDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
BATHIT1.PIX
0,0,not flipped
BATHIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** BARREL ****************
100 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
101 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
102 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
103 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
104 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
105 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
106 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
107 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
108 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
109 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400 // Exploding noises
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OYDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
110 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
111 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
112 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
113 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
114 // Reference number
0.35 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
MINE.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
variable // Frame rate type
4,4
0 // Number of initial frames
10 // Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
// Sequence #1 - standing there
collide // Include this frame in collision calcs
variable // Frame rate type
4,4
0 // Number of initial frames
10 // Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
115 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
116 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
117 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
118 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
119 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
120 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
121 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
122 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
123 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
124 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
125 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
126 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
127 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
128 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
129 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
130 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QCYLNDR1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QCYLNDR2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
131 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QYDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QYDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
132 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
133 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
134 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
135 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
136 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
OTYRES2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
137 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
ORDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
138 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QGDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
139 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
140 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
141 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
142 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
143 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
144 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
145 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** D.CRUMP 2 ****************
33 // Reference number
0.27 // Height
150 // Points value
20 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
CRM.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0005 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CRMSHK.PIX
0,0,flipped
CRMSTL.PIX
0,0,flipped
CRMSHK.PIX
0,0,not flipped
CRMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CRMRUNA1.PIX
0,0,flipped
CRMRUNA2.PIX
0,0,flipped
CRMRUNA3.PIX
0,0,flipped
CRMRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CRMSHK.PIX
0,0,flipped
CRMSTL.PIX
0,0,flipped
CRMSHK.PIX
0,0,not flipped
CRMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CRMRUNT1.PIX
0,0,not flipped
CRMRUNT2.PIX
0,0,not flipped
CRMRUNT3.PIX
0,0,not flipped
CRMRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CRMSHK.PIX
0,0,flipped
CRMSTL.PIX
0,0,flipped
CRMSHK.PIX
0,0,not flipped
CRMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CRMRUNT1.PIX
0,0,flipped
CRMRUNT2.PIX
0,0,flipped
CRMRUNT3.PIX
0,0,flipped
CRMRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
CRMSHK.PIX
0,0,flipped
CRMSTL.PIX
0,0,flipped
CRMSHK.PIX
0,0,not flipped
CRMTRN.PIX
0,0,not flipped
4 // Number of looping frames
CRMRUNA1.PIX
0,0,not flipped
CRMRUNA2.PIX
0,0,not flipped
CRMRUNA3.PIX
0,0,not flipped
CRMRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CRMSTL.PIX
0,0,not flipped
CRMSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
CRMHIT1.PIX
0,0,not flipped
CRMHIT2.PIX
0,0,not flipped
CRMHIT3.PIX
0,0,not flipped
CRMHIT4.PIX
0,0,not flipped
CRMDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
CRMHIT1.PIX
0,0,not flipped
CRMHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
CRMBAK.PIX
0,0,not flipped
CRMBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
146 // Reference number
0.35 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
LNDMINE8.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
LNDMINE8.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
LNDMINE8.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
147 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
148 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
149 // Reference number
0.19 // Height
0 // Points value
0.0001 // Hit points
1,5400
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
10,0 // Max bearing, sequence index
350,1 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
3 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM1.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #1 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
QRDRUM2.PIX
0,0,flipped
0 // Number of looping frames
// Sequence #2 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
7 // Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** SHEEP ****************
76 // Reference number
0.17 // Height
150 // Points value
30 // Hit points
2,9113,9113 // Exploding noises
9112 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
SHP.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
1,9111 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,9111,9112 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9113 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9112 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9113 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9112 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
4 // Number of looping frames
MOORUNA1.PIX
0,0,flipped
MOORUNA2.PIX
0,0,flipped
MOORUNA3.PIX
0,0,flipped
MOORUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
4 // Number of looping frames
MOORUNT1.PIX
0,0,not flipped
MOORUNT2.PIX
0,0,not flipped
MOORUNT3.PIX
0,0,not flipped
MOORUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
5 // Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOORUNT1.PIX
0,0,not flipped
4 // Number of looping frames
MOORUNT1.PIX
0,0,flipped
MOORUNT2.PIX
0,0,flipped
MOORUNT3.PIX
0,0,flipped
MOORUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MOOSHK1.PIX
0,0,flipped
MOOSHK3.PIX
0,0,flipped
MOOSHK1.PIX
0,0,flipped
MOOSHK3.PIX
0,0,flipped
4 // Number of looping frames
MOORUNA1.PIX
0,0,not flipped
MOORUNA2.PIX
0,0,not flipped
MOORUNA3.PIX
0,0,not flipped
MOORUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MOZSTL1.PIX
0,0,not flipped
MOZSTL2.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
MOOHIT1.PIX
0,0,not flipped
MOOHIT2.PIX
0,0,not flipped
MOOHIT3.PIX
0,0,not flipped
MOOHIT4.PIX
0,0,not flipped
MOODED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
MOODED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
MOOHIT1.PIX
0,0,not flipped
MOOHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MOZSTL2.PIX
0,0,not flipped
MOZSTL1.PIX
0,0,not flipped
NEXT PEDESTRIAN
// **************** KINKY WHIP BITCH ****************
77 // Reference number
0.27 // Height
175 // Points value
20 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
KIN.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KINSHK1.PIX
0,0,flipped
KINSTL1.PIX
0,0,flipped
KINSHK1.PIX
0,0,not flipped
KINTRN.PIX
0,0,not flipped
4 // Number of looping frames
KINRUNA1.PIX
0,0,flipped
KINRUNA2.PIX
0,0,flipped
KINRUNA3.PIX
0,0,flipped
KINRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KINSHK1.PIX
0,0,flipped
KINSTL1.PIX
0,0,not flipped
KINSHK1.PIX
0,0,not flipped
KINTRN.PIX
0,0,not flipped
4 // Number of looping frames
KINRUNT1.PIX
0,0,flipped
KINRUNT2.PIX
0,0,flipped
KINRUNT3.PIX
0,0,flipped
KINRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KINSHK1.PIX
0,0,flipped
KINSTL1.PIX
0,0,flipped
KINSHK1.PIX
0,0,not flipped
KINTRN.PIX
0,0,not flipped
4 // Number of looping frames
KINRUNT1.PIX
0,0,flipped
KINRUNT2.PIX
0,0,flipped
KINRUNT3.PIX
0,0,flipped
KINRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KINSHK1.PIX
0,0,flipped
KINSTL1.PIX
0,0,flipped
KINSHK1.PIX
0,0,not flipped
KINTRN.PIX
0,0,not flipped
4 // Number of looping frames
KINRUNA1.PIX
0,0,not flipped
KINRUNA2.PIX
0,0,not flipped
KINRUNA3.PIX
0,0,not flipped
KINRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
KINSTL1.PIX
0,0,not flipped
KINSTL2.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
KINHIT1.PIX
0,0,not flipped
KINHIT2B.PIX
0,0,not flipped
KINHIT3B.PIX
0,0,not flipped
KINHIT4B.PIX
0,0,not flipped
KINDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
KINHIT1.PIX
0,0,not flipped
KINHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
KINTRN.PIX
0,0,not flipped
KINTRN.PIX
0,0,flipped
NEXT PEDESTRIAN
// ********** MONK/DRUID TYPE MNK (same as old) *****************
// ********** starring Sean "shittin' bricks" Connery *******
78 // Reference number
0.265 // Height
200 // Points value
30 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
MNK.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4005 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MNKSHK.PIX
0,0,flipped
MNKSTL1.PIX
0,0,flipped
MNKSHK.PIX
0,0,not flipped
MNKTRN.PIX
0,0,not flipped
4 // Number of looping frames
MNKRUNA1.PIX
0,0,flipped
MNKRUNA2.PIX
0,0,flipped
MNKRUNA3.PIX
0,0,flipped
MNKRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MNKSHK.PIX
0,0,flipped
MNKSTL1.PIX
0,0,flipped
MNKSHK.PIX
0,0,not flipped
MNKTRN.PIX
0,0,not flipped
4 // Number of looping frames
MNKRUNT1.PIX
0,0,flipped
MNKRUNT2.PIX
0,0,flipped
MNKRUNT3.PIX
0,0,flipped
MNKRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MNKSHK.PIX
0,0,flipped
MNKSTL1.PIX
0,0,flipped
MNKSHK.PIX
0,0,not flipped
MNKTRN.PIX
0,0,not flipped
4 // Number of looping frames
MNKRUNT1.PIX
0,0,not flipped
MNKRUNT2.PIX
0,0,not flipped
MNKRUNT3.PIX
0,0,not flipped
MNKRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
MNKSHK.PIX
0,0,flipped
MNKSTL1.PIX
0,0,flipped
MNKSHK.PIX
0,0,not flipped
MNKTRN.PIX
0,0,not flipped
4 // Number of looping frames
MNKRUNA1.PIX
0,0,not flipped
MNKRUNA2.PIX
0,0,not flipped
MNKRUNA3.PIX
0,0,not flipped
MNKRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MNKSTL1.PIX
0,0,not flipped
MNKSTL2.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
MNKHIT1B.PIX
0,0,not flipped
MNKHIT2B.PIX
0,0,not flipped
MNKHIT3B.PIX
0,0,not flipped
MNKHIT4B.PIX
0,0,not flipped
MNKDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
MNKHIT1B.PIX
0,0,not flipped
MNKHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
MNKBAK.PIX
0,0,not flipped
MNKBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** GAY (ALLEDEGDY) ****************
// **************** Same as PER ********************
79 // Reference number
0.29 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
GAY.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4006 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
2,4011,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4000 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GAYSHK.PIX
0,0,flipped
GAYSTL.PIX
0,0,flipped
GAYSHK.PIX
0,0,not flipped
GAYTRN.PIX
0,0,not flipped
4 // Number of looping frames
GAYRUNA1.PIX
0,0,flipped
GAYRUNA2.PIX
0,0,flipped
GAYRUNA3.PIX
0,0,flipped
GAYRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GAYSHK.PIX
0,0,flipped
GAYSTL.PIX
0,0,flipped
GAYSHK.PIX
0,0,not flipped
GAYTRN.PIX
0,0,not flipped
4 // Number of looping frames
GAYRUNT1.PIX
0,0,not flipped
GAYRUNT2.PIX
0,0,not flipped
GAYRUNT3.PIX
0,0,not flipped
GAYRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GAYSHK.PIX
0,0,flipped
GAYSTL.PIX
0,0,flipped
GAYSHK.PIX
0,0,not flipped
GAYTRN.PIX
0,0,not flipped
4 // Number of looping frames
GAYRUNT1.PIX
0,0,flipped
GAYRUNT2.PIX
0,0,flipped
GAYRUNT3.PIX
0,0,flipped
GAYRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GAYSHK.PIX
0,0,flipped
GAYSTL.PIX
0,0,flipped
GAYSHK.PIX
0,0,not flipped
GAYTRN.PIX
0,0,not flipped
4 // Number of looping frames
GAYRUNA1.PIX
0,0,not flipped
GAYRUNA2.PIX
0,0,not flipped
GAYRUNA3.PIX
0,0,not flipped
GAYRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GAYSTL.PIX
0,0,not flipped
GAYSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
GAYHIT1.PIX
0,0,not flipped
GAYHIT2.PIX
0,0,not flipped
GAYHIT3.PIX
0,0,not flipped
GAYHIT4.PIX
0,0,not flipped
GAYDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
GAYHIT1.PIX
0,0,not flipped
GAYHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GAYBAK.PIX
0,0,not flipped
GAYBAK.PIX
0,0,flipped
NEXT PEDSETRIAN
// **************** EMY - Same as cam **************** EMY
// **************** Emily in fetching white **********
// **************** (EMY IN WHITE CAM 2 - (FROM OLD VERSION THAT WORKED)) ****************
90 // Reference number
0.245 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
EMY.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMYSHK.PIX
0,0,flipped
EMYSTL.PIX
0,0,flipped
EMYSHK.PIX
0,0,not flipped
EMYTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMYRUNA1.PIX
0,0,flipped
EMYRUNA2.PIX
0,0,flipped
EMYRUNA3.PIX
0,0,flipped
EMYRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMYSHK.PIX
0,0,flipped
EMYSTL.PIX
0,0,flipped
EMYSHK.PIX
0,0,not flipped
EMYTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMYRUNT1.PIX
0,0,not flipped
EMYRUNT2.PIX
0,0,not flipped
EMYRUNT3.PIX
0,0,not flipped
EMYRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMYSHK.PIX
0,0,flipped
EMYSTL.PIX
0,0,flipped
EMYSHK.PIX
0,0,not flipped
EMYTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMYRUNT1.PIX
0,0,flipped
EMYRUNT2.PIX
0,0,flipped
EMYRUNT3.PIX
0,0,flipped
EMYRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMYSHK.PIX
0,0,flipped
EMYSTL.PIX
0,0,flipped
EMYSHK.PIX
0,0,not flipped
EMYTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMYRUNA1.PIX
0,0,not flipped
EMYRUNA2.PIX
0,0,not flipped
EMYRUNA3.PIX
0,0,not flipped
EMYRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
EMYSTL.PIX
0,0,not flipped
EMYSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
EMYHIT1.PIX
0,0,not flipped
EMYHIT2.PIX
0,0,not flipped
EMYHIT3.PIX
0,0,not flipped
EMYHIT4.PIX
0,0,not flipped
EMYDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
EMYHIT1.PIX
0,0,not flipped
EMYHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
EMYBAK.PIX
0,0,not flipped
EMYBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// ******* AVE ***** THAT BLOKE FROM AVENGERS - SAME AS TON ****************AVE
81 // Reference number
0.28 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
AVE.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4000 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
AVESHK.PIX
0,0,flipped
AVESTL.PIX
0,0,flipped
AVESHK.PIX
0,0,not flipped
AVETRN.PIX
0,0,not flipped
4 // Number of looping frames
AVERUNA1.PIX
0,0,flipped
AVERUNA2.PIX
0,0,flipped
AVERUNA3.PIX
0,0,flipped
AVERUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
AVESHK.PIX
0,0,flipped
AVESTL.PIX
0,0,flipped
AVESHK.PIX
0,0,not flipped
AVETRN.PIX
0,0,not flipped
4 // Number of looping frames
AVERUNT1.PIX
0,0,not flipped
AVERUNT2.PIX
0,0,not flipped
AVERUNT3.PIX
0,0,not flipped
AVERUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
AVESHK.PIX
0,0,flipped
AVESTL.PIX
0,0,flipped
AVESHK.PIX
0,0,not flipped
AVETRN.PIX
0,0,not flipped
4 // Number of looping frames
AVERUNT1.PIX
0,0,flipped
AVERUNT2.PIX
0,0,flipped
AVERUNT3.PIX
0,0,flipped
AVERUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
AVESHK.PIX
0,0,flipped
AVESTL.PIX
0,0,flipped
AVESHK.PIX
0,0,not flipped
AVETRN.PIX
0,0,not flipped
4 // Number of looping frames
AVERUNA1.PIX
0,0,not flipped
AVERUNA2.PIX
0,0,not flipped
AVERUNA3.PIX
0,0,not flipped
AVERUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
AVESTL.PIX
0,0,not flipped
AVESTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
AVEHIT1.PIX
0,0,not flipped
AVEHIT2.PIX
0,0,not flipped
AVEHIT3.PIX
0,0,not flipped
AVEHIT4.PIX
0,0,not flipped
AVEDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
AVEHIT1.PIX
0,0,not flipped
AVEHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
AVEBAK.PIX
0,0,not flipped
AVEBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// Phoney powerup to make Satan react to getting a car in the cock
150 // Reference number
0.35 // Height
0 // Points value
0.0001 // Hit points
1,666
-1 // Falling noise
0 // Acceleration
-1 // Image index
IDENTITY.TAB
BLANK.PIX
STDPED.MAT
1 // Index of fatal car-impact action
-1 // Index of non-fatal car-impact action
-1 // Index of after-non-fatal-impact action
-1 // Index of fatal falling action
-1 // Index of non-fatal falling action
-1 // Index of giblets action
2 // Number of actions
// Action #0 - standing there
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,0 // Max bearing, sequence index
// Action #1 - exploding
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,666 // Sounds
1 // Number of sequences for this action
360,2 // Max bearing, sequence index
2 // Number of sequences
// Sequence #0 - standing there
collide // Include this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
BLANK.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #1 - exploding
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
10,10
1 // Number of initial frames
BLANK.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** PAR (PARKER - BLUE COAT) *************************************************
82 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PAR.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4001,4002,4003 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PARSHK.PIX
0,0,flipped
PARSTL.PIX
0,0,flipped
PARSHK.PIX
0,0,not flipped
PARTRN.PIX
0,0,not flipped
4 // Number of looping frames
PARRUNA1.PIX
0,0,flipped
PARRUNA2.PIX
0,0,flipped
PARRUNA3.PIX
0,0,flipped
PARRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PARSHK.PIX
0,0,flipped
PARSTL.PIX
0,0,flipped
PARSHK.PIX
0,0,not flipped
PARTRN.PIX
0,0,not flipped
4 // Number of looping frames
PARRUNT1.PIX
0,0,not flipped
PARRUNT2.PIX
0,0,not flipped
PARRUNT3.PIX
0,0,not flipped
PARRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PARSHK.PIX
0,0,flipped
PARSTL.PIX
0,0,flipped
PARSHK.PIX
0,0,not flipped
PARTRN.PIX
0,0,not flipped
4 // Number of looping frames
PARRUNT1.PIX
0,0,flipped
PARRUNT2.PIX
0,0,flipped
PARRUNT3.PIX
0,0,flipped
PARRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PARSHK.PIX
0,0,flipped
PARSTL.PIX
0,0,flipped
PARSHK.PIX
0,0,not flipped
PARTRN.PIX
0,0,not flipped
4 // Number of looping frames
PARRUNA1.PIX
0,0,not flipped
PARRUNA2.PIX
0,0,not flipped
PARRUNA3.PIX
0,0,not flipped
PARRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PARSTL.PIX
0,0,not flipped
PARSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PARHIT1.PIX
0,0,not flipped
PARHIT2.PIX
0,0,not flipped
PARHIT3.PIX
0,0,not flipped
PARHIT4.PIX
0,0,not flipped
PARDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PARHIT1.PIX
0,0,not flipped
PARHIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** HOG (WARTHOG)****************
83 // Reference number
0.17 // Height
150 // Points value
30 // Hit points
2,9116,9116 // Exploding noises
9114 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
HOG.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
1,9114 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,9114,9115 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9116 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9112 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9116 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,9112 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
HOGSHK1.PIX
0,0,not flipped
HOGSHK3.PIX
0,0,not flipped
HOGSHK1.PIX
0,0,not flipped
HOGSHK3.PIX
0,0,not flipped
4 // Number of looping frames
HOGRUNA1.PIX
0,0,flipped
HOGRUNA2.PIX
0,0,flipped
HOGRUNA3.PIX
0,0,flipped
HOGRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
HOGSHK1.PIX
0,0,not flipped
HOGSHK3.PIX
0,0,not flipped
HOGSHK1.PIX
0,0,not flipped
HOGSHK3.PIX
0,0,not flipped
4 // Number of looping frames
HOGRUNT1.PIX
0,0,not flipped
HOGRUNT2.PIX
0,0,not flipped
HOGRUNT3.PIX
0,0,not flipped
HOGRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
5 // Number of initial frames
HOGSHK1.PIX
0,0,not flipped
HOGSHK3.PIX
0,0,not flipped
HOGSHK1.PIX
0,0,not flipped
HOGSHK3.PIX
0,0,not flipped
HOGRUNT1.PIX
0,0,not flipped
4 // Number of looping frames
HOGRUNT1.PIX
0,0,flipped
HOGRUNT2.PIX
0,0,flipped
HOGRUNT3.PIX
0,0,flipped
HOGRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
HOGSHK1.PIX
0,0,flipped
HOGSHK3.PIX
0,0,flipped
HOGSHK1.PIX
0,0,flipped
HOGSHK3.PIX
0,0,flipped
4 // Number of looping frames
HOGRUNA1.PIX
0,0,not flipped
HOGRUNA2.PIX
0,0,not flipped
HOGRUNA3.PIX
0,0,not flipped
HOGRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
HOGSTL1.PIX
0,0,not flipped
HOGSTL2.PIX
0,0,not flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
HOGHIT1.PIX
0,0,not flipped
HOGHIT2.PIX
0,0,not flipped
HOGHIT3.PIX
0,0,not flipped
HOGHIT4.PIX
0,0,not flipped
HOGDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
HOGDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
HOGHIT1.PIX
0,0,not flipped
HOGHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
HOGSTL2.PIX
0,0,not flipped
HOGSTL1.PIX
0,0,not flipped
NEXT PEDESTRIAN
// **************** PIG (NO OFFENCE OFFICER) ****************
84 // Reference number
0.26 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PIG.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4000,4009 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PIGSHK.PIX
0,0,flipped
PIGSTL.PIX
0,0,flipped
PIGSHK.PIX
0,0,not flipped
PIGTRN.PIX
0,0,not flipped
4 // Number of looping frames
PIGRUNA1.PIX
0,0,flipped
PIGRUNA2.PIX
0,0,flipped
PIGRUNA3.PIX
0,0,flipped
PIGRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PIGSHK.PIX
0,0,flipped
PIGSTL.PIX
0,0,flipped
PIGSHK.PIX
0,0,not flipped
PIGTRN.PIX
0,0,not flipped
4 // Number of looping frames
PIGRUNT1.PIX
0,0,not flipped
PIGRUNT2.PIX
0,0,not flipped
PIGRUNT3.PIX
0,0,not flipped
PIGRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PIGSHK.PIX
0,0,flipped
PIGSTL.PIX
0,0,flipped
PIGSHK.PIX
0,0,not flipped
PIGTRN.PIX
0,0,not flipped
4 // Number of looping frames
PIGRUNT1.PIX
0,0,flipped
PIGRUNT2.PIX
0,0,flipped
PIGRUNT3.PIX
0,0,flipped
PIGRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PIGSHK.PIX
0,0,flipped
PIGSTL.PIX
0,0,flipped
PIGSHK.PIX
0,0,not flipped
PIGTRN.PIX
0,0,not flipped
4 // Number of looping frames
PIGRUNA1.PIX
0,0,not flipped
PIGRUNA2.PIX
0,0,not flipped
PIGRUNA3.PIX
0,0,not flipped
PIGRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PIGSTL.PIX
0,0,not flipped
PIGSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PIGHIT1.PIX
0,0,not flipped
PIGHIT2.PIX
0,0,not flipped
PIGHIT3.PIX
0,0,not flipped
PIGHIT4.PIX
0,0,not flipped
PIGDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PIGHIT1.PIX
0,0,not flipped
PIGHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PIGBAK.PIX
0,0,not flipped
PIGBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** RID - RIDGE RACER BIRD ****************
85 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
RID.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4 // Number of looping frames
RIDRUNA1.PIX
0,0,not flipped
RIDRUNA2.PIX
0,0,not flipped
RIDRUNA3.PIX
0,0,not flipped
RIDRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4 // Number of looping frames
RIDRUNT1.PIX
0,0,flipped
RIDRUNT2.PIX
0,0,flipped
RIDRUNT3.PIX
0,0,flipped
RIDRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,flipped
RIDSTL.PIX
0,0,flipped
RIDSHK.PIX
0,0,not flipped
RIDTRN.PIX
0,0,not flipped
4 // Number of looping frames
RIDRUNT1.PIX
0,0,not flipped
RIDRUNT2.PIX
0,0,not flipped
RIDRUNT3.PIX
0,0,not flipped
RIDRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
RIDSHK.PIX
0,0,flipped
RIDSTL.PIX
0,0,flipped
RIDSHK.PIX
0,0,not flipped
RIDTRN.PIX
0,0,not flipped
4 // Number of looping frames
RIDRUNA1.PIX
0,0,flipped
RIDRUNA2.PIX
0,0,flipped
RIDRUNA3.PIX
0,0,flipped
RIDRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RIDSTL.PIX
0,0,not flipped
RIDSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
RIDHIT1B.PIX
0,0,not flipped
RIDHIT2B.PIX
0,0,not flipped
RIDHIT3B.PIX
0,0,not flipped
RIDHIT4B.PIX
0,0,not flipped
RIDDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
RIDHIT1B.PIX
0,0,not flipped
RIDHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
RIDSTL.PIX
0,0,not flipped
RIDSTL.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** EID - EIDOS BIRD FROM ECTS ****************
86 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
EID.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EIDSHK.PIX
0,0,not flipped
EIDSTL.PIX
0,0,not flipped
EIDSHK.PIX
0,0,flipped
EIDTRN.PIX
0,0,flipped
4 // Number of looping frames
EIDRUNA1.PIX
0,0,not flipped
EIDRUNA2.PIX
0,0,not flipped
EIDRUNA3.PIX
0,0,not flipped
EIDRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EIDSHK.PIX
0,0,not flipped
EIDSTL.PIX
0,0,not flipped
EIDSHK.PIX
0,0,flipped
EIDTRN.PIX
0,0,flipped
4 // Number of looping frames
EIDRUNT1.PIX
0,0,flipped
EIDRUNT2.PIX
0,0,flipped
EIDRUNT3.PIX
0,0,flipped
EIDRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EIDSHK.PIX
0,0,flipped
EIDSTL.PIX
0,0,flipped
EIDSHK.PIX
0,0,not flipped
EIDTRN.PIX
0,0,not flipped
4 // Number of looping frames
EIDRUNT1.PIX
0,0,not flipped
EIDRUNT2.PIX
0,0,not flipped
EIDRUNT3.PIX
0,0,not flipped
EIDRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EIDSHK.PIX
0,0,flipped
EIDSTL.PIX
0,0,flipped
EIDSHK.PIX
0,0,not flipped
EIDTRN.PIX
0,0,not flipped
4 // Number of looping frames
EIDRUNA1.PIX
0,0,flipped
EIDRUNA2.PIX
0,0,flipped
EIDRUNA3.PIX
0,0,flipped
EIDRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
EIDSTL.PIX
0,0,not flipped
EIDSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
EIDHIT1B.PIX
0,0,not flipped
EIDHIT2B.PIX
0,0,not flipped
EIDHIT3B.PIX
0,0,not flipped
EIDHIT4B.PIX
0,0,not flipped
EIDDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
EIDHIT1B.PIX
0,0,not flipped
EIDHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
EIDSTL.PIX
0,0,not flipped
EIDSTL.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** BRN - BURN IN HELL (EDGE) ****************
87 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
BRN.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
3,4001,4002,4003 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BRNSHK.PIX
0,0,flipped
BRNSTL.PIX
0,0,flipped
BRNSHK.PIX
0,0,not flipped
BRNTRN.PIX
0,0,not flipped
4 // Number of looping frames
BRNRUNA1.PIX
0,0,flipped
BRNRUNA2.PIX
0,0,flipped
BRNRUNA3.PIX
0,0,flipped
BRNRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BRNSHK.PIX
0,0,flipped
BRNSTL.PIX
0,0,flipped
BRNSHK.PIX
0,0,not flipped
BRNTRN.PIX
0,0,not flipped
4 // Number of looping frames
BRNRUNT1.PIX
0,0,not flipped
BRNRUNT2.PIX
0,0,not flipped
BRNRUNT3.PIX
0,0,not flipped
BRNRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BRNSHK.PIX
0,0,flipped
BRNSTL.PIX
0,0,flipped
BRNSHK.PIX
0,0,not flipped
BRNTRN.PIX
0,0,not flipped
4 // Number of looping frames
BRNRUNT1.PIX
0,0,flipped
BRNRUNT2.PIX
0,0,flipped
BRNRUNT3.PIX
0,0,flipped
BRNRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
BRNSHK.PIX
0,0,flipped
BRNSTL.PIX
0,0,flipped
BRNSHK.PIX
0,0,not flipped
BRNTRN.PIX
0,0,not flipped
4 // Number of looping frames
BRNRUNA1.PIX
0,0,not flipped
BRNRUNA2.PIX
0,0,not flipped
BRNRUNA3.PIX
0,0,not flipped
BRNRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
BRNSTL.PIX
0,0,not flipped
BRNSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
BRNHIT1.PIX
0,0,not flipped
BRNHIT2.PIX
0,0,not flipped
BRNHIT3.PIX
0,0,not flipped
BRNHIT4.PIX
0,0,not flipped
BRNDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
BRNHIT1.PIX
0,0,not flipped
BRNHIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** DEV - RED DEMON ****************
88 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
1,8780 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
DEV.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,8780 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,v // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,8780 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
DEVSHK.PIX
0,0,flipped
DEVSTL.PIX
0,0,flipped
DEVSHK.PIX
0,0,not flipped
DEVTRN.PIX
0,0,not flipped
4 // Number of looping frames
DEVRUNA1.PIX
0,0,flipped
DEVRUNA2.PIX
0,0,flipped
DEVRUNA3.PIX
0,0,flipped
DEVRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
DEVSHK.PIX
0,0,flipped
DEVSTL.PIX
0,0,flipped
DEVSHK.PIX
0,0,not flipped
DEVTRN.PIX
0,0,not flipped
4 // Number of looping frames
DEVRUNT1.PIX
0,0,not flipped
DEVRUNT2.PIX
0,0,not flipped
DEVRUNT3.PIX
0,0,not flipped
DEVRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
DEVSHK.PIX
0,0,flipped
DEVSTL.PIX
0,0,flipped
DEVSHK.PIX
0,0,not flipped
DEVTRN.PIX
0,0,not flipped
4 // Number of looping frames
DEVRUNT1.PIX
0,0,flipped
DEVRUNT2.PIX
0,0,flipped
DEVRUNT3.PIX
0,0,flipped
DEVRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
DEVSHK.PIX
0,0,flipped
DEVSTL.PIX
0,0,flipped
DEVSHK.PIX
0,0,not flipped
DEVTRN.PIX
0,0,not flipped
4 // Number of looping frames
DEVRUNA1.PIX
0,0,not flipped
DEVRUNA2.PIX
0,0,not flipped
DEVRUNA3.PIX
0,0,not flipped
DEVRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
DEVSTL.PIX
0,0,not flipped
DEVSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
DEVHIT1.PIX
0,0,not flipped
DEVHIT2.PIX
0,0,not flipped
DEVHIT3.PIX
0,0,not flipped
DEVHIT4.PIX
0,0,not flipped
DEVDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
DEVHIT1.PIX
0,0,not flipped
DEVHIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// **************** SHE - GREY DEMON ****************
89 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
1,8780 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
she.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,8780 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,v // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,8780 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
sheSHK.PIX
0,0,flipped
sheSTL.PIX
0,0,flipped
sheSHK.PIX
0,0,not flipped
sheTRN.PIX
0,0,not flipped
4 // Number of looping frames
sheRUNA1.PIX
0,0,flipped
sheRUNA2.PIX
0,0,flipped
sheRUNA3.PIX
0,0,flipped
sheRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
sheSHK.PIX
0,0,flipped
sheSTL.PIX
0,0,flipped
sheSHK.PIX
0,0,not flipped
sheTRN.PIX
0,0,not flipped
4 // Number of looping frames
sheRUNT1.PIX
0,0,not flipped
sheRUNT2.PIX
0,0,not flipped
sheRUNT3.PIX
0,0,not flipped
sheRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
sheSHK.PIX
0,0,flipped
sheSTL.PIX
0,0,flipped
sheSHK.PIX
0,0,not flipped
sheTRN.PIX
0,0,not flipped
4 // Number of looping frames
sheRUNT1.PIX
0,0,flipped
sheRUNT2.PIX
0,0,flipped
sheRUNT3.PIX
0,0,flipped
sheRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
sheSHK.PIX
0,0,flipped
sheSTL.PIX
0,0,flipped
sheSHK.PIX
0,0,not flipped
sheTRN.PIX
0,0,not flipped
4 // Number of looping frames
sheRUNA1.PIX
0,0,not flipped
sheRUNA2.PIX
0,0,not flipped
sheRUNA3.PIX
0,0,not flipped
sheRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
sheSTL.PIX
0,0,not flipped
sheSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
sheHIT1.PIX
0,0,not flipped
sheHIT2.PIX
0,0,not flipped
sheHIT3.PIX
0,0,not flipped
sheHIT4.PIX
0,0,not flipped
sheDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
sheHIT1.PIX
0,0,not flipped
sheHIT2.PIX
0,0,not flipped
0
NEXT PEDESTRIAN
// Number of looping frames
// **************** PYE (PARKER - YELLOW COAT) *************************************************
90 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PYE.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PYESHK.PIX
0,0,flipped
PYESTL.PIX
0,0,flipped
PYESHK.PIX
0,0,not flipped
PYETRN.PIX
0,0,not flipped
4 // Number of looping frames
PYERUNA1.PIX
0,0,flipped
PYERUNA2.PIX
0,0,flipped
PYERUNA3.PIX
0,0,flipped
PYERUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PYESHK.PIX
0,0,flipped
PYESTL.PIX
0,0,flipped
PYESHK.PIX
0,0,not flipped
PYETRN.PIX
0,0,not flipped
4 // Number of looping frames
PYERUNT1.PIX
0,0,not flipped
PYERUNT2.PIX
0,0,not flipped
PYERUNT3.PIX
0,0,not flipped
PYERUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PYESHK.PIX
0,0,flipped
PYESTL.PIX
0,0,flipped
PYESHK.PIX
0,0,not flipped
PYETRN.PIX
0,0,not flipped
4 // Number of looping frames
PYERUNT1.PIX
0,0,flipped
PYERUNT2.PIX
0,0,flipped
PYERUNT3.PIX
0,0,flipped
PYERUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PYESHK.PIX
0,0,flipped
PYESTL.PIX
0,0,flipped
PYESHK.PIX
0,0,not flipped
PYETRN.PIX
0,0,not flipped
4 // Number of looping frames
PYERUNA1.PIX
0,0,not flipped
PYERUNA2.PIX
0,0,not flipped
PYERUNA3.PIX
0,0,not flipped
PYERUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PYESTL.PIX
0,0,not flipped
PYESTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PYEHIT1.PIX
0,0,not flipped
PYEHIT2.PIX
0,0,not flipped
PYEHIT3.PIX
0,0,not flipped
PYEHIT4.PIX
0,0,not flipped
PYEDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PYEHIT1.PIX
0,0,not flipped
PYEHIT2.PIX
0,0,not flipped
0 // Number of looping frames
NEXT PEDESTRIAN
// Number of looping frames
// **************** PBL (PARKER - BLACK COAT) *************************************************
91 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
PBL.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PBLSHK.PIX
0,0,flipped
PBLSTL.PIX
0,0,flipped
PBLSHK.PIX
0,0,not flipped
PBLTRN.PIX
0,0,not flipped
4 // Number of looping frames
PBLRUNA1.PIX
0,0,flipped
PBLRUNA2.PIX
0,0,flipped
PBLRUNA3.PIX
0,0,flipped
PBLRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PBLSHK.PIX
0,0,flipped
PBLSTL.PIX
0,0,flipped
PBLSHK.PIX
0,0,not flipped
PBLTRN.PIX
0,0,not flipped
4 // Number of looping frames
PBLRUNT1.PIX
0,0,not flipped
PBLRUNT2.PIX
0,0,not flipped
PBLRUNT3.PIX
0,0,not flipped
PBLRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PBLSHK.PIX
0,0,flipped
PBLSTL.PIX
0,0,flipped
PBLSHK.PIX
0,0,not flipped
PBLTRN.PIX
0,0,not flipped
4 // Number of looping frames
PBLRUNT1.PIX
0,0,flipped
PBLRUNT2.PIX
0,0,flipped
PBLRUNT3.PIX
0,0,flipped
PBLRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
PBLSHK.PIX
0,0,flipped
PBLSTL.PIX
0,0,flipped
PBLSHK.PIX
0,0,not flipped
PBLTRN.PIX
0,0,not flipped
4 // Number of looping frames
PBLRUNA1.PIX
0,0,not flipped
PBLRUNA2.PIX
0,0,not flipped
PBLRUNA3.PIX
0,0,not flipped
PBLRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
PBLSTL.PIX
0,0,not flipped
PBLSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
PBLHIT1.PIX
0,0,not flipped
PBLHIT2.PIX
0,0,not flipped
PBLHIT3.PIX
0,0,not flipped
PBLHIT4.PIX
0,0,not flipped
PBLDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
PBLHIT1.PIX
0,0,not flipped
PBLHIT2.PIX
0,0,not flipped
0
NEXT PEDESTRIAN
// Number of looping frames
// **************** KON (PRISNOR CELL BLOCK 4!!) *************************************************
92 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
KON.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,4 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4004,4007 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4011 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
8 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KONSHK.PIX
0,0,flipped
KONSTL.PIX
0,0,flipped
KONSHK.PIX
0,0,not flipped
KONTRN.PIX
0,0,not flipped
4 // Number of looping frames
KONRUNA1.PIX
0,0,flipped
KONRUNA2.PIX
0,0,flipped
KONRUNA3.PIX
0,0,flipped
KONRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KONSHK.PIX
0,0,flipped
KONSTL.PIX
0,0,flipped
KONSHK.PIX
0,0,not flipped
KONTRN.PIX
0,0,not flipped
4 // Number of looping frames
KONRUNT1.PIX
0,0,not flipped
KONRUNT2.PIX
0,0,not flipped
KONRUNT3.PIX
0,0,not flipped
KONRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KONSHK.PIX
0,0,flipped
KONSTL.PIX
0,0,flipped
KONSHK.PIX
0,0,not flipped
KONTRN.PIX
0,0,not flipped
4 // Number of looping frames
KONRUNT1.PIX
0,0,flipped
KONRUNT2.PIX
0,0,flipped
KONRUNT3.PIX
0,0,flipped
KONRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
KONSHK.PIX
0,0,flipped
KONSTL.PIX
0,0,flipped
KONSHK.PIX
0,0,not flipped
KONTRN.PIX
0,0,not flipped
4 // Number of looping frames
KONRUNA1.PIX
0,0,not flipped
KONRUNA2.PIX
0,0,not flipped
KONRUNA3.PIX
0,0,not flipped
KONRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
KONSTL.PIX
0,0,not flipped
KONSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
KONHIT1.PIX
0,0,not flipped
KONHIT2.PIX
0,0,not flipped
KONHIT3.PIX
0,0,not flipped
KONHIT4.PIX
0,0,not flipped
KONDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
KONHIT1.PIX
0,0,not flipped
KONHIT2.PIX
0,0,not flipped
0
NEXT PEDESTRIAN
// **************** HAT (WAS CRM) ****************
93 // Reference number
0.27 // Height
150 // Points value
20 // Hit points
2,4031,4030 // Exploding noises
4040 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
HAT.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0005 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4001 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4010 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4001 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
HATSHK.PIX
0,0,flipped
HATSTL.PIX
0,0,flipped
HATSHK.PIX
0,0,not flipped
HATTRN.PIX
0,0,not flipped
4 // Number of looping frames
HATRUNA1.PIX
0,0,flipped
HATRUNA2.PIX
0,0,flipped
HATRUNA3.PIX
0,0,flipped
HATRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
HATSHK.PIX
0,0,flipped
HATSTL.PIX
0,0,flipped
HATSHK.PIX
0,0,not flipped
HATTRN.PIX
0,0,not flipped
4 // Number of looping frames
HATRUNT1.PIX
0,0,not flipped
HATRUNT2.PIX
0,0,not flipped
HATRUNT3.PIX
0,0,not flipped
HATRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.07,8 // Min frame rate, max frame rate,
4 // Number of initial frames
HATSHK.PIX
0,0,flipped
HATSTL.PIX
0,0,flipped
HATSHK.PIX
0,0,not flipped
HATTRN.PIX
0,0,not flipped
4 // Number of looping frames
HATRUNT1.PIX
0,0,flipped
HATRUNT2.PIX
0,0,flipped
HATRUNT3.PIX
0,0,flipped
HATRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.09,8 // Min frame rate, max frame rate,
4 // Number of initial frames
HATSHK.PIX
0,0,flipped
HATSTL.PIX
0,0,flipped
HATSHK.PIX
0,0,not flipped
HATTRN.PIX
0,0,not flipped
4 // Number of looping frames
HATRUNA1.PIX
0,0,not flipped
HATRUNA2.PIX
0,0,not flipped
HATRUNA3.PIX
0,0,not flipped
HATRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
HATSTL.PIX
0,0,not flipped
HATSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
HATHIT1.PIX
0,0,not flipped
HATHIT2.PIX
0,0,not flipped
HATHIT3.PIX
0,0,not flipped
HATHIT4.PIX
0,0,not flipped
HATDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
HATHIT1.PIX
0,0,not flipped
HATHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
HATBAK.PIX
0,0,not flipped
HATBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** GER - PORN STAR - NOT GERI SPICE AT ALL...****************
94 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
1,4032 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
GER.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GERSHK.PIX
0,0,not flipped
GERSTL.PIX
0,0,not flipped
GERSHK.PIX
0,0,flipped
GERTRN.PIX
0,0,flipped
4 // Number of looping frames
GERRUNA1.PIX
0,0,not flipped
GERRUNA2.PIX
0,0,not flipped
GERRUNA3.PIX
0,0,not flipped
GERRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GERSHK.PIX
0,0,not flipped
GERSTL.PIX
0,0,not flipped
GERSHK.PIX
0,0,flipped
GERTRN.PIX
0,0,flipped
4 // Number of looping frames
GERRUNT1.PIX
0,0,flipped
GERRUNT2.PIX
0,0,flipped
GERRUNT3.PIX
0,0,flipped
GERRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GERSHK.PIX
0,0,flipped
GERSTL.PIX
0,0,flipped
GERSHK.PIX
0,0,not flipped
GERTRN.PIX
0,0,not flipped
4 // Number of looping frames
GERRUNT1.PIX
0,0,not flipped
GERRUNT2.PIX
0,0,not flipped
GERRUNT3.PIX
0,0,not flipped
GERRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
GERSHK.PIX
0,0,flipped
GERSTL.PIX
0,0,flipped
GERSHK.PIX
0,0,not flipped
GERTRN.PIX
0,0,not flipped
4 // Number of looping frames
GERRUNA1.PIX
0,0,flipped
GERRUNA2.PIX
0,0,flipped
GERRUNA3.PIX
0,0,flipped
GERRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GERSTL.PIX
0,0,not flipped
GERSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
GERHIT1B.PIX
0,0,not flipped
GERHIT2B.PIX
0,0,not flipped
GERHIT3B.PIX
0,0,not flipped
GERHIT4B.PIX
0,0,not flipped
GERDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
GERHIT1B.PIX
0,0,not flipped
GERHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
GERSTL.PIX
0,0,not flipped
GERSTL.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** FIB (NOT FIBI FROM FRIENDS, IT'S ANOTHER PORN STAR SO THERE)-FM0 ****************
95 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
1,4032 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
FIB.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4012 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FIBSHK.PIX
0,0,not flipped
FIBSTL.PIX
0,0,not flipped
FIBSHK.PIX
0,0,flipped
FIBTRN.PIX
0,0,flipped
4 // Number of looping frames
FIBRUNA1.PIX
0,0,not flipped
FIBRUNA2.PIX
0,0,not flipped
FIBRUNA3.PIX
0,0,not flipped
FIBRUNA2.PIX
0,0,not flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FIBSHK.PIX
0,0,not flipped
FIBSTL.PIX
0,0,not flipped
FIBSHK.PIX
0,0,flipped
FIBTRN.PIX
0,0,flipped
4 // Number of looping frames
FIBRUNT1.PIX
0,0,flipped
FIBRUNT2.PIX
0,0,flipped
FIBRUNT3.PIX
0,0,flipped
FIBRUNT2.PIX
0,0,flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FIBSHK.PIX
0,0,flipped
FIBSTL.PIX
0,0,flipped
FIBSHK.PIX
0,0,not flipped
FIBTRN.PIX
0,0,not flipped
4 // Number of looping frames
FIBRUNT1.PIX
0,0,not flipped
FIBRUNT2.PIX
0,0,not flipped
FIBRUNT3.PIX
0,0,not flipped
FIBRUNT2.PIX
0,0,not flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
FIBSHK.PIX
0,0,flipped
FIBSTL.PIX
0,0,flipped
FIBSHK.PIX
0,0,not flipped
FIBTRN.PIX
0,0,not flipped
4 // Number of looping frames
FIBRUNA1.PIX
0,0,flipped
FIBRUNA2.PIX
0,0,flipped
FIBRUNA3.PIX
0,0,flipped
FIBRUNA2.PIX
0,0,flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FIBSTL.PIX
0,0,not flipped
FIBSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
FIBHIT1B.PIX
0,0,not flipped
FIBHIT2B.PIX
0,0,not flipped
FIBHIT3B.PIX
0,0,not flipped
FIBHIT4B.PIX
0,0,not flipped
FIBDEDB.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
FIBHIT1B.PIX
0,0,not flipped
FIBHIT2B.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
FIBSTL.PIX
0,0,not flipped
FIBSTL.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** NAT - NATELIE IN LUMBER SHIRT (CAM) ****************
96 // Reference number
0.245 // Height
100 // Points value
10 // Hit points
1,4032 // Exploding noises
-1 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
NAT.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
1,4002 // Sounds
4 // Number of sequences for this action
90,3 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,0 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4015 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NATSHK.PIX
0,0,flipped
NATSTL.PIX
0,0,flipped
NATSHK.PIX
0,0,not flipped
NATTRN.PIX
0,0,not flipped
4 // Number of looping frames
NATRUNA1.PIX
0,0,flipped
NATRUNA2.PIX
0,0,flipped
NATRUNA3.PIX
0,0,flipped
NATRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NATSHK.PIX
0,0,flipped
NATSTL.PIX
0,0,flipped
NATSHK.PIX
0,0,not flipped
NATTRN.PIX
0,0,not flipped
4 // Number of looping frames
NATRUNT1.PIX
0,0,not flipped
NATRUNT2.PIX
0,0,not flipped
NATRUNT3.PIX
0,0,not flipped
NATRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NATSHK.PIX
0,0,flipped
NATSTL.PIX
0,0,flipped
NATSHK.PIX
0,0,not flipped
NATTRN.PIX
0,0,not flipped
4 // Number of looping frames
NATRUNT1.PIX
0,0,flipped
NATRUNT2.PIX
0,0,flipped
NATRUNT3.PIX
0,0,flipped
NATRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
NATSHK.PIX
0,0,flipped
NATSTL.PIX
0,0,flipped
NATSHK.PIX
0,0,not flipped
NATTRN.PIX
0,0,not flipped
4 // Number of looping frames
NATRUNA1.PIX
0,0,not flipped
NATRUNA2.PIX
0,0,not flipped
NATRUNA3.PIX
0,0,not flipped
NATRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
NATSTL.PIX
0,0,not flipped
NATSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
NATHIT1.PIX
0,0,not flipped
NATHIT2.PIX
0,0,not flipped
NATHIT3.PIX
0,0,not flipped
NATHIT4.PIX
0,0,not flipped
NATDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
NATHIT1.PIX
0,0,not flipped
NATHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
NATBAK.PIX
0,0,not flipped
NATBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
// **************** EMM - WAS EMY BUT THE CUNTING CUNT REFUSED TO WORK - ANN****************
97 // Reference number
0.27 // Height
100 // Points value
10 // Hit points
1,4032 // Exploding noises
4003 // Falling noise
0.00002 // Acceleration
1 // Image index
IDENTITY.TAB
EMM.PIX
STDPED.MAT
2 // Index of fatal car-impact action
4 // Index of non-fatal car-impact action
1 // Index of after-non-fatal-impact action
5 // Index of fatal falling action
6 // Index of non-fatal falling action
3 // Index of giblets action
7 // Number of actions
// Action #0 - stand there, looking nervous
0,100 // Danger level, percentage chance
0,0 // Initial speed, looping speed
20.0 // Reaction time for this action
0 // Sounds
3 // Number of sequences for this action
90,8 // Max bearing, sequence index
270,4 // Max bearing, sequence index
360,8 // Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
1,100 // Danger level, percentage chance
0,0.0008 // Initial speed, looping speed
0.05 // Reaction time for this action
2,4002,4003 // Sounds
4 // Number of sequences for this action
90,0 // Max bearing, sequence index
180,1 // Max bearing, sequence index
270,2 // Max bearing, sequence index
360,3 // Max bearing, sequence index
// Action #2 - fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #3 - turning into giblets
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
0 // Sounds
1 // Number of sequences for this action
360,6 // Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4014 // Sounds
1 // Number of sequences for this action
360,5 // Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0 // Danger level, percentage chance
0,0 // Initial speed, looping speed
0 // Reaction time for this action
1,4002 // Sounds
1 // Number of sequences for this action
360,7 // Max bearing, sequence index
9 // Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMMSHK.PIX
0,0,flipped
EMMSTL.PIX
0,0,flipped
EMMSHK.PIX
0,0,not flipped
EMMTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMMRUNA1.PIX
0,0,flipped
EMMRUNA2.PIX
0,0,flipped
EMMRUNA3.PIX
0,0,flipped
EMMRUNA2.PIX
0,0,flipped
// Sequence #1 - turn frightened and run towards to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMMSHK.PIX
0,0,flipped
EMMSTL.PIX
0,0,flipped
EMMSHK.PIX
0,0,not flipped
EMMTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMMRUNT1.PIX
0,0,not flipped
EMMRUNT2.PIX
0,0,not flipped
EMMRUNT3.PIX
0,0,not flipped
EMMRUNT2.PIX
0,0,not flipped
// Sequence #2 - turn frightened and run towards to their right
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMMSHK.PIX
0,0,flipped
EMMSTL.PIX
0,0,flipped
EMMSHK.PIX
0,0,not flipped
EMMTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMMRUNT1.PIX
0,0,flipped
EMMRUNT2.PIX
0,0,flipped
EMMRUNT3.PIX
0,0,flipped
EMMRUNT2.PIX
0,0,flipped
// Sequence #3 - turn frightened and run away to their left
collide // Include this frame in collision calcs
speed // Frame rate type
0.08,8 // Min frame rate, max frame rate,
4 // Number of initial frames
EMMSHK.PIX
0,0,flipped
EMMSTL.PIX
0,0,flipped
EMMSHK.PIX
0,0,not flipped
EMMTRN.PIX
0,0,not flipped
4 // Number of looping frames
EMMRUNA1.PIX
0,0,not flipped
EMMRUNA2.PIX
0,0,not flipped
EMMRUNA3.PIX
0,0,not flipped
EMMRUNA2.PIX
0,0,not flipped
// Sequence #4 - stationary, looking from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
EMMSTL.PIX
0,0,not flipped
EMMSTL.PIX
0,0,flipped
// Sequence #5 - fatal collision with car
don't collide // Exclude this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
5 // Number of initial frames
EMMHIT1.PIX
0,0,not flipped
EMMHIT2.PIX
0,0,not flipped
EMMHIT3.PIX
0,0,not flipped
EMMHIT4.PIX
0,0,not flipped
EMMDED.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #6 - turning into giblets
don't collide // Exclude this frame in collision calcs
fixed // Frame rate type
1 // Number of initial frames
CHUNKS.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #7 - non-fatal collision with car
collide // Include this frame in collision calcs
variable // Frame rate type
12,12 // Min frame rate, max frame rate,
2 // Number of initial frames
EMMHIT1.PIX
0,0,not flipped
EMMHIT2.PIX
0,0,not flipped
0 // Number of looping frames
// Sequence #8 - stationary, looking the other way from side to side
collide // Include this frame in collision calcs
variable // Frame rate type
1,6 // Min frame rate, max frame rate,
0 // Number of initial frames
2 // Number of looping frames
EMMBAK.PIX
0,0,not flipped
EMMBAK.PIX
0,0,flipped
END OF PEDESTRIANS