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Text File  |  1998-05-12  |  585KB  |  21,434 lines

  1. // **************** NIK 2 ****************
  2.  
  3. 1                                        // Reference number
  4. 0.24                                    // Height
  5. 100                                        // Points value
  6. 10                                        // Hit points
  7. 2,4031,4030                                // Exploding noises
  8. 4003                                        // Falling noise
  9. 0.00002                                    // Acceleration
  10. 1                                        // Image index
  11. IDENTITY.TAB
  12. NIK.PIX
  13. STDPED.MAT
  14. 2                                        // Index of fatal car-impact action
  15. 4                                        // Index of non-fatal car-impact action
  16. 1                                        // Index of after-non-fatal-impact action
  17. 5                                        // Index of fatal falling action
  18. 6                                        // Index of non-fatal falling action
  19. 3                                        // Index of giblets action
  20.  
  21. 7                                        // Number of actions
  22.  
  23. // Action #0 - stand there, looking nervous
  24.  
  25.     0,100                                // Danger level, percentage chance
  26.     0,0                                    // Initial speed, looping speed
  27.     20.0                                    // Reaction time for this action
  28.     0                                    // Sounds
  29.     3                                    // Number of sequences for this action
  30.         90,8                            // Max bearing, sequence index
  31.         270,4                            // Max bearing, sequence index
  32.         360,8                            // Max bearing, sequence index
  33.     
  34. // Action #1 - turn frightened and run like fuck
  35.  
  36.     1,100                                // Danger level, percentage chance
  37.     0,0.0008                            // Initial speed, looping speed
  38.     0.05                                // Reaction time for this action
  39.     1,4002                            // Sounds
  40.     4                                    // Number of sequences for this action
  41.         90,3                            // Max bearing, sequence index
  42.         180,1                            // Max bearing, sequence index
  43.         270,2                            // Max bearing, sequence index
  44.         360,0                            // Max bearing, sequence index
  45.     
  46. // Action #2 - fatal car collision
  47.  
  48.     1000,0                                // Danger level, percentage chance
  49.     0,0                                    // Initial speed, looping speed
  50.     0                                    // Reaction time for this action
  51.     1,4012                            // Sounds
  52.     1                                    // Number of sequences for this action
  53.         360,5                            // Max bearing, sequence index
  54.  
  55. // Action #3 - turning into giblets
  56.  
  57.     1000,0                                // Danger level, percentage chance
  58.     0,0                                    // Initial speed, looping speed
  59.     0                                    // Reaction time for this action
  60.     0                                    // Sounds
  61.     1                                    // Number of sequences for this action
  62.         360,6                            // Max bearing, sequence index
  63.  
  64. // Action #4 - non-fatal car collision
  65.  
  66.     1000,0                                // Danger level, percentage chance
  67.     0,0                                    // Initial speed, looping speed
  68.     0                                    // Reaction time for this action
  69.     1,4002                            // Sounds
  70.     1                                    // Number of sequences for this action
  71.         360,7                            // Max bearing, sequence index
  72.  
  73.  
  74. // Action #5 - fatal ground collision
  75.  
  76.     1000,0                                // Danger level, percentage chance
  77.     0,0                                    // Initial speed, looping speed
  78.     0                                    // Reaction time for this action
  79.     1,4012                            // Sounds
  80.     1                                    // Number of sequences for this action
  81.         360,5                            // Max bearing, sequence index
  82.  
  83. // Action #6 - non-fatal ground collision
  84.  
  85.     1000,0                                // Danger level, percentage chance
  86.     0,0                                    // Initial speed, looping speed
  87.     0                                    // Reaction time for this action
  88.     1,4002                            // Sounds
  89.     1                                    // Number of sequences for this action
  90.         360,7                            // Max bearing, sequence index
  91.  
  92. 9                                        // Number of sequences
  93.  
  94. // Sequence #0 - turn frightened and run away to their right
  95.  
  96.     collide                                // Include this frame in collision calcs
  97.     speed                                // Frame rate type
  98.     0.08,8                                // Min frame rate, max frame rate,
  99.     4                                    // Number of initial frames
  100.         NIKSHK.PIX
  101.         0,0,flipped
  102.         NIKSTL.PIX
  103.         0,0,flipped
  104.         NIKSHK.PIX
  105.         0,0,not flipped
  106.         NIKTRN.PIX
  107.         0,0,not flipped
  108.     4                                    // Number of looping frames
  109.         NIKRUNA1.PIX
  110.         0,0,flipped
  111.         NIKRUNA2.PIX
  112.         0,0,flipped
  113.         NIKRUNA3.PIX
  114.         0,0,flipped
  115.         NIKRUNA2.PIX
  116.         0,0,flipped
  117.             
  118. // Sequence #1 - turn frightened and run towards to their left
  119.  
  120.     collide                                // Include this frame in collision calcs
  121.     speed                                // Frame rate type
  122.     0.08,8                                // Min frame rate, max frame rate,
  123.     4                                    // Number of initial frames
  124.         NIKSHK.PIX
  125.         0,0,flipped
  126.         NIKSTL.PIX
  127.         0,0,flipped
  128.         NIKSHK.PIX
  129.         0,0,not flipped
  130.         NIKTRN.PIX
  131.         0,0,not flipped
  132.     4                                    // Number of looping frames
  133.         NIKRUNT1.PIX
  134.         0,0,not flipped
  135.         NIKRUNT2.PIX
  136.         0,0,not flipped
  137.         NIKRUNT3.PIX
  138.         0,0,not flipped
  139.         NIKRUNT2.PIX
  140.         0,0,not flipped
  141.             
  142. // Sequence #2 - turn frightened and run towards to their right
  143.  
  144.     collide                                // Include this frame in collision calcs
  145.     speed                                // Frame rate type
  146.     0.08,8                                // Min frame rate, max frame rate,
  147.     4                                    // Number of initial frames
  148.         NIKSHK.PIX
  149.         0,0,flipped
  150.         NIKSTL.PIX
  151.         0,0,flipped
  152.         NIKSHK.PIX
  153.         0,0,not flipped
  154.         NIKTRN.PIX
  155.         0,0,not flipped
  156.     4                                    // Number of looping frames
  157.         NIKRUNT1.PIX
  158.         0,0,flipped
  159.         NIKRUNT2.PIX
  160.         0,0,flipped
  161.         NIKRUNT3.PIX
  162.         0,0,flipped
  163.         NIKRUNT2.PIX
  164.         0,0,flipped
  165.             
  166. // Sequence #3 - turn frightened and run away to their left
  167.  
  168.     collide                                // Include this frame in collision calcs
  169.     speed                                // Frame rate type
  170.     0.08,8                                // Min frame rate, max frame rate,
  171.     4                                    // Number of initial frames
  172.         NIKSHK.PIX
  173.         0,0,flipped
  174.         NIKSTL.PIX
  175.         0,0,flipped
  176.         NIKSHK.PIX
  177.         0,0,not flipped
  178.         NIKTRN.PIX
  179.         0,0,not flipped
  180.     4                                    // Number of looping frames
  181.         NIKRUNA1.PIX
  182.         0,0,not flipped
  183.         NIKRUNA2.PIX
  184.         0,0,not flipped
  185.         NIKRUNA3.PIX
  186.         0,0,not flipped
  187.         NIKRUNA2.PIX
  188.         0,0,not flipped
  189.             
  190. // Sequence #4 - stationary, looking from side to side
  191.  
  192.     collide                                // Include this frame in collision calcs
  193.     variable                            // Frame rate type
  194.     1,6                                    // Min frame rate, max frame rate,
  195.     0                                    // Number of initial frames
  196.     2                                    // Number of looping frames
  197.         NIKSTL.PIX
  198.         0,0,not flipped
  199.         NIKSTL.PIX
  200.         0,0,flipped
  201.             
  202.             
  203. // Sequence #5 - fatal collision with car
  204.  
  205.     don't collide                        // Exclude this frame in collision calcs
  206.     variable                                // Frame rate type
  207.     12,12                                    // Min frame rate, max frame rate,
  208.     5                                    // Number of initial frames
  209.         NIKHIT1.PIX
  210.         0,0,not flipped
  211.         NIKHIT2.PIX
  212.         0,0,not flipped
  213.         NIKHIT3.PIX
  214.         0,0,not flipped
  215.         NIKHIT4.PIX
  216.         0,0,not flipped
  217.         NIKDED.PIX
  218.         0,0,not flipped
  219.     0                                    // Number of looping frames
  220.             
  221. // Sequence #6 - turning into giblets
  222.  
  223.     don't collide                        // Exclude this frame in collision calcs
  224.     fixed                                // Frame rate type
  225.     1                                    // Number of initial frames
  226.         CHUNKS.PIX
  227.         0,0,not flipped
  228.     0                                    // Number of looping frames
  229.             
  230. // Sequence #7 - non-fatal collision with car
  231.  
  232.     collide                                // Include this frame in collision calcs
  233.     variable                                // Frame rate type
  234.     12,12                                    // Min frame rate, max frame rate,
  235.     2                                    // Number of initial frames
  236.         NIKHIT1.PIX
  237.         0,0,not flipped
  238.         NIKHIT2.PIX
  239.         0,0,not flipped
  240.     0                                    // Number of looping frames
  241.             
  242. // Sequence #8 - stationary, looking the other way from side to side
  243.  
  244.     collide                                // Include this frame in collision calcs
  245.     variable                            // Frame rate type
  246.     1,6                                    // Min frame rate, max frame rate,
  247.     0                                    // Number of initial frames
  248.     2                                    // Number of looping frames
  249.         NIKBAK.PIX
  250.         0,0,not flipped
  251.         NIKBAK.PIX
  252.         0,0,flipped
  253.             
  254.     
  255.  
  256. NEXT PEDESTRIAN
  257.  
  258. // **************** RO1 2 ****************
  259.  
  260. 32                                        // Reference number
  261. 0.35                                    // Height
  262. 125                                        // Points value
  263. 15                                        // Hit points
  264. 2,4031,4030                                // Exploding noises
  265. 4040                                    // Falling noise
  266. 0.00002                                    // Acceleration
  267. 1                                        // Image index
  268. IDENTITY.TAB
  269. RO1.PIX
  270. STDPED.MAT
  271. 2                                        // Index of fatal car-impact action
  272. 4                                        // Index of non-fatal car-impact action
  273. 1                                        // Index of after-non-fatal-impact action
  274. 5                                        // Index of fatal falling action
  275. 6                                        // Index of non-fatal falling action
  276. 3                                        // Index of giblets action
  277.  
  278. 7                                        // Number of actions
  279.  
  280. // Action #0 - stand there, looking nervous
  281.  
  282.     0,100                                // Danger level, percentage chance
  283.     0,0                                    // Initial speed, looping speed
  284.     20.0                                    // Reaction time for this action
  285.     0                                    // Sounds
  286.     3                                    // Number of sequences for this action
  287.         90,8                            // Max bearing, sequence index
  288.         270,4                            // Max bearing, sequence index
  289.         360,8                            // Max bearing, sequence index
  290.  
  291. // Action #1 - turn frightened and run like fuck
  292.  
  293.     1,100                                // Danger level, percentage chance
  294.     0,0.0008                            // Initial speed, looping speed
  295.     0.05                                // Reaction time for this action
  296.     1,4003                            // Sounds
  297.     4                                    // Number of sequences for this action
  298.         90,0                            // Max bearing, sequence index
  299.         180,1                            // Max bearing, sequence index
  300.         270,2                            // Max bearing, sequence index
  301.         360,3                            // Max bearing, sequence index
  302.     
  303. // Action #2 - fatal car collision
  304.  
  305.     1000,0                                // Danger level, percentage chance
  306.     0,0                                    // Initial speed, looping speed
  307.     0                                    // Reaction time for this action
  308.     1,4013                            // Sounds
  309.     1                                    // Number of sequences for this action
  310.         360,5                            // Max bearing, sequence index
  311.  
  312. // Action #3 - turning into giblets
  313.  
  314.     1000,0                                // Danger level, percentage chance
  315.     0,0                                    // Initial speed, looping speed
  316.     0                                    // Reaction time for this action
  317.     0                                    // Sounds
  318.     1                                    // Number of sequences for this action
  319.         360,6                            // Max bearing, sequence index
  320.  
  321. // Action #4 - non-fatal car collision
  322.  
  323.     1000,0                                // Danger level, percentage chance
  324.     0,0                                    // Initial speed, looping speed
  325.     0                                    // Reaction time for this action
  326.     1,4003                            // Sounds
  327.     1                                    // Number of sequences for this action
  328.         360,7                            // Max bearing, sequence index
  329.  
  330.  
  331. // Action #5 - fatal ground collision
  332.  
  333.     1000,0                                // Danger level, percentage chance
  334.     0,0                                    // Initial speed, looping speed
  335.     0                                    // Reaction time for this action
  336.     1,4013                            // Sounds
  337.     1                                    // Number of sequences for this action
  338.         360,5                            // Max bearing, sequence index
  339.  
  340. // Action #6 - non-fatal ground collision
  341.  
  342.     1000,0                                // Danger level, percentage chance
  343.     0,0                                    // Initial speed, looping speed
  344.     0                                    // Reaction time for this action
  345.     1,4003                            // Sounds
  346.     1                                    // Number of sequences for this action
  347.         360,7                            // Max bearing, sequence index
  348.  
  349. 9                                        // Number of sequences
  350.  
  351. // Sequence #0 - turn frightened and run away to their right
  352.  
  353.     collide                                // Include this frame in collision calcs
  354.     speed                                // Frame rate type
  355.     0.06,8                                // Min frame rate, max frame rate,
  356.     4                                    // Number of initial frames
  357.         RO1SHK.PIX
  358.         0,0,flipped
  359.         RO1STL1.PIX
  360.         0,0,flipped
  361.         RO1SHK.PIX
  362.         0,0,not flipped
  363.         RO1TRN.PIX
  364.         0,0,not flipped
  365.     4                                    // Number of looping frames
  366.         RO1RUNA1.PIX
  367.         0,0,flipped
  368.         RO1RUNA2.PIX
  369.         0,0,flipped
  370.         RO1RUNA3.PIX
  371.         0,0,flipped
  372.         RO1RUNA2.PIX
  373.         0,0,flipped
  374.             
  375. // Sequence #1 - turn frightened and run towards to their left
  376.  
  377.     collide                                // Include this frame in collision calcs
  378.     speed                                // Frame rate type
  379.     0.06,8                                // Min frame rate, max frame rate,
  380.     4                                    // Number of initial frames
  381.         RO1SHK.PIX
  382.         0,0,flipped
  383.         RO1STL1.PIX
  384.         0,0,flipped
  385.         RO1SHK.PIX
  386.         0,0,not flipped
  387.         RO1TRN.PIX
  388.         0,0,not flipped
  389.     4                                    // Number of looping frames
  390.         RO1RUNT1.PIX
  391.         0,0,not flipped
  392.         RO1RUNT2.PIX
  393.         0,0,not flipped
  394.         RO1RUNT3.PIX
  395.         0,0,not flipped
  396.         RO1RUNT2.PIX
  397.         0,0,not flipped
  398.             
  399. // Sequence #2 - turn frightened and run towards to their right
  400.  
  401.     collide                                // Include this frame in collision calcs
  402.     speed                                // Frame rate type
  403.     0.06,8                                // Min frame rate, max frame rate,
  404.     4                                    // Number of initial frames
  405.         RO1SHK.PIX
  406.         0,0,flipped
  407.         RO1STL1.PIX
  408.         0,0,flipped
  409.         RO1SHK.PIX
  410.         0,0,not flipped
  411.         RO1TRN.PIX
  412.         0,0,not flipped
  413.     4                                    // Number of looping frames
  414.         RO1RUNT1.PIX
  415.         0,0,flipped
  416.         RO1RUNT2.PIX
  417.         0,0,flipped
  418.         RO1RUNT3.PIX
  419.         0,0,flipped
  420.         RO1RUNT2.PIX
  421.         0,0,flipped
  422.             
  423. // Sequence #3 - turn frightened and run away to their left
  424.  
  425.     collide                                // Include this frame in collision calcs
  426.     speed                                // Frame rate type
  427.     0.06,8                                // Min frame rate, max frame rate,
  428.     4                                    // Number of initial frames
  429.         RO1SHK.PIX
  430.         0,0,flipped
  431.         RO1STL1.PIX
  432.         0,0,flipped
  433.         RO1SHK.PIX
  434.         0,0,not flipped
  435.         RO1TRN.PIX
  436.         0,0,not flipped
  437.     4                                    // Number of looping frames
  438.         RO1RUNA1.PIX
  439.         0,0,not flipped
  440.         RO1RUNA2.PIX
  441.         0,0,not flipped
  442.         RO1RUNA3.PIX
  443.         0,0,not flipped
  444.         RO1RUNA2.PIX
  445.         0,0,not flipped
  446.             
  447. // Sequence #4 - stationary, looking from side to side
  448.  
  449.     collide                                // Include this frame in collision calcs
  450.     variable                            // Frame rate type
  451.     1,6                                    // Min frame rate, max frame rate,
  452.     0                                    // Number of initial frames
  453.     2                                    // Number of looping frames
  454.         RO1STL1.PIX
  455.         0,0,flipped
  456.         RO1STL2.PIX
  457.         0,0,flipped
  458.             
  459.             
  460. // Sequence #5 - fatal collision with car
  461.  
  462.     don't collide                        // Exclude this frame in collision calcs
  463.     variable                                // Frame rate type
  464.     12,12                                    // Min frame rate, max frame rate,
  465.     4                                    // Number of initial frames
  466.         RO1HIT1.PIX
  467.         0,0,not flipped
  468.         RO1HIT2.PIX
  469.         0,0,not flipped
  470.         RO1HIT3.PIX
  471.         0,0,not flipped
  472.         RO1HIT4.PIX
  473.         0,0,not flipped
  474.     2                                    // Number of looping frames
  475.         RO1DED1.PIX
  476.         0,0,not flipped
  477.         RO1DED2.PIX
  478.         0,0,not flipped
  479.             
  480.             
  481. // Sequence #6 - turning into giblets
  482.  
  483.     don't collide                        // Exclude this frame in collision calcs
  484.     fixed                                // Frame rate type
  485.     1                                    // Number of initial frames
  486.         CHUNKS.PIX
  487.         0,0,not flipped
  488.     0                                    // Number of looping frames
  489.             
  490. // Sequence #7 - non-fatal collision with car
  491.  
  492.     collide                                // Include this frame in collision calcs
  493.     variable                                // Frame rate type
  494.     12,12                                    // Min frame rate, max frame rate,
  495.     2                                    // Number of initial frames
  496.         RO1HIT1.PIX
  497.         0,0,not flipped
  498.         RO1HIT2.PIX
  499.         0,0,not flipped
  500.     0                                    // Number of looping frames
  501.             
  502. // Sequence #8 - stationary, looking the other way from side to side
  503.  
  504.     collide                                // Include this frame in collision calcs
  505.     variable                            // Frame rate type
  506.     1,6                                    // Min frame rate, max frame rate,
  507.     0                                    // Number of initial frames
  508.     2                                    // Number of looping frames
  509.         RO1BAK1.PIX
  510.         0,0,not flipped
  511.         RO1BAK2.PIX
  512.         0,0,flipped
  513.             
  514.     
  515.  
  516. NEXT PEDESTRIAN
  517.  
  518. // **************** BUS 2 ****************
  519.  
  520. 2                                        // Reference number
  521. 0.27                                    // Height
  522. 125                                        // Points value
  523. 15                                        // Hit points
  524. 2,4031,4030                                // Exploding noises
  525. 4003                                    // Falling noise
  526. 0.00002                                    // Acceleration
  527. 1                                        // Image index
  528. IDENTITY.TAB
  529. BUS.PIX
  530. STDPED.MAT
  531. 2                                        // Index of fatal car-impact action
  532. 4                                        // Index of non-fatal car-impact action
  533. 1                                        // Index of after-non-fatal-impact action
  534. 5                                        // Index of fatal falling action
  535. 6                                        // Index of non-fatal falling action
  536. 3                                        // Index of giblets action
  537.  
  538. 7                                        // Number of actions
  539.  
  540. // Action #0 - stand there, looking nervous
  541.  
  542.     0,100                                // Danger level, percentage chance
  543.     0,0                                    // Initial speed, looping speed
  544.     20.0                                    // Reaction time for this action
  545.     0                                    // Sounds
  546.     3                                    // Number of sequences for this action
  547.         90,8                            // Max bearing, sequence index
  548.         270,4                            // Max bearing, sequence index
  549.         360,8                            // Max bearing, sequence index
  550.  
  551. // Action #1 - turn frightened and run like fuck
  552.  
  553.     1,100                                // Danger level, percentage chance
  554.     0,0.0008                            // Initial speed, looping speed
  555.     0.05                                // Reaction time for this action
  556.     2,4003,4904                            // Sounds
  557.     4                                    // Number of sequences for this action
  558.         90,0                            // Max bearing, sequence index
  559.         180,1                            // Max bearing, sequence index
  560.         270,2                            // Max bearing, sequence index
  561.         360,3                            // Max bearing, sequence index
  562.     
  563. // Action #2 - fatal car collision
  564.  
  565.     1000,0                                // Danger level, percentage chance
  566.     0,0                                    // Initial speed, looping speed
  567.     0                                    // Reaction time for this action
  568.     1,4013                            // Sounds
  569.     1                                    // Number of sequences for this action
  570.         360,5                            // Max bearing, sequence index
  571.  
  572. // Action #3 - turning into giblets
  573.  
  574.     1000,0                                // Danger level, percentage chance
  575.     0,0                                    // Initial speed, looping speed
  576.     0                                    // Reaction time for this action
  577.     0                                    // Sounds
  578.     1                                    // Number of sequences for this action
  579.         360,6                            // Max bearing, sequence index
  580.  
  581. // Action #4 - non-fatal car collision
  582.  
  583.     1000,0                                // Danger level, percentage chance
  584.     0,0                                    // Initial speed, looping speed
  585.     0                                    // Reaction time for this action
  586.     1,4003                            // Sounds
  587.     1                                    // Number of sequences for this action
  588.         360,7                            // Max bearing, sequence index
  589.  
  590.  
  591. // Action #5 - fatal ground collision
  592.  
  593.     1000,0                                // Danger level, percentage chance
  594.     0,0                                    // Initial speed, looping speed
  595.     0                                    // Reaction time for this action
  596.     1,4013                            // Sounds
  597.     1                                    // Number of sequences for this action
  598.         360,5                            // Max bearing, sequence index
  599.  
  600. // Action #6 - non-fatal ground collision
  601.  
  602.     1000,0                                // Danger level, percentage chance
  603.     0,0                                    // Initial speed, looping speed
  604.     0                                    // Reaction time for this action
  605.     1,4003                            // Sounds
  606.     1                                    // Number of sequences for this action
  607.         360,7                            // Max bearing, sequence index
  608.  
  609. 9                                        // Number of sequences
  610.  
  611. // Sequence #0 - turn frightened and run away to their right
  612.  
  613.     collide                                // Include this frame in collision calcs
  614.     speed                                // Frame rate type
  615.     0.06,8                                // Min frame rate, max frame rate,
  616.     4                                    // Number of initial frames
  617.         BUSSHK.PIX
  618.         0,0,flipped
  619.         BUSSTL.PIX
  620.         0,0,flipped
  621.         BUSSHK.PIX
  622.         0,0,not flipped
  623.         BUSTRN.PIX
  624.         0,0,not flipped
  625.     4                                    // Number of looping frames
  626.         BUSRUNA1.PIX
  627.         0,0,flipped
  628.         BUSRUNA2.PIX
  629.         0,0,flipped
  630.         BUSRUNA3.PIX
  631.         0,0,flipped
  632.         BUSRUNA2.PIX
  633.         0,0,flipped
  634.             
  635. // Sequence #1 - turn frightened and run towards to their left
  636.  
  637.     collide                                // Include this frame in collision calcs
  638.     speed                                // Frame rate type
  639.     0.06,8                                // Min frame rate, max frame rate,
  640.     4                                    // Number of initial frames
  641.         BUSSHK.PIX
  642.         0,0,flipped
  643.         BUSSTL.PIX
  644.         0,0,flipped
  645.         BUSSHK.PIX
  646.         0,0,not flipped
  647.         BUSTRN.PIX
  648.         0,0,not flipped
  649.     4                                    // Number of looping frames
  650.         BUSRUNT1.PIX
  651.         0,0,not flipped
  652.         BUSRUNT2.PIX
  653.         0,0,not flipped
  654.         BUSRUNT3.PIX
  655.         0,0,not flipped
  656.         BUSRUNT2.PIX
  657.         0,0,not flipped
  658.             
  659. // Sequence #2 - turn frightened and run towards to their right
  660.  
  661.     collide                                // Include this frame in collision calcs
  662.     speed                                // Frame rate type
  663.     0.06,8                                // Min frame rate, max frame rate,
  664.     4                                    // Number of initial frames
  665.         BUSSHK.PIX
  666.         0,0,flipped
  667.         BUSSTL.PIX
  668.         0,0,flipped
  669.         BUSSHK.PIX
  670.         0,0,not flipped
  671.         BUSTRN.PIX
  672.         0,0,not flipped
  673.     4                                    // Number of looping frames
  674.         BUSRUNT1.PIX
  675.         0,0,flipped
  676.         BUSRUNT2.PIX
  677.         0,0,flipped
  678.         BUSRUNT3.PIX
  679.         0,0,flipped
  680.         BUSRUNT2.PIX
  681.         0,0,flipped
  682.             
  683. // Sequence #3 - turn frightened and run away to their left
  684.  
  685.     collide                                // Include this frame in collision calcs
  686.     speed                                // Frame rate type
  687.     0.06,8                                // Min frame rate, max frame rate,
  688.     4                                    // Number of initial frames
  689.         BUSSHK.PIX
  690.         0,0,flipped
  691.         BUSSTL.PIX
  692.         0,0,flipped
  693.         BUSSHK.PIX
  694.         0,0,not flipped
  695.         BUSTRN.PIX
  696.         0,0,not flipped
  697.     4                                    // Number of looping frames
  698.         BUSRUNA1.PIX
  699.         0,0,not flipped
  700.         BUSRUNA2.PIX
  701.         0,0,not flipped
  702.         BUSRUNA3.PIX
  703.         0,0,not flipped
  704.         BUSRUNA2.PIX
  705.         0,0,not flipped
  706.             
  707. // Sequence #4 - stationary, looking from side to side
  708.  
  709.     collide                                // Include this frame in collision calcs
  710.     variable                            // Frame rate type
  711.     1,6                                    // Min frame rate, max frame rate,
  712.     0                                    // Number of initial frames
  713.     2                                    // Number of looping frames
  714.         BUSSTL.PIX
  715.         0,0,not flipped
  716.         BUSSTL.PIX
  717.         0,0,flipped
  718.             
  719.             
  720. // Sequence #5 - fatal collision with car
  721.  
  722.     don't collide                        // Exclude this frame in collision calcs
  723.     variable                                // Frame rate type
  724.     12,12                                    // Min frame rate, max frame rate,
  725.     5                                    // Number of initial frames
  726.         BUSHIT1.PIX
  727.         0,0,not flipped
  728.         BUSHIT2.PIX
  729.         0,0,not flipped
  730.         BUSHIT3.PIX
  731.         0,0,not flipped
  732.         BUSHIT4.PIX
  733.         0,0,not flipped
  734.         BUSDED.PIX
  735.         0,0,not flipped
  736.     0                                    // Number of looping frames
  737.             
  738. // Sequence #6 - turning into giblets
  739.  
  740.     don't collide                        // Exclude this frame in collision calcs
  741.     fixed                                // Frame rate type
  742.     1                                    // Number of initial frames
  743.         CHUNKS.PIX
  744.         0,0,not flipped
  745.     0                                    // Number of looping frames
  746.             
  747. // Sequence #7 - non-fatal collision with car
  748.  
  749.     collide                                // Include this frame in collision calcs
  750.     variable                                // Frame rate type
  751.     12,12                                    // Min frame rate, max frame rate,
  752.     2                                    // Number of initial frames
  753.         BUSHIT1.PIX
  754.         0,0,not flipped
  755.         BUSHIT2.PIX
  756.         0,0,not flipped
  757.     0                                    // Number of looping frames
  758.             
  759. // Sequence #8 - stationary, looking the other way from side to side
  760.  
  761.     collide                                // Include this frame in collision calcs
  762.     variable                            // Frame rate type
  763.     1,6                                    // Min frame rate, max frame rate,
  764.     0                                    // Number of initial frames
  765.     2                                    // Number of looping frames
  766.         BUSBAK.PIX
  767.         0,0,not flipped
  768.         BUSBAK.PIX
  769.         0,0,flipped
  770.             
  771.     
  772.  
  773. NEXT PEDESTRIAN
  774.  
  775. // **************** FAT 2 ****************
  776.  
  777. 3                                        // Reference number
  778. 0.27                                    // Height
  779. 150                                        // Points value
  780. 20                                        // Hit points
  781. 2,4031,4030                                // Exploding noises
  782. 4040                                    // Falling noise
  783. 0.00002                                    // Acceleration
  784. 1                                        // Image index
  785. IDENTITY.TAB
  786. FAT.PIX
  787. STDPED.MAT
  788. 2                                        // Index of fatal car-impact action
  789. 4                                        // Index of non-fatal car-impact action
  790. 1                                        // Index of after-non-fatal-impact action
  791. 5                                        // Index of fatal falling action
  792. 6                                        // Index of non-fatal falling action
  793. 3                                        // Index of giblets action
  794.  
  795. 7                                        // Number of actions
  796.  
  797. // Action #0 - stand there, looking nervous
  798.  
  799.     0,100                                // Danger level, percentage chance
  800.     0,0                                    // Initial speed, looping speed
  801.     20.0                                    // Reaction time for this action
  802.     0                                    // Sounds
  803.     3                                    // Number of sequences for this action
  804.         90,8                            // Max bearing, sequence index
  805.         270,4                            // Max bearing, sequence index
  806.         360,8                            // Max bearing, sequence index
  807.  
  808. // Action #1 - turn frightened and run like fuck
  809.  
  810.     1,100                                // Danger level, percentage chance
  811.     0,0.0005                            // Initial speed, looping speed
  812.     0.05                                // Reaction time for this action
  813.     3,4001,4001,4902                            // Sounds
  814.     4                                    // Number of sequences for this action
  815.         90,3                            // Max bearing, sequence index
  816.         180,1                            // Max bearing, sequence index
  817.         270,2                            // Max bearing, sequence index
  818.         360,0                            // Max bearing, sequence index
  819.     
  820. // Action #2 - fatal car collision
  821.  
  822.     1000,0                                // Danger level, percentage chance
  823.     0,0                                    // Initial speed, looping speed
  824.     0                                    // Reaction time for this action
  825.     2,4010,4907                            // Sounds
  826.     1                                    // Number of sequences for this action
  827.         360,5                            // Max bearing, sequence index
  828.  
  829. // Action #3 - turning into giblets
  830.  
  831.     1000,0                                // Danger level, percentage chance
  832.     0,0                                    // Initial speed, looping speed
  833.     0                                    // Reaction time for this action
  834.     0                                    // Sounds
  835.     1                                    // Number of sequences for this action
  836.         360,6                            // Max bearing, sequence index
  837.  
  838. // Action #4 - non-fatal car collision
  839.  
  840.     1000,0                                // Danger level, percentage chance
  841.     0,0                                    // Initial speed, looping speed
  842.     0                                    // Reaction time for this action
  843.     1,4001                            // Sounds
  844.     1                                    // Number of sequences for this action
  845.         360,7                            // Max bearing, sequence index
  846.  
  847.  
  848. // Action #5 - fatal ground collision
  849.  
  850.     1000,0                                // Danger level, percentage chance
  851.     0,0                                    // Initial speed, looping speed
  852.     0                                    // Reaction time for this action
  853.     1,4010                            // Sounds
  854.     1                                    // Number of sequences for this action
  855.         360,5                            // Max bearing, sequence index
  856.  
  857. // Action #6 - non-fatal ground collision
  858.  
  859.     1000,0                                // Danger level, percentage chance
  860.     0,0                                    // Initial speed, looping speed
  861.     0                                    // Reaction time for this action
  862.     1,4001                            // Sounds
  863.     1                                    // Number of sequences for this action
  864.         360,7                            // Max bearing, sequence index
  865.  
  866. 9                                        // Number of sequences
  867.  
  868. // Sequence #0 - turn frightened and run away to their right
  869.  
  870.     collide                                // Include this frame in collision calcs
  871.     speed                                // Frame rate type
  872.     0.09,8                                // Min frame rate, max frame rate,
  873.     4                                    // Number of initial frames
  874.         FATSHK.PIX
  875.         0,0,flipped
  876.         FATSTL.PIX
  877.         0,0,flipped
  878.         FATSHK.PIX
  879.         0,0,not flipped
  880.         FATTRN.PIX
  881.         0,0,not flipped
  882.     4                                    // Number of looping frames
  883.         FATRUNA1.PIX
  884.         0,0,flipped
  885.         FATRUNA2.PIX
  886.         0,0,flipped
  887.         FATRUNA3.PIX
  888.         0,0,flipped
  889.         FATRUNA2.PIX
  890.         0,0,flipped
  891.             
  892. // Sequence #1 - turn frightened and run towards to their left
  893.  
  894.     collide                                // Include this frame in collision calcs
  895.     speed                                // Frame rate type
  896.     0.07,8                                // Min frame rate, max frame rate,
  897.     4                                    // Number of initial frames
  898.         FATSHK.PIX
  899.         0,0,flipped
  900.         FATSTL.PIX
  901.         0,0,flipped
  902.         FATSHK.PIX
  903.         0,0,not flipped
  904.         FATTRN.PIX
  905.         0,0,not flipped
  906.     4                                    // Number of looping frames
  907.         FATRUNT1.PIX
  908.         0,0,not flipped
  909.         FATRUNT2.PIX
  910.         0,0,not flipped
  911.         FATRUNT3.PIX
  912.         0,0,not flipped
  913.         FATRUNT2.PIX
  914.         0,0,not flipped
  915.             
  916. // Sequence #2 - turn frightened and run towards to their right
  917.  
  918.     collide                                // Include this frame in collision calcs
  919.     speed                                // Frame rate type
  920.     0.07,8                                // Min frame rate, max frame rate,
  921.     4                                    // Number of initial frames
  922.         FATSHK.PIX
  923.         0,0,flipped
  924.         FATSTL.PIX
  925.         0,0,flipped
  926.         FATSHK.PIX
  927.         0,0,not flipped
  928.         FATTRN.PIX
  929.         0,0,not flipped
  930.     4                                    // Number of looping frames
  931.         FATRUNT1.PIX
  932.         0,0,flipped
  933.         FATRUNT2.PIX
  934.         0,0,flipped
  935.         FATRUNT3.PIX
  936.         0,0,flipped
  937.         FATRUNT2.PIX
  938.         0,0,flipped
  939.             
  940. // Sequence #3 - turn frightened and run away to their left
  941.  
  942.     collide                                // Include this frame in collision calcs
  943.     speed                                // Frame rate type
  944.     0.09,8                                // Min frame rate, max frame rate,
  945.     4                                    // Number of initial frames
  946.         FATSHK.PIX
  947.         0,0,flipped
  948.         FATSTL.PIX
  949.         0,0,flipped
  950.         FATSHK.PIX
  951.         0,0,not flipped
  952.         FATTRN.PIX
  953.         0,0,not flipped
  954.     4                                    // Number of looping frames
  955.         FATRUNA1.PIX
  956.         0,0,not flipped
  957.         FATRUNA2.PIX
  958.         0,0,not flipped
  959.         FATRUNA3.PIX
  960.         0,0,not flipped
  961.         FATRUNA2.PIX
  962.         0,0,not flipped
  963.             
  964. // Sequence #4 - stationary, looking from side to side
  965.  
  966.     collide                                // Include this frame in collision calcs
  967.     variable                            // Frame rate type
  968.     1,6                                    // Min frame rate, max frame rate,
  969.     0                                    // Number of initial frames
  970.     2                                    // Number of looping frames
  971.         FATSTL.PIX
  972.         0,0,not flipped
  973.         FATSTL.PIX
  974.         0,0,flipped
  975.             
  976.             
  977. // Sequence #5 - fatal collision with car
  978.  
  979.     don't collide                        // Exclude this frame in collision calcs
  980.     variable                                // Frame rate type
  981.     12,12                                    // Min frame rate, max frame rate,
  982.     5                                    // Number of initial frames
  983.         FATHIT1.PIX
  984.         0,0,not flipped
  985.         FATHIT2.PIX
  986.         0,0,not flipped
  987.         FATHIT3.PIX
  988.         0,0,not flipped
  989.         FATHIT4.PIX
  990.         0,0,not flipped
  991.         FATDED.PIX
  992.         0,0,not flipped
  993.     0                                    // Number of looping frames
  994.             
  995. // Sequence #6 - turning into giblets
  996.  
  997.     don't collide                        // Exclude this frame in collision calcs
  998.     fixed                                // Frame rate type
  999.     1                                    // Number of initial frames
  1000.         CHUNKS.PIX
  1001.         0,0,not flipped
  1002.     0                                    // Number of looping frames
  1003.             
  1004. // Sequence #7 - non-fatal collision with car
  1005.  
  1006.     collide                                // Include this frame in collision calcs
  1007.     variable                                // Frame rate type
  1008.     12,12                                    // Min frame rate, max frame rate,
  1009.     2                                    // Number of initial frames
  1010.         FATHIT1.PIX
  1011.         0,0,not flipped
  1012.         FATHIT2.PIX
  1013.         0,0,not flipped
  1014.     0                                    // Number of looping frames
  1015.             
  1016. // Sequence #8 - stationary, looking the other way from side to side
  1017.  
  1018.     collide                                // Include this frame in collision calcs
  1019.     variable                            // Frame rate type
  1020.     1,6                                    // Min frame rate, max frame rate,
  1021.     0                                    // Number of initial frames
  1022.     2                                    // Number of looping frames
  1023.         FATBAK.PIX
  1024.         0,0,not flipped
  1025.         FATBAK.PIX
  1026.         0,0,flipped
  1027.             
  1028.     
  1029.  
  1030. NEXT PEDESTRIAN
  1031.  
  1032. // **************** ANN 2 ****************
  1033.  
  1034. 4                                        // Reference number
  1035. 0.27                                    // Height
  1036. 100                                        // Points value
  1037. 10                                        // Hit points
  1038. 2,4031,4030                                // Exploding noises
  1039. 4003                                        // Falling noise
  1040. 0.00002                                    // Acceleration
  1041. 1                                        // Image index
  1042. IDENTITY.TAB
  1043. ANN.PIX
  1044. STDPED.MAT
  1045. 2                                        // Index of fatal car-impact action
  1046. 4                                        // Index of non-fatal car-impact action
  1047. 1                                        // Index of after-non-fatal-impact action
  1048. 5                                        // Index of fatal falling action
  1049. 6                                        // Index of non-fatal falling action
  1050. 3                                        // Index of giblets action
  1051.  
  1052. 7                                        // Number of actions
  1053.  
  1054. // Action #0 - stand there, looking nervous
  1055.  
  1056.     0,100                                // Danger level, percentage chance
  1057.     0,0                                    // Initial speed, looping speed
  1058.     20.0                                    // Reaction time for this action
  1059.     0                                    // Sounds
  1060.     3                                    // Number of sequences for this action
  1061.         90,8                            // Max bearing, sequence index
  1062.         270,4                            // Max bearing, sequence index
  1063.         360,8                            // Max bearing, sequence index
  1064.  
  1065.     
  1066. // Action #1 - turn frightened and run like fuck
  1067.  
  1068.     1,100                                // Danger level, percentage chance
  1069.     0,0.0008                            // Initial speed, looping speed
  1070.     0.05                                // Reaction time for this action
  1071.     2,4904,4905                            // Sounds
  1072.     4                                    // Number of sequences for this action
  1073.         90,0                            // Max bearing, sequence index
  1074.         180,1                            // Max bearing, sequence index
  1075.         270,2                            // Max bearing, sequence index
  1076.         360,3                            // Max bearing, sequence index
  1077.     
  1078. // Action #2 - fatal car collision
  1079.  
  1080.     1000,0                                // Danger level, percentage chance
  1081.     0,0                                    // Initial speed, looping speed
  1082.     0                                    // Reaction time for this action
  1083.     1,4014                            // Sounds
  1084.     1                                    // Number of sequences for this action
  1085.         360,5                            // Max bearing, sequence index
  1086.  
  1087. // Action #3 - turning into giblets
  1088.  
  1089.     1000,0                                // Danger level, percentage chance
  1090.     0,0                                    // Initial speed, looping speed
  1091.     0                                    // Reaction time for this action
  1092.     0                                    // Sounds
  1093.     1                                    // Number of sequences for this action
  1094.         360,6                            // Max bearing, sequence index
  1095.  
  1096. // Action #4 - non-fatal car collision
  1097.  
  1098.     1000,0                                // Danger level, percentage chance
  1099.     0,0                                    // Initial speed, looping speed
  1100.     0                                    // Reaction time for this action
  1101.     1,4002                            // Sounds
  1102.     1                                    // Number of sequences for this action
  1103.         360,7                            // Max bearing, sequence index
  1104.  
  1105.  
  1106. // Action #5 - fatal ground collision
  1107.  
  1108.     1000,0                                // Danger level, percentage chance
  1109.     0,0                                    // Initial speed, looping speed
  1110.     0                                    // Reaction time for this action
  1111.     1,4014                            // Sounds
  1112.     1                                    // Number of sequences for this action
  1113.         360,5                            // Max bearing, sequence index
  1114.  
  1115. // Action #6 - non-fatal ground collision
  1116.  
  1117.     1000,0                                // Danger level, percentage chance
  1118.     0,0                                    // Initial speed, looping speed
  1119.     0                                    // Reaction time for this action
  1120.     1,4002                            // Sounds
  1121.     1                                    // Number of sequences for this action
  1122.         360,7                            // Max bearing, sequence index
  1123.  
  1124. 9                                        // Number of sequences
  1125.  
  1126. // Sequence #0 - turn frightened and run away to their right
  1127.  
  1128.     collide                                // Include this frame in collision calcs
  1129.     speed                                // Frame rate type
  1130.     0.08,8                                // Min frame rate, max frame rate,
  1131.     4                                    // Number of initial frames
  1132.         ANSHK.PIX
  1133.         0,0,flipped
  1134.         ANSTL.PIX
  1135.         0,0,flipped
  1136.         ANSHK.PIX
  1137.         0,0,not flipped
  1138.         ANTRN.PIX
  1139.         0,0,not flipped
  1140.     4                                    // Number of looping frames
  1141.         ANRUNA1.PIX
  1142.         0,0,flipped
  1143.         ANRUNA2.PIX
  1144.         0,0,flipped
  1145.         ANRUNA3.PIX
  1146.         0,0,flipped
  1147.         ANRUNA2.PIX
  1148.         0,0,flipped
  1149.             
  1150. // Sequence #1 - turn frightened and run towards to their left
  1151.  
  1152.     collide                                // Include this frame in collision calcs
  1153.     speed                                // Frame rate type
  1154.     0.08,8                                // Min frame rate, max frame rate,
  1155.     4                                    // Number of initial frames
  1156.         ANSHK.PIX
  1157.         0,0,flipped
  1158.         ANSTL.PIX
  1159.         0,0,flipped
  1160.         ANSHK.PIX
  1161.         0,0,not flipped
  1162.         ANTRN.PIX
  1163.         0,0,not flipped
  1164.     4                                    // Number of looping frames
  1165.         ANRUNT1.PIX
  1166.         0,0,not flipped
  1167.         ANRUNT2.PIX
  1168.         0,0,not flipped
  1169.         ANRUNT3.PIX
  1170.         0,0,not flipped
  1171.         ANRUNT2.PIX
  1172.         0,0,not flipped
  1173.             
  1174. // Sequence #2 - turn frightened and run towards to their right
  1175.  
  1176.     collide                                // Include this frame in collision calcs
  1177.     speed                                // Frame rate type
  1178.     0.08,8                                // Min frame rate, max frame rate,
  1179.     4                                    // Number of initial frames
  1180.         ANSHK.PIX
  1181.         0,0,flipped
  1182.         ANSTL.PIX
  1183.         0,0,flipped
  1184.         ANSHK.PIX
  1185.         0,0,not flipped
  1186.         ANTRN.PIX
  1187.         0,0,not flipped
  1188.     4                                    // Number of looping frames
  1189.         ANRUNT1.PIX
  1190.         0,0,flipped
  1191.         ANRUNT2.PIX
  1192.         0,0,flipped
  1193.         ANRUNT3.PIX
  1194.         0,0,flipped
  1195.         ANRUNT2.PIX
  1196.         0,0,flipped
  1197.             
  1198. // Sequence #3 - turn frightened and run away to their left
  1199.  
  1200.     collide                                // Include this frame in collision calcs
  1201.     speed                                // Frame rate type
  1202.     0.08,8                                // Min frame rate, max frame rate,
  1203.     4                                    // Number of initial frames
  1204.         ANSHK.PIX
  1205.         0,0,flipped
  1206.         ANSTL.PIX
  1207.         0,0,flipped
  1208.         ANSHK.PIX
  1209.         0,0,not flipped
  1210.         ANTRN.PIX
  1211.         0,0,not flipped
  1212.     4                                    // Number of looping frames
  1213.         ANRUNA1.PIX
  1214.         0,0,not flipped
  1215.         ANRUNA2.PIX
  1216.         0,0,not flipped
  1217.         ANRUNA3.PIX
  1218.         0,0,not flipped
  1219.         ANRUNA2.PIX
  1220.         0,0,not flipped
  1221.             
  1222. // Sequence #4 - stationary, looking from side to side
  1223.  
  1224.     collide                                // Include this frame in collision calcs
  1225.     variable                            // Frame rate type
  1226.     1,6                                    // Min frame rate, max frame rate,
  1227.     0                                    // Number of initial frames
  1228.     2                                    // Number of looping frames
  1229.         ANSTL.PIX
  1230.         0,0,not flipped
  1231.         ANSTL.PIX
  1232.         0,0,flipped
  1233.             
  1234.             
  1235. // Sequence #5 - fatal collision with car
  1236.  
  1237.     don't collide                        // Exclude this frame in collision calcs
  1238.     variable                                // Frame rate type
  1239.     12,12                                    // Min frame rate, max frame rate,
  1240.     5                                    // Number of initial frames
  1241.         ANHIT1.PIX
  1242.         0,0,not flipped
  1243.         ANHIT2.PIX
  1244.         0,0,not flipped
  1245.         ANHIT3.PIX
  1246.         0,0,not flipped
  1247.         ANHIT4.PIX
  1248.         0,0,not flipped
  1249.         ANDED.PIX
  1250.         0,0,not flipped
  1251.     0                                    // Number of looping frames
  1252.             
  1253. // Sequence #6 - turning into giblets
  1254.  
  1255.     don't collide                        // Exclude this frame in collision calcs
  1256.     fixed                                // Frame rate type
  1257.     1                                    // Number of initial frames
  1258.         CHUNKS.PIX
  1259.         0,0,not flipped
  1260.     0                                    // Number of looping frames
  1261.             
  1262. // Sequence #7 - non-fatal collision with car
  1263.  
  1264.     collide                                // Include this frame in collision calcs
  1265.     variable                                // Frame rate type
  1266.     12,12                                    // Min frame rate, max frame rate,
  1267.     2                                    // Number of initial frames
  1268.         ANHIT1.PIX
  1269.         0,0,not flipped
  1270.         ANHIT2.PIX
  1271.         0,0,not flipped
  1272.     0                                    // Number of looping frames
  1273.             
  1274. // Sequence #8 - stationary, looking the other way from side to side
  1275.  
  1276.     collide                                // Include this frame in collision calcs
  1277.     variable                            // Frame rate type
  1278.     1,6                                    // Min frame rate, max frame rate,
  1279.     0                                    // Number of initial frames
  1280.     2                                    // Number of looping frames
  1281.         ANBAK.PIX
  1282.         0,0,not flipped
  1283.         ANBAK.PIX
  1284.         0,0,flipped
  1285.             
  1286.     
  1287.  
  1288. NEXT PEDESTRIAN
  1289.  
  1290.  
  1291. // **************** PER 2 ****************
  1292.  
  1293. 5                                        // Reference number
  1294. 0.29                                    // Height
  1295. 100                                        // Points value
  1296. 10                                        // Hit points
  1297. 2,4031,4030                                // Exploding noises
  1298. 4040                                    // Falling noise
  1299. 0.00002                                    // Acceleration
  1300. 1                                        // Image index
  1301. IDENTITY.TAB
  1302. PER.PIX
  1303. STDPED.MAT
  1304. 2                                        // Index of fatal car-impact action
  1305. 4                                        // Index of non-fatal car-impact action
  1306. 1                                        // Index of after-non-fatal-impact action
  1307. 5                                        // Index of fatal falling action
  1308. 6                                        // Index of non-fatal falling action
  1309. 3                                        // Index of giblets action
  1310.  
  1311. 7                                        // Number of actions
  1312.  
  1313. // Action #0 - stand there, looking nervous
  1314.  
  1315.     0,100                                // Danger level, percentage chance
  1316.     0,0                                    // Initial speed, looping speed
  1317.     20.0                                    // Reaction time for this action
  1318.     0                                    // Sounds
  1319.     3                                    // Number of sequences for this action
  1320.         90,8                            // Max bearing, sequence index
  1321.         270,4                            // Max bearing, sequence index
  1322.         360,8                            // Max bearing, sequence index
  1323.  
  1324. // Action #1 - turn frightened and run like fuck
  1325.  
  1326.     1,100                                // Danger level, percentage chance
  1327.     0,0.0008                            // Initial speed, looping speed
  1328.     0.05                                // Reaction time for this action
  1329.     1,4004                            // Sounds
  1330.     4                                    // Number of sequences for this action
  1331.         90,0                            // Max bearing, sequence index
  1332.         180,1                            // Max bearing, sequence index
  1333.         270,2                            // Max bearing, sequence index
  1334.         360,3                            // Max bearing, sequence index
  1335.     
  1336. // Action #2 - fatal car collision
  1337.  
  1338.     1000,0                                // Danger level, percentage chance
  1339.     0,0                                    // Initial speed, looping speed
  1340.     0                                    // Reaction time for this action
  1341.     3,4011,4010,4907                            // Sounds
  1342.     1                                    // Number of sequences for this action
  1343.         360,5                            // Max bearing, sequence index
  1344.  
  1345. // Action #3 - turning into giblets
  1346.  
  1347.     1000,0                                // Danger level, percentage chance
  1348.     0,0                                    // Initial speed, looping speed
  1349.     0                                    // Reaction time for this action
  1350.     0                                    // Sounds
  1351.     1                                    // Number of sequences for this action
  1352.         360,6                            // Max bearing, sequence index
  1353.  
  1354. // Action #4 - non-fatal car collision
  1355.  
  1356.     1000,0                                // Danger level, percentage chance
  1357.     0,0                                    // Initial speed, looping speed
  1358.     0                                    // Reaction time for this action
  1359.     1,4000                            // Sounds
  1360.     1                                    // Number of sequences for this action
  1361.         360,7                            // Max bearing, sequence index
  1362.  
  1363.  
  1364. // Action #5 - fatal ground collision
  1365.  
  1366.     1000,0                                // Danger level, percentage chance
  1367.     0,0                                    // Initial speed, looping speed
  1368.     0                                    // Reaction time for this action
  1369.     1,4011                            // Sounds
  1370.     1                                    // Number of sequences for this action
  1371.         360,5                            // Max bearing, sequence index
  1372.  
  1373. // Action #6 - non-fatal ground collision
  1374.  
  1375.     1000,0                                // Danger level, percentage chance
  1376.     0,0                                    // Initial speed, looping speed
  1377.     0                                    // Reaction time for this action
  1378.     1,4000                            // Sounds
  1379.     1                                    // Number of sequences for this action
  1380.         360,7                            // Max bearing, sequence index
  1381.  
  1382. 9                                        // Number of sequences
  1383.  
  1384. // Sequence #0 - turn frightened and run away to their right
  1385.  
  1386.     collide                                // Include this frame in collision calcs
  1387.     speed                                // Frame rate type
  1388.     0.08,8                                // Min frame rate, max frame rate,
  1389.     4                                    // Number of initial frames
  1390.         PERSHK.PIX
  1391.         0,0,flipped
  1392.         PERSTL.PIX
  1393.         0,0,flipped
  1394.         PERSHK.PIX
  1395.         0,0,not flipped
  1396.         PERTRN.PIX
  1397.         0,0,not flipped
  1398.     4                                    // Number of looping frames
  1399.         PERRUNA1.PIX
  1400.         0,0,flipped
  1401.         PERRUNA2.PIX
  1402.         0,0,flipped
  1403.         PERRUNA3.PIX
  1404.         0,0,flipped
  1405.         PERRUNA2.PIX
  1406.         0,0,flipped
  1407.             
  1408. // Sequence #1 - turn frightened and run towards to their left
  1409.  
  1410.     collide                                // Include this frame in collision calcs
  1411.     speed                                // Frame rate type
  1412.     0.08,8                                // Min frame rate, max frame rate,
  1413.     4                                    // Number of initial frames
  1414.         PERSHK.PIX
  1415.         0,0,flipped
  1416.         PERSTL.PIX
  1417.         0,0,flipped
  1418.         PERSHK.PIX
  1419.         0,0,not flipped
  1420.         PERTRN.PIX
  1421.         0,0,not flipped
  1422.     4                                    // Number of looping frames
  1423.         PERRUNT1.PIX
  1424.         0,0,not flipped
  1425.         PERRUNT2.PIX
  1426.         0,0,not flipped
  1427.         PERRUNT3.PIX
  1428.         0,0,not flipped
  1429.         PERRUNT2.PIX
  1430.         0,0,not flipped
  1431.             
  1432. // Sequence #2 - turn frightened and run towards to their right
  1433.  
  1434.     collide                                // Include this frame in collision calcs
  1435.     speed                                // Frame rate type
  1436.     0.08,8                                // Min frame rate, max frame rate,
  1437.     4                                    // Number of initial frames
  1438.         PERSHK.PIX
  1439.         0,0,flipped
  1440.         PERSTL.PIX
  1441.         0,0,flipped
  1442.         PERSHK.PIX
  1443.         0,0,not flipped
  1444.         PERTRN.PIX
  1445.         0,0,not flipped
  1446.     4                                    // Number of looping frames
  1447.         PERRUNT1.PIX
  1448.         0,0,flipped
  1449.         PERRUNT2.PIX
  1450.         0,0,flipped
  1451.         PERRUNT3.PIX
  1452.         0,0,flipped
  1453.         PERRUNT2.PIX
  1454.         0,0,flipped
  1455.             
  1456. // Sequence #3 - turn frightened and run away to their left
  1457.  
  1458.     collide                                // Include this frame in collision calcs
  1459.     speed                                // Frame rate type
  1460.     0.08,8                                // Min frame rate, max frame rate,
  1461.     4                                    // Number of initial frames
  1462.         PERSHK.PIX
  1463.         0,0,flipped
  1464.         PERSTL.PIX
  1465.         0,0,flipped
  1466.         PERSHK.PIX
  1467.         0,0,not flipped
  1468.         PERTRN.PIX
  1469.         0,0,not flipped
  1470.     4                                    // Number of looping frames
  1471.         PERRUNA1.PIX
  1472.         0,0,not flipped
  1473.         PERRUNA2.PIX
  1474.         0,0,not flipped
  1475.         PERRUNA3.PIX
  1476.         0,0,not flipped
  1477.         PERRUNA2.PIX
  1478.         0,0,not flipped
  1479.             
  1480. // Sequence #4 - stationary, looking from side to side
  1481.  
  1482.     collide                                // Include this frame in collision calcs
  1483.     variable                            // Frame rate type
  1484.     1,6                                    // Min frame rate, max frame rate,
  1485.     0                                    // Number of initial frames
  1486.     2                                    // Number of looping frames
  1487.         PERSTL.PIX
  1488.         0,0,not flipped
  1489.         PERSTL.PIX
  1490.         0,0,flipped
  1491.             
  1492.             
  1493. // Sequence #5 - fatal collision with car
  1494.  
  1495.     don't collide                        // Exclude this frame in collision calcs
  1496.     variable                                // Frame rate type
  1497.     12,12                                    // Min frame rate, max frame rate,
  1498.     5                                    // Number of initial frames
  1499.         PERHIT1.PIX
  1500.         0,0,not flipped
  1501.         PERHIT2.PIX
  1502.         0,0,not flipped
  1503.         PERHIT3.PIX
  1504.         0,0,not flipped
  1505.         PERHIT4.PIX
  1506.         0,0,not flipped
  1507.         PERDED.PIX
  1508.         0,0,not flipped
  1509.     0                                    // Number of looping frames
  1510.             
  1511. // Sequence #6 - turning into giblets
  1512.  
  1513.     don't collide                        // Exclude this frame in collision calcs
  1514.     fixed                                // Frame rate type
  1515.     1                                    // Number of initial frames
  1516.         CHUNKS.PIX
  1517.         0,0,not flipped
  1518.     0                                    // Number of looping frames
  1519.             
  1520. // Sequence #7 - non-fatal collision with car
  1521.  
  1522.     collide                                // Include this frame in collision calcs
  1523.     variable                                // Frame rate type
  1524.     12,12                                    // Min frame rate, max frame rate,
  1525.     2                                    // Number of initial frames
  1526.         PERHIT1.PIX
  1527.         0,0,not flipped
  1528.         PERHIT2.PIX
  1529.         0,0,not flipped
  1530.     0                                    // Number of looping frames
  1531.             
  1532. // Sequence #8 - stationary, looking the other way from side to side
  1533.  
  1534.     collide                                // Include this frame in collision calcs
  1535.     variable                            // Frame rate type
  1536.     1,6                                    // Min frame rate, max frame rate,
  1537.     0                                    // Number of initial frames
  1538.     2                                    // Number of looping frames
  1539.         PERBAK.PIX
  1540.         0,0,not flipped
  1541.         PERBAK.PIX
  1542.         0,0,flipped
  1543.             
  1544.     
  1545.  
  1546. NEXT PEDESTRIAN
  1547.  
  1548.  
  1549. // **************** PRS 2 ****************
  1550.  
  1551. 6                                        // Reference number
  1552. 0.25                                    // Height
  1553. 100                                        // Points value
  1554. 10                                        // Hit points
  1555. 2,4031,4030                                // Exploding noises
  1556. 4040                                    // Falling noise
  1557. 0.00002                                    // Acceleration
  1558. 1                                        // Image index
  1559. IDENTITY.TAB
  1560. PRS.PIX
  1561. STDPED.MAT
  1562. 2                                        // Index of fatal car-impact action
  1563. 4                                        // Index of non-fatal car-impact action
  1564. 1                                        // Index of after-non-fatal-impact action
  1565. 5                                        // Index of fatal falling action
  1566. 6                                        // Index of non-fatal falling action
  1567. 3                                        // Index of giblets action
  1568.  
  1569. 7                                        // Number of actions
  1570.  
  1571. // Action #0 - stand there, looking nervous
  1572.  
  1573.     0,100                                // Danger level, percentage chance
  1574.     0,0                                    // Initial speed, looping speed
  1575.     20.0                                    // Reaction time for this action
  1576.     0                                    // Sounds
  1577.     3                                    // Number of sequences for this action
  1578.         90,8                            // Max bearing, sequence index
  1579.         270,4                            // Max bearing, sequence index
  1580.         360,8                            // Max bearing, sequence index
  1581.     
  1582. // Action #1 - turn frightened and run like fuck
  1583.  
  1584.     1,100                                // Danger level, percentage chance
  1585.     0,0.0008                            // Initial speed, looping speed
  1586.     0.05                                // Reaction time for this action
  1587.     2,4904,4905                            // Sounds
  1588.     4                                    // Number of sequences for this action
  1589.         90,0                            // Max bearing, sequence index
  1590.         180,1                            // Max bearing, sequence index
  1591.         270,2                            // Max bearing, sequence index
  1592.         360,3                            // Max bearing, sequence index
  1593.     
  1594. // Action #2 - fatal car collision
  1595.  
  1596.     1000,0                                // Danger level, percentage chance
  1597.     0,0                                    // Initial speed, looping speed
  1598.     0                                    // Reaction time for this action
  1599.     1,4013                            // Sounds
  1600.     1                                    // Number of sequences for this action
  1601.         360,5                            // Max bearing, sequence index
  1602.  
  1603. // Action #3 - turning into giblets
  1604.  
  1605.     1000,0                                // Danger level, percentage chance
  1606.     0,0                                    // Initial speed, looping speed
  1607.     0                                    // Reaction time for this action
  1608.     0                                    // Sounds
  1609.     1                                    // Number of sequences for this action
  1610.         360,6                            // Max bearing, sequence index
  1611.  
  1612. // Action #4 - non-fatal car collision
  1613.  
  1614.     1000,0                                // Danger level, percentage chance
  1615.     0,0                                    // Initial speed, looping speed
  1616.     0                                    // Reaction time for this action
  1617.     1,4003                            // Sounds
  1618.     1                                    // Number of sequences for this action
  1619.         360,7                            // Max bearing, sequence index
  1620.  
  1621.  
  1622. // Action #5 - fatal ground collision
  1623.  
  1624.     1000,0                                // Danger level, percentage chance
  1625.     0,0                                    // Initial speed, looping speed
  1626.     0                                    // Reaction time for this action
  1627.     1,4013                            // Sounds
  1628.     1                                    // Number of sequences for this action
  1629.         360,5                            // Max bearing, sequence index
  1630.  
  1631. // Action #6 - non-fatal ground collision
  1632.  
  1633.     1000,0                                // Danger level, percentage chance
  1634.     0,0                                    // Initial speed, looping speed
  1635.     0                                    // Reaction time for this action
  1636.     1,4003                            // Sounds
  1637.     1                                    // Number of sequences for this action
  1638.         360,7                            // Max bearing, sequence index
  1639.  
  1640. 9                                        // Number of sequences
  1641.  
  1642. // Sequence #0 - turn frightened and run away to their right
  1643.  
  1644.     collide                                // Include this frame in collision calcs
  1645.     speed                                // Frame rate type
  1646.     0.08,8                                // Min frame rate, max frame rate,
  1647.     4                                    // Number of initial frames
  1648.         PRSSHK.PIX
  1649.         0,0,flipped
  1650.         PRSSTL.PIX
  1651.         0,0,flipped
  1652.         PRSSHK.PIX
  1653.         0,0,not flipped
  1654.         PRSTRN.PIX
  1655.         0,0,not flipped
  1656.     4                                    // Number of looping frames
  1657.         PRSRUNA1.PIX
  1658.         0,0,flipped
  1659.         PRSRUNA2.PIX
  1660.         0,0,flipped
  1661.         PRSRUNA3.PIX
  1662.         0,0,flipped
  1663.         PRSRUNA2.PIX
  1664.         0,0,flipped
  1665.             
  1666. // Sequence #1 - turn frightened and run towards to their left
  1667.  
  1668.     collide                                // Include this frame in collision calcs
  1669.     speed                                // Frame rate type
  1670.     0.08,8                                // Min frame rate, max frame rate,
  1671.     4                                    // Number of initial frames
  1672.         PRSSHK.PIX
  1673.         0,0,flipped
  1674.         PRSSTL.PIX
  1675.         0,0,flipped
  1676.         PRSSHK.PIX
  1677.         0,0,not flipped
  1678.         PRSTRN.PIX
  1679.         0,0,not flipped
  1680.     4                                    // Number of looping frames
  1681.         PRSRUNT1.PIX
  1682.         0,0,not flipped
  1683.         PRSRUNT2.PIX
  1684.         0,0,not flipped
  1685.         PRSRUNT3.PIX
  1686.         0,0,not flipped
  1687.         PRSRUNT2.PIX
  1688.         0,0,not flipped
  1689.             
  1690. // Sequence #2 - turn frightened and run towards to their right
  1691.  
  1692.     collide                                // Include this frame in collision calcs
  1693.     speed                                // Frame rate type
  1694.     0.08,8                                // Min frame rate, max frame rate,
  1695.     4                                    // Number of initial frames
  1696.         PRSSHK.PIX
  1697.         0,0,flipped
  1698.         PRSSTL.PIX
  1699.         0,0,flipped
  1700.         PRSSHK.PIX
  1701.         0,0,not flipped
  1702.         PRSTRN.PIX
  1703.         0,0,not flipped
  1704.     4                                    // Number of looping frames
  1705.         PRSRUNT1.PIX
  1706.         0,0,flipped
  1707.         PRSRUNT2.PIX
  1708.         0,0,flipped
  1709.         PRSRUNT3.PIX
  1710.         0,0,flipped
  1711.         PRSRUNT2.PIX
  1712.         0,0,flipped
  1713.             
  1714. // Sequence #3 - turn frightened and run away to their left
  1715.  
  1716.     collide                                // Include this frame in collision calcs
  1717.     speed                                // Frame rate type
  1718.     0.08,8                                // Min frame rate, max frame rate,
  1719.     4                                    // Number of initial frames
  1720.         PRSSHK.PIX
  1721.         0,0,flipped
  1722.         PRSSTL.PIX
  1723.         0,0,flipped
  1724.         PRSSHK.PIX
  1725.         0,0,not flipped
  1726.         PRSTRN.PIX
  1727.         0,0,not flipped
  1728.     4                                    // Number of looping frames
  1729.         PRSRUNA1.PIX
  1730.         0,0,not flipped
  1731.         PRSRUNA2.PIX
  1732.         0,0,not flipped
  1733.         PRSRUNA3.PIX
  1734.         0,0,not flipped
  1735.         PRSRUNA2.PIX
  1736.         0,0,not flipped
  1737.             
  1738. // Sequence #4 - stationary, looking from side to side
  1739.  
  1740.     collide                                // Include this frame in collision calcs
  1741.     variable                            // Frame rate type
  1742.     1,6                                    // Min frame rate, max frame rate,
  1743.     0                                    // Number of initial frames
  1744.     2                                    // Number of looping frames
  1745.         PRSSTL.PIX
  1746.         0,0,not flipped
  1747.         PRSSTL.PIX
  1748.         0,0,flipped
  1749.             
  1750.             
  1751. // Sequence #5 - fatal collision with car
  1752.  
  1753.     don't collide                        // Exclude this frame in collision calcs
  1754.     variable                                // Frame rate type
  1755.     12,12                                    // Min frame rate, max frame rate,
  1756.     5                                    // Number of initial frames
  1757.         PRSHIT1.PIX
  1758.         0,0,not flipped
  1759.         PRSHIT2.PIX
  1760.         0,0,not flipped
  1761.         PRSHIT3.PIX
  1762.         0,0,not flipped
  1763.         PRSHIT4.PIX
  1764.         0,0,not flipped
  1765.         PRSDED.PIX
  1766.         0,0,not flipped
  1767.     0                                    // Number of looping frames
  1768.             
  1769. // Sequence #6 - turning into giblets
  1770.  
  1771.     don't collide                        // Exclude this frame in collision calcs
  1772.     fixed                                // Frame rate type
  1773.     1                                    // Number of initial frames
  1774.         CHUNKS.PIX
  1775.         0,0,not flipped
  1776.     0                                    // Number of looping frames
  1777.             
  1778. // Sequence #7 - non-fatal collision with car
  1779.  
  1780.     collide                                // Include this frame in collision calcs
  1781.     variable                                // Frame rate type
  1782.     12,12                                    // Min frame rate, max frame rate,
  1783.     2                                    // Number of initial frames
  1784.         PRSHIT1.PIX
  1785.         0,0,not flipped
  1786.         PRSHIT2.PIX
  1787.         0,0,not flipped
  1788.     0                                    // Number of looping frames
  1789.             
  1790. // Sequence #8 - stationary, looking the other way from side to side
  1791.  
  1792.     collide                                // Include this frame in collision calcs
  1793.     variable                            // Frame rate type
  1794.     1,6                                    // Min frame rate, max frame rate,
  1795.     0                                    // Number of initial frames
  1796.     2                                    // Number of looping frames
  1797.         PRSBAK.PIX
  1798.         0,0,not flipped
  1799.         PRSBAK.PIX
  1800.         0,0,flipped
  1801.             
  1802.     
  1803.  
  1804. NEXT PEDESTRIAN
  1805.  
  1806. // **************** TON 2 ****************
  1807.  
  1808. 7                                        // Reference number
  1809. 0.26                                    // Height
  1810. 100                                        // Points value
  1811. 10                                        // Hit points
  1812. 2,4031,4030                                // Exploding noises
  1813. 4040                                    // Falling noise
  1814. 0.00002                                    // Acceleration
  1815. 1                                        // Image index
  1816. IDENTITY.TAB
  1817. TON.PIX
  1818. STDPED.MAT
  1819. 2                                        // Index of fatal car-impact action
  1820. 4                                        // Index of non-fatal car-impact action
  1821. 1                                        // Index of after-non-fatal-impact action
  1822. 5                                        // Index of fatal falling action
  1823. 6                                        // Index of non-fatal falling action
  1824. 3                                        // Index of giblets action
  1825.  
  1826. 7                                        // Number of actions
  1827.  
  1828. // Action #0 - stand there, looking nervous
  1829.  
  1830.     0,100                                // Danger level, percentage chance
  1831.     0,0                                    // Initial speed, looping speed
  1832.     20.0                                    // Reaction time for this action
  1833.     0                                    // Sounds
  1834.     3                                    // Number of sequences for this action
  1835.         90,8                            // Max bearing, sequence index
  1836.         270,4                            // Max bearing, sequence index
  1837.         360,8                            // Max bearing, sequence index
  1838.  
  1839. // Action #1 - turn frightened and run like fuck
  1840.  
  1841.     1,100                                // Danger level, percentage chance
  1842.     0,0.0008                            // Initial speed, looping speed
  1843.     0.05                                // Reaction time for this action
  1844.     2,4000,4902                            // Sounds
  1845.     4                                    // Number of sequences for this action
  1846.         90,3                            // Max bearing, sequence index
  1847.         180,1                            // Max bearing, sequence index
  1848.         270,2                            // Max bearing, sequence index
  1849.         360,0                            // Max bearing, sequence index
  1850.     
  1851. // Action #2 - fatal car collision
  1852.  
  1853.     1000,0                                // Danger level, percentage chance
  1854.     0,0                                    // Initial speed, looping speed
  1855.     0                                    // Reaction time for this action
  1856.     2,4010,4907                            // Sounds
  1857.     1                                    // Number of sequences for this action
  1858.         360,5                            // Max bearing, sequence index
  1859.  
  1860. // Action #3 - turning into giblets
  1861.  
  1862.     1000,0                                // Danger level, percentage chance
  1863.     0,0                                    // Initial speed, looping speed
  1864.     0                                    // Reaction time for this action
  1865.     0                                    // Sounds
  1866.     1                                    // Number of sequences for this action
  1867.         360,6                            // Max bearing, sequence index
  1868.  
  1869. // Action #4 - non-fatal car collision
  1870.  
  1871.     1000,0                                // Danger level, percentage chance
  1872.     0,0                                    // Initial speed, looping speed
  1873.     0                                    // Reaction time for this action
  1874.     1,4001                            // Sounds
  1875.     1                                    // Number of sequences for this action
  1876.         360,7                            // Max bearing, sequence index
  1877.  
  1878.  
  1879. // Action #5 - fatal ground collision
  1880.  
  1881.     1000,0                                // Danger level, percentage chance
  1882.     0,0                                    // Initial speed, looping speed
  1883.     0                                    // Reaction time for this action
  1884.     1,4011                            // Sounds
  1885.     1                                    // Number of sequences for this action
  1886.         360,5                            // Max bearing, sequence index
  1887.  
  1888. // Action #6 - non-fatal ground collision
  1889.  
  1890.     1000,0                                // Danger level, percentage chance
  1891.     0,0                                    // Initial speed, looping speed
  1892.     0                                    // Reaction time for this action
  1893.     1,4001                            // Sounds
  1894.     1                                    // Number of sequences for this action
  1895.         360,7                            // Max bearing, sequence index
  1896.  
  1897. 9                                        // Number of sequences
  1898.  
  1899. // Sequence #0 - turn frightened and run away to their right
  1900.  
  1901.     collide                                // Include this frame in collision calcs
  1902.     speed                                // Frame rate type
  1903.     0.08,8                                // Min frame rate, max frame rate,
  1904.     4                                    // Number of initial frames
  1905.         TONSHK.PIX
  1906.         0,0,flipped
  1907.         TONSTL.PIX
  1908.         0,0,flipped
  1909.         TONSHK.PIX
  1910.         0,0,not flipped
  1911.         TONTRN.PIX
  1912.         0,0,not flipped
  1913.     4                                    // Number of looping frames
  1914.         TONRUNA1.PIX
  1915.         0,0,flipped
  1916.         TONRUNA2.PIX
  1917.         0,0,flipped
  1918.         TONRUNA3.PIX
  1919.         0,0,flipped
  1920.         TONRUNA2.PIX
  1921.         0,0,flipped
  1922.             
  1923. // Sequence #1 - turn frightened and run towards to their left
  1924.  
  1925.     collide                                // Include this frame in collision calcs
  1926.     speed                                // Frame rate type
  1927.     0.08,8                                // Min frame rate, max frame rate,
  1928.     4                                    // Number of initial frames
  1929.         TONSHK.PIX
  1930.         0,0,flipped
  1931.         TONSTL.PIX
  1932.         0,0,flipped
  1933.         TONSHK.PIX
  1934.         0,0,not flipped
  1935.         TONTRN.PIX
  1936.         0,0,not flipped
  1937.     4                                    // Number of looping frames
  1938.         TONRUNT1.PIX
  1939.         0,0,not flipped
  1940.         TONRUNT2.PIX
  1941.         0,0,not flipped
  1942.         TONRUNT3.PIX
  1943.         0,0,not flipped
  1944.         TONRUNT2.PIX
  1945.         0,0,not flipped
  1946.             
  1947. // Sequence #2 - turn frightened and run towards to their right
  1948.  
  1949.     collide                                // Include this frame in collision calcs
  1950.     speed                                // Frame rate type
  1951.     0.08,8                                // Min frame rate, max frame rate,
  1952.     4                                    // Number of initial frames
  1953.         TONSHK.PIX
  1954.         0,0,flipped
  1955.         TONSTL.PIX
  1956.         0,0,flipped
  1957.         TONSHK.PIX
  1958.         0,0,not flipped
  1959.         TONTRN.PIX
  1960.         0,0,not flipped
  1961.     4                                    // Number of looping frames
  1962.         TONRUNT1.PIX
  1963.         0,0,flipped
  1964.         TONRUNT2.PIX
  1965.         0,0,flipped
  1966.         TONRUNT3.PIX
  1967.         0,0,flipped
  1968.         TONRUNT2.PIX
  1969.         0,0,flipped
  1970.             
  1971. // Sequence #3 - turn frightened and run away to their left
  1972.  
  1973.     collide                                // Include this frame in collision calcs
  1974.     speed                                // Frame rate type
  1975.     0.08,8                                // Min frame rate, max frame rate,
  1976.     4                                    // Number of initial frames
  1977.         TONSHK.PIX
  1978.         0,0,flipped
  1979.         TONSTL.PIX
  1980.         0,0,flipped
  1981.         TONSHK.PIX
  1982.         0,0,not flipped
  1983.         TONTRN.PIX
  1984.         0,0,not flipped
  1985.     4                                    // Number of looping frames
  1986.         TONRUNA1.PIX
  1987.         0,0,not flipped
  1988.         TONRUNA2.PIX
  1989.         0,0,not flipped
  1990.         TONRUNA3.PIX
  1991.         0,0,not flipped
  1992.         TONRUNA2.PIX
  1993.         0,0,not flipped
  1994.             
  1995. // Sequence #4 - stationary, looking from side to side
  1996.  
  1997.     collide                                // Include this frame in collision calcs
  1998.     variable                            // Frame rate type
  1999.     1,6                                    // Min frame rate, max frame rate,
  2000.     0                                    // Number of initial frames
  2001.     2                                    // Number of looping frames
  2002.         TONSTL.PIX
  2003.         0,0,not flipped
  2004.         TONSTL.PIX
  2005.         0,0,flipped
  2006.             
  2007.             
  2008. // Sequence #5 - fatal collision with car
  2009.  
  2010.     don't collide                        // Exclude this frame in collision calcs
  2011.     variable                                // Frame rate type
  2012.     12,12                                    // Min frame rate, max frame rate,
  2013.     5                                    // Number of initial frames
  2014.         TONHIT1.PIX
  2015.         0,0,not flipped
  2016.         TONHIT2.PIX
  2017.         0,0,not flipped
  2018.         TONHIT3.PIX
  2019.         0,0,not flipped
  2020.         TONHIT4.PIX
  2021.         0,0,not flipped
  2022.         TONDED.PIX
  2023.         0,0,not flipped
  2024.     0                                    // Number of looping frames
  2025.             
  2026. // Sequence #6 - turning into giblets
  2027.  
  2028.     don't collide                        // Exclude this frame in collision calcs
  2029.     fixed                                // Frame rate type
  2030.     1                                    // Number of initial frames
  2031.         CHUNKS.PIX
  2032.         0,0,not flipped
  2033.     0                                    // Number of looping frames
  2034.             
  2035. // Sequence #7 - non-fatal collision with car
  2036.  
  2037.     collide                                // Include this frame in collision calcs
  2038.     variable                                // Frame rate type
  2039.     12,12                                    // Min frame rate, max frame rate,
  2040.     2                                    // Number of initial frames
  2041.         TONHIT1.PIX
  2042.         0,0,not flipped
  2043.         TONHIT2.PIX
  2044.         0,0,not flipped
  2045.     0                                    // Number of looping frames
  2046.             
  2047. // Sequence #8 - stationary, looking the other way from side to side
  2048.  
  2049.     collide                                // Include this frame in collision calcs
  2050.     variable                            // Frame rate type
  2051.     1,6                                    // Min frame rate, max frame rate,
  2052.     0                                    // Number of initial frames
  2053.     2                                    // Number of looping frames
  2054.         TONBAK.PIX
  2055.         0,0,not flipped
  2056.         TONBAK.PIX
  2057.         0,0,flipped
  2058.             
  2059.     
  2060.  
  2061. NEXT PEDESTRIAN
  2062.  
  2063. // **************** CAM 2 ****************
  2064.  
  2065. 8                                        // Reference number
  2066. 0.245                                    // Height
  2067. 100                                        // Points value
  2068. 10                                        // Hit points
  2069. 2,4031,4030                                // Exploding noises
  2070. -1                                        // Falling noise
  2071. 0.00002                                    // Acceleration
  2072. 1                                        // Image index
  2073. IDENTITY.TAB
  2074. CAM.PIX
  2075. STDPED.MAT
  2076. 2                                        // Index of fatal car-impact action
  2077. 4                                        // Index of non-fatal car-impact action
  2078. 1                                        // Index of after-non-fatal-impact action
  2079. 5                                        // Index of fatal falling action
  2080. 6                                        // Index of non-fatal falling action
  2081. 3                                        // Index of giblets action
  2082.  
  2083. 7                                        // Number of actions
  2084.  
  2085. // Action #0 - stand there, looking nervous
  2086.  
  2087.     0,100                                // Danger level, percentage chance
  2088.     0,0                                    // Initial speed, looping speed
  2089.     20.0                                    // Reaction time for this action
  2090.     0                                    // Sounds
  2091.     3                                    // Number of sequences for this action
  2092.         90,8                            // Max bearing, sequence index
  2093.         270,4                            // Max bearing, sequence index
  2094.         360,8                            // Max bearing, sequence index
  2095.     
  2096. // Action #1 - turn frightened and run like fuck
  2097.  
  2098.     1,100                                // Danger level, percentage chance
  2099.     0,0.0008                            // Initial speed, looping speed
  2100.     0.05                                // Reaction time for this action
  2101.     1,4002                            // Sounds
  2102.     4                                    // Number of sequences for this action
  2103.         90,3                            // Max bearing, sequence index
  2104.         180,1                            // Max bearing, sequence index
  2105.         270,2                            // Max bearing, sequence index
  2106.         360,0                            // Max bearing, sequence index
  2107.     
  2108. // Action #2 - fatal car collision
  2109.  
  2110.     1000,0                                // Danger level, percentage chance
  2111.     0,0                                    // Initial speed, looping speed
  2112.     0                                    // Reaction time for this action
  2113.     1,4015                            // Sounds
  2114.     1                                    // Number of sequences for this action
  2115.         360,5                            // Max bearing, sequence index
  2116.  
  2117. // Action #3 - turning into giblets
  2118.  
  2119.     1000,0                                // Danger level, percentage chance
  2120.     0,0                                    // Initial speed, looping speed
  2121.     0                                    // Reaction time for this action
  2122.     0                                    // Sounds
  2123.     1                                    // Number of sequences for this action
  2124.         360,6                            // Max bearing, sequence index
  2125.  
  2126. // Action #4 - non-fatal car collision
  2127.  
  2128.     1000,0                                // Danger level, percentage chance
  2129.     0,0                                    // Initial speed, looping speed
  2130.     0                                    // Reaction time for this action
  2131.     1,4002                            // Sounds
  2132.     1                                    // Number of sequences for this action
  2133.         360,7                            // Max bearing, sequence index
  2134.  
  2135.  
  2136. // Action #5 - fatal ground collision
  2137.  
  2138.     1000,0                                // Danger level, percentage chance
  2139.     0,0                                    // Initial speed, looping speed
  2140.     0                                    // Reaction time for this action
  2141.     1,4015                            // Sounds
  2142.     1                                    // Number of sequences for this action
  2143.         360,5                            // Max bearing, sequence index
  2144.  
  2145. // Action #6 - non-fatal ground collision
  2146.  
  2147.     1000,0                                // Danger level, percentage chance
  2148.     0,0                                    // Initial speed, looping speed
  2149.     0                                    // Reaction time for this action
  2150.     1,4002                            // Sounds
  2151.     1                                    // Number of sequences for this action
  2152.         360,7                            // Max bearing, sequence index
  2153.  
  2154. 9                                        // Number of sequences
  2155.  
  2156. // Sequence #0 - turn frightened and run away to their right
  2157.  
  2158.     collide                                // Include this frame in collision calcs
  2159.     speed                                // Frame rate type
  2160.     0.08,8                                // Min frame rate, max frame rate,
  2161.     4                                    // Number of initial frames
  2162.         CAMSHK.PIX
  2163.         0,0,flipped
  2164.         CAMSTL.PIX
  2165.         0,0,flipped
  2166.         CAMSHK.PIX
  2167.         0,0,not flipped
  2168.         CAMTRN.PIX
  2169.         0,0,not flipped
  2170.     4                                    // Number of looping frames
  2171.         CAMRUNA1.PIX
  2172.         0,0,flipped
  2173.         CAMRUNA2.PIX
  2174.         0,0,flipped
  2175.         CAMRUNA3.PIX
  2176.         0,0,flipped
  2177.         CAMRUNA2.PIX
  2178.         0,0,flipped
  2179.             
  2180. // Sequence #1 - turn frightened and run towards to their left
  2181.  
  2182.     collide                                // Include this frame in collision calcs
  2183.     speed                                // Frame rate type
  2184.     0.08,8                                // Min frame rate, max frame rate,
  2185.     4                                    // Number of initial frames
  2186.         CAMSHK.PIX
  2187.         0,0,flipped
  2188.         CAMSTL.PIX
  2189.         0,0,flipped
  2190.         CAMSHK.PIX
  2191.         0,0,not flipped
  2192.         CAMTRN.PIX
  2193.         0,0,not flipped
  2194.     4                                    // Number of looping frames
  2195.         CAMRUNT1.PIX
  2196.         0,0,not flipped
  2197.         CAMRUNT2.PIX
  2198.         0,0,not flipped
  2199.         CAMRUNT3.PIX
  2200.         0,0,not flipped
  2201.         CAMRUNT2.PIX
  2202.         0,0,not flipped
  2203.             
  2204. // Sequence #2 - turn frightened and run towards to their right
  2205.  
  2206.     collide                                // Include this frame in collision calcs
  2207.     speed                                // Frame rate type
  2208.     0.08,8                                // Min frame rate, max frame rate,
  2209.     4                                    // Number of initial frames
  2210.         CAMSHK.PIX
  2211.         0,0,flipped
  2212.         CAMSTL.PIX
  2213.         0,0,flipped
  2214.         CAMSHK.PIX
  2215.         0,0,not flipped
  2216.         CAMTRN.PIX
  2217.         0,0,not flipped
  2218.     4                                    // Number of looping frames
  2219.         CAMRUNT1.PIX
  2220.         0,0,flipped
  2221.         CAMRUNT2.PIX
  2222.         0,0,flipped
  2223.         CAMRUNT3.PIX
  2224.         0,0,flipped
  2225.         CAMRUNT2.PIX
  2226.         0,0,flipped
  2227.             
  2228. // Sequence #3 - turn frightened and run away to their left
  2229.  
  2230.     collide                                // Include this frame in collision calcs
  2231.     speed                                // Frame rate type
  2232.     0.08,8                                // Min frame rate, max frame rate,
  2233.     4                                    // Number of initial frames
  2234.         CAMSHK.PIX
  2235.         0,0,flipped
  2236.         CAMSTL.PIX
  2237.         0,0,flipped
  2238.         CAMSHK.PIX
  2239.         0,0,not flipped
  2240.         CAMTRN.PIX
  2241.         0,0,not flipped
  2242.     4                                    // Number of looping frames
  2243.         CAMRUNA1.PIX
  2244.         0,0,not flipped
  2245.         CAMRUNA2.PIX
  2246.         0,0,not flipped
  2247.         CAMRUNA3.PIX
  2248.         0,0,not flipped
  2249.         CAMRUNA2.PIX
  2250.         0,0,not flipped
  2251.             
  2252. // Sequence #4 - stationary, looking from side to side
  2253.  
  2254.     collide                                // Include this frame in collision calcs
  2255.     variable                            // Frame rate type
  2256.     1,6                                    // Min frame rate, max frame rate,
  2257.     0                                    // Number of initial frames
  2258.     2                                    // Number of looping frames
  2259.         CAMSTL.PIX
  2260.         0,0,not flipped
  2261.         CAMSTL.PIX
  2262.         0,0,flipped
  2263.             
  2264.             
  2265. // Sequence #5 - fatal collision with car
  2266.  
  2267.     don't collide                        // Exclude this frame in collision calcs
  2268.     variable                                // Frame rate type
  2269.     12,12                                    // Min frame rate, max frame rate,
  2270.     5                                    // Number of initial frames
  2271.         CAMHIT1.PIX
  2272.         0,0,not flipped
  2273.         CAMHIT2.PIX
  2274.         0,0,not flipped
  2275.         CAMHIT3.PIX
  2276.         0,0,not flipped
  2277.         CAMHIT4.PIX
  2278.         0,0,not flipped
  2279.         CAMDED.PIX
  2280.         0,0,not flipped
  2281.     0                                    // Number of looping frames
  2282.             
  2283. // Sequence #6 - turning into giblets
  2284.  
  2285.     don't collide                        // Exclude this frame in collision calcs
  2286.     fixed                                // Frame rate type
  2287.     1                                    // Number of initial frames
  2288.         CHUNKS.PIX
  2289.         0,0,not flipped
  2290.     0                                    // Number of looping frames
  2291.             
  2292. // Sequence #7 - non-fatal collision with car
  2293.  
  2294.     collide                                // Include this frame in collision calcs
  2295.     variable                                // Frame rate type
  2296.     12,12                                    // Min frame rate, max frame rate,
  2297.     2                                    // Number of initial frames
  2298.         CAMHIT1.PIX
  2299.         0,0,not flipped
  2300.         CAMHIT2.PIX
  2301.         0,0,not flipped
  2302.     0                                    // Number of looping frames
  2303.             
  2304. // Sequence #8 - stationary, looking the other way from side to side
  2305.  
  2306.     collide                                // Include this frame in collision calcs
  2307.     variable                            // Frame rate type
  2308.     1,6                                    // Min frame rate, max frame rate,
  2309.     0                                    // Number of initial frames
  2310.     2                                    // Number of looping frames
  2311.         CAMBAK.PIX
  2312.         0,0,not flipped
  2313.         CAMBAK.PIX
  2314.         0,0,flipped
  2315.             
  2316.     
  2317. NEXT PEDESTRIAN
  2318.  
  2319.  
  2320. // **************** CW0 2 ****************
  2321.  
  2322. 9                                        // Reference number
  2323. 0.27                                    // Height
  2324. 100                                        // Points value
  2325. 10                                        // Hit points
  2326. 2,4031,4030                                // Exploding noises
  2327. 4040                                    // Falling noise
  2328. 0.00002                                    // Acceleration
  2329. 1                                        // Image index
  2330. IDENTITY.TAB
  2331. CW0.PIX
  2332. STDPED.MAT
  2333. 2                                        // Index of fatal car-impact action
  2334. 4                                        // Index of non-fatal car-impact action
  2335. 1                                        // Index of after-non-fatal-impact action
  2336. 5                                        // Index of fatal falling action
  2337. 6                                        // Index of non-fatal falling action
  2338. 3                                        // Index of giblets action
  2339.  
  2340. 7                                        // Number of actions
  2341.  
  2342. // Action #0 - stand there, looking nervous
  2343.  
  2344.     0,100                                // Danger level, percentage chance
  2345.     0,0                                    // Initial speed, looping speed
  2346.     20.0                                    // Reaction time for this action
  2347.     0                                    // Sounds
  2348.     1                                    // Number of sequences for this action
  2349.         360,4                            // Max bearing, sequence index
  2350.     
  2351. // Action #1 - turn frightened and run like fuck
  2352.  
  2353.     1,100                                // Danger level, percentage chance
  2354.     0,0.0008                            // Initial speed, looping speed
  2355.     0.05                                // Reaction time for this action
  2356.     3,4001,4902,4903                            // Sounds
  2357.     4                                    // Number of sequences for this action
  2358.         90,3                            // Max bearing, sequence index
  2359.         180,1                            // Max bearing, sequence index
  2360.         270,2                            // Max bearing, sequence index
  2361.         360,0                            // Max bearing, sequence index
  2362.     
  2363. // Action #2 - fatal car collision
  2364.  
  2365.     1000,0                                // Danger level, percentage chance
  2366.     0,0                                    // Initial speed, looping speed
  2367.     0                                    // Reaction time for this action
  2368.     3,4010,4010,4907                            // Sounds
  2369.     1                                    // Number of sequences for this action
  2370.         360,5                            // Max bearing, sequence index
  2371.  
  2372. // Action #3 - turning into giblets
  2373.  
  2374.     1000,0                                // Danger level, percentage chance
  2375.     0,0                                    // Initial speed, looping speed
  2376.     0                                    // Reaction time for this action
  2377.     0                                    // Sounds
  2378.     1                                    // Number of sequences for this action
  2379.         360,6                            // Max bearing, sequence index
  2380.  
  2381. // Action #4 - non-fatal car collision
  2382.  
  2383.     1000,0                                // Danger level, percentage chance
  2384.     0,0                                    // Initial speed, looping speed
  2385.     0                                    // Reaction time for this action
  2386.     1,4001                            // Sounds
  2387.     1                                    // Number of sequences for this action
  2388.         360,7                            // Max bearing, sequence index
  2389.  
  2390.  
  2391. // Action #5 - fatal ground collision
  2392.  
  2393.     1000,0                                // Danger level, percentage chance
  2394.     0,0                                    // Initial speed, looping speed
  2395.     0                                    // Reaction time for this action
  2396.     1,4010                            // Sounds
  2397.     1                                    // Number of sequences for this action
  2398.         360,5                            // Max bearing, sequence index
  2399.  
  2400. // Action #6 - non-fatal ground collision
  2401.  
  2402.     1000,0                                // Danger level, percentage chance
  2403.     0,0                                    // Initial speed, looping speed
  2404.     0                                    // Reaction time for this action
  2405.     1,4001                            // Sounds
  2406.     1                                    // Number of sequences for this action
  2407.         360,7                            // Max bearing, sequence index
  2408.  
  2409. 8                                        // Number of sequences
  2410.  
  2411. // Sequence #0 - turn frightened and run away to their right
  2412.  
  2413.     collide                                // Include this frame in collision calcs
  2414.     speed                                // Frame rate type
  2415.     0.08,8                                // Min frame rate, max frame rate,
  2416.     4                                    // Number of initial frames
  2417.         CW0SHK.PIX
  2418.         0,0,flipped
  2419.         CW0STL.PIX
  2420.         0,0,flipped
  2421.         CW0SHK.PIX
  2422.         0,0,not flipped
  2423.         CW0TRN.PIX
  2424.         0,0,not flipped
  2425.     4                                    // Number of looping frames
  2426.         CW0RUNA1.PIX
  2427.         0,0,flipped
  2428.         CW0RUNA2.PIX
  2429.         0,0,flipped
  2430.         CW0RUNA3.PIX
  2431.         0,0,flipped
  2432.         CW0RUNA2.PIX
  2433.         0,0,flipped
  2434.             
  2435. // Sequence #1 - turn frightened and run towards to their left
  2436.  
  2437.     collide                                // Include this frame in collision calcs
  2438.     speed                                // Frame rate type
  2439.     0.08,8                                // Min frame rate, max frame rate,
  2440.     4                                    // Number of initial frames
  2441.         CW0SHK.PIX
  2442.         0,0,flipped
  2443.         CW0STL.PIX
  2444.         0,0,flipped
  2445.         CW0SHK.PIX
  2446.         0,0,not flipped
  2447.         CW0TRN.PIX
  2448.         0,0,not flipped
  2449.     4                                    // Number of looping frames
  2450.         CW0RUNT1.PIX
  2451.         0,0,not flipped
  2452.         CW0RUNT2.PIX
  2453.         0,0,not flipped
  2454.         CW0RUNT3.PIX
  2455.         0,0,not flipped
  2456.         CW0RUNT2.PIX
  2457.         0,0,not flipped
  2458.             
  2459. // Sequence #2 - turn frightened and run towards to their right
  2460.  
  2461.     collide                                // Include this frame in collision calcs
  2462.     speed                                // Frame rate type
  2463.     0.08,8                                // Min frame rate, max frame rate,
  2464.     4                                    // Number of initial frames
  2465.         CW0SHK.PIX
  2466.         0,0,flipped
  2467.         CW0STL.PIX
  2468.         0,0,flipped
  2469.         CW0SHK.PIX
  2470.         0,0,not flipped
  2471.         CW0TRN.PIX
  2472.         0,0,not flipped
  2473.     4                                    // Number of looping frames
  2474.         CW0RUNT1.PIX
  2475.         0,0,flipped
  2476.         CW0RUNT2.PIX
  2477.         0,0,flipped
  2478.         CW0RUNT3.PIX
  2479.         0,0,flipped
  2480.         CW0RUNT2.PIX
  2481.         0,0,flipped
  2482.             
  2483. // Sequence #3 - turn frightened and run away to their left
  2484.  
  2485.     collide                                // Include this frame in collision calcs
  2486.     speed                                // Frame rate type
  2487.     0.08,8                                // Min frame rate, max frame rate,
  2488.     4                                    // Number of initial frames
  2489.         CW0SHK.PIX
  2490.         0,0,flipped
  2491.         CW0STL.PIX
  2492.         0,0,flipped
  2493.         CW0SHK.PIX
  2494.         0,0,not flipped
  2495.         CW0TRN.PIX
  2496.         0,0,not flipped
  2497.     4                                    // Number of looping frames
  2498.         CW0RUNA1.PIX
  2499.         0,0,not flipped
  2500.         CW0RUNA2.PIX
  2501.         0,0,not flipped
  2502.         CW0RUNA3.PIX
  2503.         0,0,not flipped
  2504.         CW0RUNA2.PIX
  2505.         0,0,not flipped
  2506.             
  2507. // Sequence #4 - stationary, looking from side to side
  2508.  
  2509.     collide                                // Include this frame in collision calcs
  2510.     variable                            // Frame rate type
  2511.     1,6                                    // Min frame rate, max frame rate,
  2512.     0                                    // Number of initial frames
  2513.     2                                    // Number of looping frames
  2514.         CW0STL.PIX
  2515.         0,0,not flipped
  2516.         CW0STL.PIX
  2517.         0,0,flipped
  2518.             
  2519.             
  2520. // Sequence #5 - fatal collision with car
  2521.  
  2522.     don't collide                        // Exclude this frame in collision calcs
  2523.     variable                                // Frame rate type
  2524.     12,12                                    // Min frame rate, max frame rate,
  2525.     5                                    // Number of initial frames
  2526.         CW0HIT1.PIX
  2527.         0,0,not flipped
  2528.         CW0HIT2.PIX
  2529.         0,0,not flipped
  2530.         CW0HIT3.PIX
  2531.         0,0,not flipped
  2532.         CW0HIT4.PIX
  2533.         0,0,not flipped
  2534.         CW0DED.PIX
  2535.         0,0,not flipped
  2536.     0                                    // Number of looping frames
  2537.             
  2538. // Sequence #6 - turning into giblets
  2539.  
  2540.     don't collide                        // Exclude this frame in collision calcs
  2541.     fixed                                // Frame rate type
  2542.     1                                    // Number of initial frames
  2543.         CHUNKS.PIX
  2544.         0,0,not flipped
  2545.     0                                    // Number of looping frames
  2546.             
  2547. // Sequence #7 - non-fatal collision with car
  2548.  
  2549.     collide                                // Include this frame in collision calcs
  2550.     variable                                // Frame rate type
  2551.     12,12                                    // Min frame rate, max frame rate,
  2552.     2                                    // Number of initial frames
  2553.         CW0HIT1.PIX
  2554.         0,0,not flipped
  2555.         CW0HIT2.PIX
  2556.         0,0,not flipped
  2557.     0                                    // Number of looping frames
  2558.             
  2559.         
  2560. NEXT PEDESTRIAN
  2561.  
  2562.  
  2563. // **************** CW1 2 ****************
  2564.  
  2565. 10                                        // Reference number
  2566. 0.27                                    // Height
  2567. 125                                        // Points value
  2568. 15                                        // Hit points
  2569. 2,4031,4030                                // Exploding noises
  2570. 4040                                    // Falling noise
  2571. 0.00002                                    // Acceleration
  2572. 1                                        // Image index
  2573. IDENTITY.TAB
  2574. CW1.PIX
  2575. STDPED.MAT
  2576. 2                                        // Index of fatal car-impact action
  2577. 4                                        // Index of non-fatal car-impact action
  2578. 1                                        // Index of after-non-fatal-impact action
  2579. 5                                        // Index of fatal falling action
  2580. 6                                        // Index of non-fatal falling action
  2581. 3                                        // Index of giblets action
  2582.  
  2583. 7                                        // Number of actions
  2584.  
  2585. // Action #0 - stand there, looking nervous
  2586.  
  2587.     0,100                                // Danger level, percentage chance
  2588.     0,0                                    // Initial speed, looping speed
  2589.     20.0                                    // Reaction time for this action
  2590.     0                                    // Sounds
  2591.     1                                    // Number of sequences for this action
  2592.         360,4                            // Max bearing, sequence index
  2593.     
  2594. // Action #1 - turn frightened and run like fuck
  2595.  
  2596.     1,100                                // Danger level, percentage chance
  2597.     0,0.0008                            // Initial speed, looping speed
  2598.     0.05                                // Reaction time for this action
  2599.     3,4000,4902,4000                            // Sounds
  2600.     4                                    // Number of sequences for this action
  2601.         90,3                            // Max bearing, sequence index
  2602.         180,2                            // Max bearing, sequence index
  2603.         270,1                            // Max bearing, sequence index
  2604.         360,0                            // Max bearing, sequence index
  2605.     
  2606. // Action #2 - fatal car collision
  2607.  
  2608.     1000,0                                // Danger level, percentage chance
  2609.     0,0                                    // Initial speed, looping speed
  2610.     0                                    // Reaction time for this action
  2611.     2,4011,4907                            // Sounds
  2612.     1                                    // Number of sequences for this action
  2613.         360,5                            // Max bearing, sequence index
  2614.  
  2615. // Action #3 - turning into giblets
  2616.  
  2617.     1000,0                                // Danger level, percentage chance
  2618.     0,0                                    // Initial speed, looping speed
  2619.     0                                    // Reaction time for this action
  2620.     0                                    // Sounds
  2621.     1                                    // Number of sequences for this action
  2622.         360,6                            // Max bearing, sequence index
  2623.  
  2624. // Action #4 - non-fatal car collision
  2625.  
  2626.     1000,0                                // Danger level, percentage chance
  2627.     0,0                                    // Initial speed, looping speed
  2628.     0                                    // Reaction time for this action
  2629.     1,4000                            // Sounds
  2630.     1                                    // Number of sequences for this action
  2631.         360,7                            // Max bearing, sequence index
  2632.  
  2633.  
  2634. // Action #5 - fatal ground collision
  2635.  
  2636.     1000,0                                // Danger level, percentage chance
  2637.     0,0                                    // Initial speed, looping speed
  2638.     0                                    // Reaction time for this action
  2639.     1,4011                            // Sounds
  2640.     1                                    // Number of sequences for this action
  2641.         360,5                            // Max bearing, sequence index
  2642.  
  2643. // Action #6 - non-fatal ground collision
  2644.  
  2645.     1000,0                                // Danger level, percentage chance
  2646.     0,0                                    // Initial speed, looping speed
  2647.     0                                    // Reaction time for this action
  2648.     1,4000                            // Sounds
  2649.     1                                    // Number of sequences for this action
  2650.         360,7                            // Max bearing, sequence index
  2651.  
  2652. 8                                        // Number of sequences
  2653.  
  2654. // Sequence #0 - turn frightened and run away to their right
  2655.  
  2656.     collide                                // Include this frame in collision calcs
  2657.     speed                                // Frame rate type
  2658.     0.10,8                                // Min frame rate, max frame rate,
  2659.     4                                    // Number of initial frames
  2660.         CW1SHK.PIX
  2661.         0,0,flipped
  2662.         CW1STL.PIX
  2663.         0,0,flipped
  2664.         CW1SHK.PIX
  2665.         0,0,not flipped
  2666.         CW1TRN.PIX
  2667.         0,0,not flipped
  2668.     4                                    // Number of looping frames
  2669.         CW1RUNA1.PIX
  2670.         0,0,flipped
  2671.         CW1RUNA2.PIX
  2672.         0,0,flipped
  2673.         CW1RUNA3.PIX
  2674.         0,0,flipped
  2675.         CW1RUNA2.PIX
  2676.         0,0,flipped
  2677.             
  2678. // Sequence #1 - turn frightened and run towards to their left
  2679.  
  2680.     collide                                // Include this frame in collision calcs
  2681.     speed                                // Frame rate type
  2682.     0.10,8                                // Min frame rate, max frame rate,
  2683.     4                                    // Number of initial frames
  2684.         CW1SHK.PIX
  2685.         0,0,flipped
  2686.         CW1STL.PIX
  2687.         0,0,flipped
  2688.         CW1SHK.PIX
  2689.         0,0,not flipped
  2690.         CW1TRN.PIX
  2691.         0,0,not flipped
  2692.     4                                    // Number of looping frames
  2693.         CW1RUNT1.PIX
  2694.         0,0,not flipped
  2695.         CW1RUNT2.PIX
  2696.         0,0,not flipped
  2697.         CW1RUNT3.PIX
  2698.         0,0,not flipped
  2699.         CW1RUNT2.PIX
  2700.         0,0,not flipped
  2701.             
  2702. // Sequence #2 - turn frightened and run towards to their right
  2703.  
  2704.     collide                                // Include this frame in collision calcs
  2705.     speed                                // Frame rate type
  2706.     0.10,8                                // Min frame rate, max frame rate,
  2707.     4                                    // Number of initial frames
  2708.         CW1SHK.PIX
  2709.         0,0,flipped
  2710.         CW1STL.PIX
  2711.         0,0,flipped
  2712.         CW1SHK.PIX
  2713.         0,0,not flipped
  2714.         CW1TRN.PIX
  2715.         0,0,not flipped
  2716.     4                                    // Number of looping frames
  2717.         CW1RUNT1.PIX
  2718.         0,0,flipped
  2719.         CW1RUNT2.PIX
  2720.         0,0,flipped
  2721.         CW1RUNT3.PIX
  2722.         0,0,flipped
  2723.         CW1RUNT2.PIX
  2724.         0,0,flipped
  2725.             
  2726. // Sequence #3 - turn frightened and run away to their left
  2727.  
  2728.     collide                                // Include this frame in collision calcs
  2729.     speed                                // Frame rate type
  2730.     0.10,8                                // Min frame rate, max frame rate,
  2731.     4                                    // Number of initial frames
  2732.         CW1SHK.PIX
  2733.         0,0,flipped
  2734.         CW1STL.PIX
  2735.         0,0,flipped
  2736.         CW1SHK.PIX
  2737.         0,0,not flipped
  2738.         CW1TRN.PIX
  2739.         0,0,not flipped
  2740.     4                                    // Number of looping frames
  2741.         CW1RUNA1.PIX
  2742.         0,0,not flipped
  2743.         CW1RUNA2.PIX
  2744.         0,0,not flipped
  2745.         CW1RUNA3.PIX
  2746.         0,0,not flipped
  2747.         CW1RUNA2.PIX
  2748.         0,0,not flipped
  2749.             
  2750. // Sequence #4 - stationary, looking from side to side
  2751.  
  2752.     collide                                // Include this frame in collision calcs
  2753.     variable                            // Frame rate type
  2754.     1,6                                    // Min frame rate, max frame rate,
  2755.     0                                    // Number of initial frames
  2756.     2                                    // Number of looping frames
  2757.         CW1STL.PIX
  2758.         0,0,not flipped
  2759.         CW1STL.PIX
  2760.         0,0,flipped
  2761.             
  2762.             
  2763. // Sequence #5 - fatal collision with car
  2764.  
  2765.     don't collide                        // Exclude this frame in collision calcs
  2766.     variable                                // Frame rate type
  2767.     12,12                                    // Min frame rate, max frame rate,
  2768.     5                                    // Number of initial frames
  2769.         CW1HIT1.PIX
  2770.         0,0,not flipped
  2771.         CW1HIT2.PIX
  2772.         0,0,not flipped
  2773.         CW1HIT3.PIX
  2774.         0,0,not flipped
  2775.         CW1HIT4.PIX
  2776.         0,0,not flipped
  2777.         CW1DED.PIX
  2778.         0,0,not flipped
  2779.     0                                    // Number of looping frames
  2780.             
  2781. // Sequence #6 - turning into giblets
  2782.  
  2783.     don't collide                        // Exclude this frame in collision calcs
  2784.     fixed                                // Frame rate type
  2785.     1                                    // Number of initial frames
  2786.         CHUNKS.PIX
  2787.         0,0,not flipped
  2788.     0                                    // Number of looping frames
  2789.             
  2790. // Sequence #7 - non-fatal collision with car
  2791.  
  2792.     collide                                // Include this frame in collision calcs
  2793.     variable                                // Frame rate type
  2794.     12,12                                    // Min frame rate, max frame rate,
  2795.     2                                    // Number of initial frames
  2796.         CW1HIT1.PIX
  2797.         0,0,not flipped
  2798.         CW1HIT2.PIX
  2799.         0,0,not flipped
  2800.     0                                    // Number of looping frames
  2801.             
  2802. NEXT PEDESTRIAN
  2803.  
  2804.  
  2805. // **************** CW3 2 ****************
  2806.  
  2807. 11                                        // Reference number
  2808. 0.25                                    // Height
  2809. 110                                        // Points value
  2810. 10                                        // Hit points
  2811. 2,4031,4030                                // Exploding noises
  2812. 4040                                    // Falling noise
  2813. 0.00002                                    // Acceleration
  2814. 1                                        // Image index
  2815. IDENTITY.TAB
  2816. CW3.PIX
  2817. STDPED.MAT
  2818. 2                                        // Index of fatal car-impact action
  2819. 4                                        // Index of non-fatal car-impact action
  2820. 1                                        // Index of after-non-fatal-impact action
  2821. 5                                        // Index of fatal falling action
  2822. 6                                        // Index of non-fatal falling action
  2823. 3                                        // Index of giblets action
  2824.  
  2825. 7                                        // Number of actions
  2826.  
  2827. // Action #0 - stand there, looking nervous
  2828.  
  2829.     0,100                                // Danger level, percentage chance
  2830.     0,0                                    // Initial speed, looping speed
  2831.     20.0                                    // Reaction time for this action
  2832.     0                                    // Sounds
  2833.     1                                    // Number of sequences for this action
  2834.         360,4                            // Max bearing, sequence index
  2835.  
  2836. // Action #1 - turn frightened and run like fuck
  2837.  
  2838.     1,100                                // Danger level, percentage chance
  2839.     0,0.0008                            // Initial speed, looping speed
  2840.     0.05                                // Reaction time for this action
  2841.     2,4000,4910                            // Sounds
  2842.     4                                    // Number of sequences for this action
  2843.         90,0                            // Max bearing, sequence index
  2844.         180,2                            // Max bearing, sequence index
  2845.         270,1                            // Max bearing, sequence index
  2846.         360,3                            // Max bearing, sequence index
  2847.     
  2848. // Action #2 - fatal car collision
  2849.  
  2850.     1000,0                                // Danger level, percentage chance
  2851.     0,0                                    // Initial speed, looping speed
  2852.     0                                    // Reaction time for this action
  2853.     3,4010,4010,4907                            // Sounds
  2854.     1                                    // Number of sequences for this action
  2855.         360,5                            // Max bearing, sequence index
  2856.  
  2857. // Action #3 - turning into giblets
  2858.  
  2859.     1000,0                                // Danger level, percentage chance
  2860.     0,0                                    // Initial speed, looping speed
  2861.     0                                    // Reaction time for this action
  2862.     0                                    // Sounds
  2863.     1                                    // Number of sequences for this action
  2864.         360,6                            // Max bearing, sequence index
  2865.  
  2866. // Action #4 - non-fatal car collision
  2867.  
  2868.     1000,0                                // Danger level, percentage chance
  2869.     0,0                                    // Initial speed, looping speed
  2870.     0                                    // Reaction time for this action
  2871.     1,4000                            // Sounds
  2872.     1                                    // Number of sequences for this action
  2873.         360,7                            // Max bearing, sequence index
  2874.  
  2875.  
  2876. // Action #5 - fatal ground collision
  2877.  
  2878.     1000,0                                // Danger level, percentage chance
  2879.     0,0                                    // Initial speed, looping speed
  2880.     0                                    // Reaction time for this action
  2881.     1,4010                            // Sounds
  2882.     1                                    // Number of sequences for this action
  2883.         360,5                            // Max bearing, sequence index
  2884.  
  2885. // Action #6 - non-fatal ground collision
  2886.  
  2887.     1000,0                                // Danger level, percentage chance
  2888.     0,0                                    // Initial speed, looping speed
  2889.     0                                    // Reaction time for this action
  2890.     1,4000                            // Sounds
  2891.     1                                    // Number of sequences for this action
  2892.         360,7                            // Max bearing, sequence index
  2893.  
  2894. 8                                        // Number of sequences
  2895.  
  2896. // Sequence #0 - turn frightened and run away to their right
  2897.  
  2898.     collide                                // Include this frame in collision calcs
  2899.     speed                                // Frame rate type
  2900.     0.08,8                                // Min frame rate, max frame rate,
  2901.     4                                    // Number of initial frames
  2902.         CW3SHK.PIX
  2903.         0,0,flipped
  2904.         CW3STL.PIX
  2905.         0,0,flipped
  2906.         CW3SHK.PIX
  2907.         0,0,not flipped
  2908.         CW3TRN.PIX
  2909.         0,0,not flipped
  2910.     4                                    // Number of looping frames
  2911.         CW3RUNA1.PIX
  2912.         0,0,flipped
  2913.         CW3RUNA2.PIX
  2914.         0,0,flipped
  2915.         CW3RUNA3.PIX
  2916.         0,0,flipped
  2917.         CW3RUNA2.PIX
  2918.         0,0,flipped
  2919.             
  2920. // Sequence #1 - turn frightened and run towards to their left
  2921.  
  2922.     collide                                // Include this frame in collision calcs
  2923.     speed                                // Frame rate type
  2924.     0.08,8                                // Min frame rate, max frame rate,
  2925.     4                                    // Number of initial frames
  2926.         CW3SHK.PIX
  2927.         0,0,flipped
  2928.         CW3STL.PIX
  2929.         0,0,flipped
  2930.         CW3SHK.PIX
  2931.         0,0,not flipped
  2932.         CW3TRN.PIX
  2933.         0,0,not flipped
  2934.     4                                    // Number of looping frames
  2935.         CW3RUNT1.PIX
  2936.         0,0,not flipped
  2937.         CW3RUNT2.PIX
  2938.         0,0,not flipped
  2939.         CW3RUNT3.PIX
  2940.         0,0,not flipped
  2941.         CW3RUNT2.PIX
  2942.         0,0,not flipped
  2943.             
  2944. // Sequence #2 - turn frightened and run towards to their right
  2945.  
  2946.     collide                                // Include this frame in collision calcs
  2947.     speed                                // Frame rate type
  2948.     0.08,8                                // Min frame rate, max frame rate,
  2949.     4                                    // Number of initial frames
  2950.         CW3SHK.PIX
  2951.         0,0,flipped
  2952.         CW3STL.PIX
  2953.         0,0,flipped
  2954.         CW3SHK.PIX
  2955.         0,0,not flipped
  2956.         CW3TRN.PIX
  2957.         0,0,not flipped
  2958.     4                                    // Number of looping frames
  2959.         CW3RUNT1.PIX
  2960.         0,0,flipped
  2961.         CW3RUNT2.PIX
  2962.         0,0,flipped
  2963.         CW3RUNT3.PIX
  2964.         0,0,flipped
  2965.         CW3RUNT2.PIX
  2966.         0,0,flipped
  2967.             
  2968. // Sequence #3 - turn frightened and run away to their left
  2969.  
  2970.     collide                                // Include this frame in collision calcs
  2971.     speed                                // Frame rate type
  2972.     0.08,8                                // Min frame rate, max frame rate,
  2973.     4                                    // Number of initial frames
  2974.         CW3SHK.PIX
  2975.         0,0,flipped
  2976.         CW3STL.PIX
  2977.         0,0,flipped
  2978.         CW3SHK.PIX
  2979.         0,0,not flipped
  2980.         CW3TRN.PIX
  2981.         0,0,not flipped
  2982.     4                                    // Number of looping frames
  2983.         CW3RUNA1.PIX
  2984.         0,0,not flipped
  2985.         CW3RUNA2.PIX
  2986.         0,0,not flipped
  2987.         CW3RUNA3.PIX
  2988.         0,0,not flipped
  2989.         CW3RUNA2.PIX
  2990.         0,0,not flipped
  2991.             
  2992. // Sequence #4 - stationary, looking from side to side
  2993.  
  2994.     collide                                // Include this frame in collision calcs
  2995.     variable                            // Frame rate type
  2996.     1,6                                    // Min frame rate, max frame rate,
  2997.     0                                    // Number of initial frames
  2998.     2                                    // Number of looping frames
  2999.         CW3STL.PIX
  3000.         0,0,not flipped
  3001.         CW3STL.PIX
  3002.         0,0,flipped
  3003.             
  3004.             
  3005. // Sequence #5 - fatal collision with car
  3006.  
  3007.     don't collide                        // Exclude this frame in collision calcs
  3008.     variable                                // Frame rate type
  3009.     12,12                                    // Min frame rate, max frame rate,
  3010.     5                                    // Number of initial frames
  3011.         CW3HIT1.PIX
  3012.         0,0,not flipped
  3013.         CW3HIT2.PIX
  3014.         0,0,not flipped
  3015.         CW3HIT3.PIX
  3016.         0,0,not flipped
  3017.         CW3HIT4.PIX
  3018.         0,0,not flipped
  3019.         CW3DED.PIX
  3020.         0,0,not flipped
  3021.     0                                    // Number of looping frames
  3022.             
  3023. // Sequence #6 - turning into giblets
  3024.  
  3025.     don't collide                        // Exclude this frame in collision calcs
  3026.     fixed                                // Frame rate type
  3027.     1                                    // Number of initial frames
  3028.         CHUNKS.PIX
  3029.         0,0,not flipped
  3030.     0                                    // Number of looping frames
  3031.             
  3032. // Sequence #7 - non-fatal collision with car
  3033.  
  3034.     collide                                // Include this frame in collision calcs
  3035.     variable                                // Frame rate type
  3036.     12,12                                    // Min frame rate, max frame rate,
  3037.     2                                    // Number of initial frames
  3038.         CW3HIT1.PIX
  3039.         0,0,not flipped
  3040.         CW3HIT2.PIX
  3041.         0,0,not flipped
  3042.     0                                    // Number of looping frames
  3043.             
  3044.     
  3045. NEXT PEDESTRIAN
  3046.  
  3047. // **************** FLAG WAVEY BASTARD MAN ****************
  3048.  
  3049. 99                                        // Reference number
  3050. 0.325                                    // Height
  3051. 1000                                        // Points value
  3052. 20                                        // Hit points
  3053. 2,4031,4030                                // Exploding noises
  3054. 4040                                    // Falling noise
  3055. 0.00002                                    // Acceleration
  3056. 1                                        // Image index
  3057. IDENTITY.TAB
  3058. FLG.PIX
  3059. STDPED.MAT
  3060. 2                                        // Index of fatal car-impact action
  3061. 4                                        // Index of non-fatal car-impact action
  3062. 1                                        // Index of after-non-fatal-impact action
  3063. 5                                        // Index of fatal falling action
  3064. 6                                        // Index of non-fatal falling action
  3065. 3                                        // Index of giblets action
  3066.  
  3067. 8                                        // Number of actions
  3068.  
  3069. // Action #0 - stand there, looking nervous
  3070.  
  3071.     0,100                                // Danger level, percentage chance
  3072.     0,0                                    // Initial speed, looping speed
  3073.     20.0                                    // Reaction time for this action
  3074.     0                                    // Sounds
  3075.     1                                    // Number of sequences for this action
  3076.         360,4                            // Max bearing, sequence index
  3077.  
  3078. // Action #1 - turn frightened and run like fuck
  3079.  
  3080.     7,100                                // Danger level, percentage chance
  3081.     0,0.0008                            // Initial speed, looping speed
  3082.     0.05                                // Reaction time for this action
  3083.     2,4000,4902                            // Sounds
  3084.     4                                    // Number of sequences for this action
  3085.         90,0                            // Max bearing, sequence index
  3086.         180,2                            // Max bearing, sequence index
  3087.         270,1                            // Max bearing, sequence index
  3088.         360,3                            // Max bearing, sequence index
  3089.     
  3090. // Action #2 - fatal car collision
  3091.  
  3092.     1000,0                                // Danger level, percentage chance
  3093.     0,0                                    // Initial speed, looping speed
  3094.     0                                    // Reaction time for this action
  3095.     2,4010,4907                            // Sounds
  3096.     1                                    // Number of sequences for this action
  3097.         360,5                            // Max bearing, sequence index
  3098.  
  3099. // Action #3 - turning into giblets
  3100.  
  3101.     1000,0                                // Danger level, percentage chance
  3102.     0,0                                    // Initial speed, looping speed
  3103.     0                                    // Reaction time for this action
  3104.     0                                    // Sounds
  3105.     1                                    // Number of sequences for this action
  3106.         360,6                            // Max bearing, sequence index
  3107.  
  3108. // Action #4 - non-fatal car collision
  3109.  
  3110.     1000,0                                // Danger level, percentage chance
  3111.     0,0                                    // Initial speed, looping speed
  3112.     0                                    // Reaction time for this action
  3113.     1,4000                            // Sounds
  3114.     1                                    // Number of sequences for this action
  3115.         360,7                            // Max bearing, sequence index
  3116.  
  3117.  
  3118. // Action #5 - fatal ground collision
  3119.  
  3120.     1000,0                                // Danger level, percentage chance
  3121.     0,0                                    // Initial speed, looping speed
  3122.     0                                    // Reaction time for this action
  3123.     1,4010                            // Sounds
  3124.     1                                    // Number of sequences for this action
  3125.         360,5                            // Max bearing, sequence index
  3126.  
  3127. // Action #6 - non-fatal ground collision
  3128.  
  3129.     1000,0                                // Danger level, percentage chance
  3130.     0,0                                    // Initial speed, looping speed
  3131.     0                                    // Reaction time for this action
  3132.     1,4000                            // Sounds
  3133.     1                                    // Number of sequences for this action
  3134.         360,7                            // Max bearing, sequence index
  3135.  
  3136. // Action #7 - wave that flag baby.....
  3137.  
  3138.     1000,0                                // Danger level, percentage chance
  3139.     0,0                                    // Initial speed, looping speed
  3140.     0                                    // Reaction time for this action
  3141.     0                                    // Sounds
  3142.     1                                    // Number of sequences for this action
  3143.         360,8                            // Max bearing, sequence index
  3144.  
  3145. 9                                        // Number of sequences
  3146.  
  3147. // Sequence #0 - turn frightened and run away to their right
  3148.  
  3149.     collide                                // Include this frame in collision calcs
  3150.     speed                                // Frame rate type
  3151.     0.08,8                                // Min frame rate, max frame rate,
  3152.     3                                    // Number of initial frames
  3153.         FLGSHK.PIX
  3154.         0,0,flipped
  3155.         FLGSTL1.PIX
  3156.         0,0,flipped
  3157.         FLGSHK.PIX
  3158.         0,0,not flipped
  3159.     4                                    // Number of looping frames
  3160.         FLGRUNA1.PIX
  3161.         0,0,not flipped
  3162.         FLGRUNA2.PIX
  3163.         0,0,not flipped
  3164.         FLGRUNA3.PIX
  3165.         0,0,not flipped
  3166.         FLGRUNA2.PIX
  3167.         0,0,not flipped
  3168.             
  3169. // Sequence #1 - turn frightened and run towards to their left
  3170.  
  3171.     collide                                // Include this frame in collision calcs
  3172.     speed                                // Frame rate type
  3173.     0.08,8                                // Min frame rate, max frame rate,
  3174.     3                                    // Number of initial frames
  3175.         FLGSHK.PIX
  3176.         0,0,flipped
  3177.         FLGSTL1.PIX
  3178.         0,0,flipped
  3179.         FLGSHK.PIX
  3180.         0,0,not flipped
  3181.     4                                    // Number of looping frames
  3182.         FLGRUNT1.PIX
  3183.         0,0,flipped
  3184.         FLGRUNT2.PIX
  3185.         0,0,flipped
  3186.         FLGRUNT3.PIX
  3187.         0,0,flipped
  3188.         FLGRUNT2.PIX
  3189.         0,0,flipped
  3190.             
  3191. // Sequence #2 - turn frightened and run towards to their right
  3192.  
  3193.     collide                                // Include this frame in collision calcs
  3194.     speed                                // Frame rate type
  3195.     0.08,8                                // Min frame rate, max frame rate,
  3196.     3                                    // Number of initial frames
  3197.         FLGSHK.PIX
  3198.         0,0,flipped
  3199.         FLGSTL1.PIX
  3200.         0,0,flipped
  3201.         FLGSHK.PIX
  3202.         0,0,not flipped
  3203.     4                                    // Number of looping frames
  3204.         FLGRUNT1.PIX
  3205.         0,0,not flipped
  3206.         FLGRUNT2.PIX
  3207.         0,0,not flipped
  3208.         FLGRUNT3.PIX
  3209.         0,0,not flipped
  3210.         FLGRUNT2.PIX
  3211.         0,0,not flipped
  3212.             
  3213. // Sequence #3 - turn frightened and run away to their left
  3214.  
  3215.     collide                                // Include this frame in collision calcs
  3216.     speed                                // Frame rate type
  3217.     0.08,8                                // Min frame rate, max frame rate,
  3218.     3                                    // Number of initial frames
  3219.         FLGSHK.PIX
  3220.         0,0,flipped
  3221.         FLGSTL1.PIX
  3222.         0,0,flipped
  3223.         FLGSHK.PIX
  3224.         0,0,not flipped
  3225.     4                                    // Number of looping frames
  3226.         FLGRUNA1.PIX
  3227.         0,0,flipped
  3228.         FLGRUNA2.PIX
  3229.         0,0,flipped
  3230.         FLGRUNA3.PIX
  3231.         0,0,flipped
  3232.         FLGRUNA2.PIX
  3233.         0,0,flipped
  3234.             
  3235. // Sequence #4 - stationary, looking from side to side
  3236.  
  3237.     collide                                // Include this frame in collision calcs
  3238.     variable                            // Frame rate type
  3239.     1,6                                    // Min frame rate, max frame rate,
  3240.     0                                    // Number of initial frames
  3241.     2                                    // Number of looping frames
  3242.         FLGSTL1.PIX
  3243.         0,0,flipped
  3244.         FLGSTL2.PIX
  3245.         0,0,flipped
  3246.             
  3247.             
  3248. // Sequence #5 - fatal collision with car
  3249.  
  3250.     don't collide                        // Exclude this frame in collision calcs
  3251.     variable                            // Frame rate type
  3252.     9,10                                    // Min frame rate, max frame rate,
  3253.     4                                    // Number of initial frames
  3254.         FLGHIT1.PIX
  3255.         0,0,not flipped
  3256.         FLGHIT2.PIX
  3257.         0,0,not flipped
  3258.         FLGHIT3.PIX
  3259.         0,0,not flipped
  3260.         FLGHIT4.PIX
  3261.         0,0,not flipped
  3262.     2                                    // Number of looping frames
  3263.         FLGDED1.PIX
  3264.         0,0,not flipped
  3265.         FLGDED2.PIX
  3266.         0,0,not flipped
  3267.             
  3268. // Sequence #6 - turning into giblets
  3269.  
  3270.     don't collide                        // Exclude this frame in collision calcs
  3271.     fixed                                // Frame rate type
  3272.     1                                    // Number of initial frames
  3273.         CHUNKS.PIX
  3274.         0,0,not flipped
  3275.     0                                    // Number of looping frames
  3276.             
  3277. // Sequence #7 - non-fatal collision with car
  3278.  
  3279.     collide                                // Include this frame in collision calcs
  3280.     variable                                // Frame rate type
  3281.     12,12                                    // Min frame rate, max frame rate,
  3282.     2                                    // Number of initial frames
  3283.         FLGHIT1.PIX
  3284.         0,0,not flipped
  3285.         FLGHIT2.PIX
  3286.         0,0,not flipped
  3287.     0                                    // Number of looping frames
  3288.             
  3289. // Sequence #8 - flag waving jobby bastard
  3290.  
  3291.     collide                                // Include this frame in collision calcs
  3292.     variable                            // Frame rate type
  3293.     9,10                                    // Min frame rate, max frame rate,
  3294.     0                                    // Number of initial frames
  3295.     4                                    // Number of looping frames
  3296.         FLGWAV1.PIX
  3297.         0,0,not flipped
  3298.         FLGWAV2.PIX
  3299.         0,0,not flipped
  3300.         FLGWAV3.PIX
  3301.         0.07,0,not flipped
  3302.         FLGWAV4.PIX
  3303.         0.07,0,not flipped
  3304.     
  3305.  
  3306. NEXT PEDESTRIAN
  3307.  
  3308. // **************** NIK 2 ****************
  3309.  
  3310. 51                                        // Reference number
  3311. 0.24                                    // Height
  3312. 200                                        // Points value
  3313. 10                                        // Hit points
  3314. 2,4031,4030                                // Exploding noises
  3315. 4003                                        // Falling noise
  3316. 0.00002                                    // Acceleration
  3317. 1                                        // Image index
  3318. IDENTITY.TAB
  3319. NIK.PIX
  3320. STDPED.MAT
  3321. 2                                        // Index of fatal car-impact action
  3322. 4                                        // Index of non-fatal car-impact action
  3323. 1                                        // Index of after-non-fatal-impact action
  3324. 5                                        // Index of fatal falling action
  3325. 6                                        // Index of non-fatal falling action
  3326. 3                                        // Index of giblets action
  3327.  
  3328. 7                                        // Number of actions
  3329.  
  3330. // Action #0 - stand there, looking nervous
  3331.  
  3332.     0,100                                // Danger level, percentage chance
  3333.     0,0                                    // Initial speed, looping speed
  3334.     20.0                                    // Reaction time for this action
  3335.     0                                    // Sounds
  3336.     3                                    // Number of sequences for this action
  3337.         90,8                            // Max bearing, sequence index
  3338.         270,4                            // Max bearing, sequence index
  3339.         360,8                            // Max bearing, sequence index
  3340.     
  3341. // Action #1 - turn frightened and run like fuck
  3342.  
  3343.     1,100                                // Danger level, percentage chance
  3344.     0,0.0008                            // Initial speed, looping speed
  3345.     0.05                                // Reaction time for this action
  3346.     3,4002,4904,4905                            // Sounds
  3347.     4                                    // Number of sequences for this action
  3348.         90,3                            // Max bearing, sequence index
  3349.         180,1                            // Max bearing, sequence index
  3350.         270,2                            // Max bearing, sequence index
  3351.         360,0                            // Max bearing, sequence index
  3352.     
  3353. // Action #2 - fatal car collision
  3354.  
  3355.     1000,0                                // Danger level, percentage chance
  3356.     0,0                                    // Initial speed, looping speed
  3357.     0                                    // Reaction time for this action
  3358.     1,4012                            // Sounds
  3359.     1                                    // Number of sequences for this action
  3360.         360,5                            // Max bearing, sequence index
  3361.  
  3362. // Action #3 - turning into giblets
  3363.  
  3364.     1000,0                                // Danger level, percentage chance
  3365.     0,0                                    // Initial speed, looping speed
  3366.     0                                    // Reaction time for this action
  3367.     0                                    // Sounds
  3368.     1                                    // Number of sequences for this action
  3369.         360,6                            // Max bearing, sequence index
  3370.  
  3371. // Action #4 - non-fatal car collision
  3372.  
  3373.     1000,0                                // Danger level, percentage chance
  3374.     0,0                                    // Initial speed, looping speed
  3375.     0                                    // Reaction time for this action
  3376.     1,4002                            // Sounds
  3377.     1                                    // Number of sequences for this action
  3378.         360,7                            // Max bearing, sequence index
  3379.  
  3380.  
  3381. // Action #5 - fatal ground collision
  3382.  
  3383.     1000,0                                // Danger level, percentage chance
  3384.     0,0                                    // Initial speed, looping speed
  3385.     0                                    // Reaction time for this action
  3386.     1,4012                            // Sounds
  3387.     1                                    // Number of sequences for this action
  3388.         360,5                            // Max bearing, sequence index
  3389.  
  3390. // Action #6 - non-fatal ground collision
  3391.  
  3392.     1000,0                                // Danger level, percentage chance
  3393.     0,0                                    // Initial speed, looping speed
  3394.     0                                    // Reaction time for this action
  3395.     1,4002                            // Sounds
  3396.     1                                    // Number of sequences for this action
  3397.         360,7                            // Max bearing, sequence index
  3398.  
  3399. 9                                        // Number of sequences
  3400.  
  3401. // Sequence #0 - turn frightened and run away to their right
  3402.  
  3403.     collide                                // Include this frame in collision calcs
  3404.     speed                                // Frame rate type
  3405.     0.08,8                                // Min frame rate, max frame rate,
  3406.     4                                    // Number of initial frames
  3407.         NIKSHK.PIX
  3408.         0,0,flipped
  3409.         NIKSTL.PIX
  3410.         0,0,flipped
  3411.         NIKSHK.PIX
  3412.         0,0,not flipped
  3413.         NIKTRN.PIX
  3414.         0,0,not flipped
  3415.     4                                    // Number of looping frames
  3416.         NIKRUNA1.PIX
  3417.         0,0,flipped
  3418.         NIKRUNA2.PIX
  3419.         0,0,flipped
  3420.         NIKRUNA3.PIX
  3421.         0,0,flipped
  3422.         NIKRUNA2.PIX
  3423.         0,0,flipped
  3424.             
  3425. // Sequence #1 - turn frightened and run towards to their left
  3426.  
  3427.     collide                                // Include this frame in collision calcs
  3428.     speed                                // Frame rate type
  3429.     0.08,8                                // Min frame rate, max frame rate,
  3430.     4                                    // Number of initial frames
  3431.         NIKSHK.PIX
  3432.         0,0,flipped
  3433.         NIKSTL.PIX
  3434.         0,0,flipped
  3435.         NIKSHK.PIX
  3436.         0,0,not flipped
  3437.         NIKTRN.PIX
  3438.         0,0,not flipped
  3439.     4                                    // Number of looping frames
  3440.         NIKRUNT1.PIX
  3441.         0,0,not flipped
  3442.         NIKRUNT2.PIX
  3443.         0,0,not flipped
  3444.         NIKRUNT3.PIX
  3445.         0,0,not flipped
  3446.         NIKRUNT2.PIX
  3447.         0,0,not flipped
  3448.             
  3449. // Sequence #2 - turn frightened and run towards to their right
  3450.  
  3451.     collide                                // Include this frame in collision calcs
  3452.     speed                                // Frame rate type
  3453.     0.08,8                                // Min frame rate, max frame rate,
  3454.     4                                    // Number of initial frames
  3455.         NIKSHK.PIX
  3456.         0,0,flipped
  3457.         NIKSTL.PIX
  3458.         0,0,flipped
  3459.         NIKSHK.PIX
  3460.         0,0,not flipped
  3461.         NIKTRN.PIX
  3462.         0,0,not flipped
  3463.     4                                    // Number of looping frames
  3464.         NIKRUNT1.PIX
  3465.         0,0,flipped
  3466.         NIKRUNT2.PIX
  3467.         0,0,flipped
  3468.         NIKRUNT3.PIX
  3469.         0,0,flipped
  3470.         NIKRUNT2.PIX
  3471.         0,0,flipped
  3472.             
  3473. // Sequence #3 - turn frightened and run away to their left
  3474.  
  3475.     collide                                // Include this frame in collision calcs
  3476.     speed                                // Frame rate type
  3477.     0.08,8                                // Min frame rate, max frame rate,
  3478.     4                                    // Number of initial frames
  3479.         NIKSHK.PIX
  3480.         0,0,flipped
  3481.         NIKSTL.PIX
  3482.         0,0,flipped
  3483.         NIKSHK.PIX
  3484.         0,0,not flipped
  3485.         NIKTRN.PIX
  3486.         0,0,not flipped
  3487.     4                                    // Number of looping frames
  3488.         NIKRUNA1.PIX
  3489.         0,0,not flipped
  3490.         NIKRUNA2.PIX
  3491.         0,0,not flipped
  3492.         NIKRUNA3.PIX
  3493.         0,0,not flipped
  3494.         NIKRUNA2.PIX
  3495.         0,0,not flipped
  3496.             
  3497. // Sequence #4 - stationary, looking from side to side
  3498.  
  3499.     collide                                // Include this frame in collision calcs
  3500.     variable                            // Frame rate type
  3501.     1,6                                    // Min frame rate, max frame rate,
  3502.     0                                    // Number of initial frames
  3503.     2                                    // Number of looping frames
  3504.         NIKSTL.PIX
  3505.         0,0,not flipped
  3506.         NIKSTL.PIX
  3507.         0,0,flipped
  3508.             
  3509.             
  3510. // Sequence #5 - fatal collision with car
  3511.  
  3512.     don't collide                        // Exclude this frame in collision calcs
  3513.     variable                                // Frame rate type
  3514.     12,12                                    // Min frame rate, max frame rate,
  3515.     5                                    // Number of initial frames
  3516.         NIKHIT1.PIX
  3517.         0,0,not flipped
  3518.         NIKHIT2.PIX
  3519.         0,0,not flipped
  3520.         NIKHIT3.PIX
  3521.         0,0,not flipped
  3522.         NIKHIT4.PIX
  3523.         0,0,not flipped
  3524.         NIKDED.PIX
  3525.         0,0,not flipped
  3526.     0                                    // Number of looping frames
  3527.             
  3528. // Sequence #6 - turning into giblets
  3529.  
  3530.     don't collide                        // Exclude this frame in collision calcs
  3531.     fixed                                // Frame rate type
  3532.     1                                    // Number of initial frames
  3533.         CHUNKS.PIX
  3534.         0,0,not flipped
  3535.     0                                    // Number of looping frames
  3536.             
  3537. // Sequence #7 - non-fatal collision with car
  3538.  
  3539.     collide                                // Include this frame in collision calcs
  3540.     variable                                // Frame rate type
  3541.     12,12                                    // Min frame rate, max frame rate,
  3542.     2                                    // Number of initial frames
  3543.         NIKHIT1.PIX
  3544.         0,0,not flipped
  3545.         NIKHIT2.PIX
  3546.         0,0,not flipped
  3547.     0                                    // Number of looping frames
  3548.             
  3549. // Sequence #8 - stationary, looking the other way from side to side
  3550.  
  3551.     collide                                // Include this frame in collision calcs
  3552.     variable                            // Frame rate type
  3553.     1,6                                    // Min frame rate, max frame rate,
  3554.     0                                    // Number of initial frames
  3555.     2                                    // Number of looping frames
  3556.         NIKBAK.PIX
  3557.         0,0,not flipped
  3558.         NIKBAK.PIX
  3559.         0,0,flipped
  3560.             
  3561.     
  3562.  
  3563. NEXT PEDESTRIAN
  3564.  
  3565. // **************** BUS 2 ****************
  3566.  
  3567. 52                                        // Reference number
  3568. 0.27                                    // Height
  3569. 100                                        // Points value
  3570. 10                                        // Hit points
  3571. 2,4031,4030                                // Exploding noises
  3572. 4040                                    // Falling noise
  3573. 0.00002                                    // Acceleration
  3574. 1                                        // Image index
  3575. IDENTITY.TAB
  3576. BUS.PIX
  3577. STDPED.MAT
  3578. 2                                        // Index of fatal car-impact action
  3579. 4                                        // Index of non-fatal car-impact action
  3580. 1                                        // Index of after-non-fatal-impact action
  3581. 5                                        // Index of fatal falling action
  3582. 6                                        // Index of non-fatal falling action
  3583. 3                                        // Index of giblets action
  3584.  
  3585. 7                                        // Number of actions
  3586.  
  3587. // Action #0 - stand there, looking nervous
  3588.  
  3589.     0,100                                // Danger level, percentage chance
  3590.     0,0                                    // Initial speed, looping speed
  3591.     20.0                                    // Reaction time for this action
  3592.     0                                    // Sounds
  3593.     3                                    // Number of sequences for this action
  3594.         90,8                            // Max bearing, sequence index
  3595.         270,4                            // Max bearing, sequence index
  3596.         360,8                            // Max bearing, sequence index
  3597.  
  3598. // Action #1 - turn frightened and run like fuck
  3599.  
  3600.     1,100                                // Danger level, percentage chance
  3601.     0,0.0008                            // Initial speed, looping speed
  3602.     0.05                                // Reaction time for this action
  3603.     1,4003                            // Sounds
  3604.     4                                    // Number of sequences for this action
  3605.         90,0                            // Max bearing, sequence index
  3606.         180,1                            // Max bearing, sequence index
  3607.         270,2                            // Max bearing, sequence index
  3608.         360,3                            // Max bearing, sequence index
  3609.     
  3610. // Action #2 - fatal car collision
  3611.  
  3612.     1000,0                                // Danger level, percentage chance
  3613.     0,0                                    // Initial speed, looping speed
  3614.     0                                    // Reaction time for this action
  3615.     1,4013                            // Sounds
  3616.     1                                    // Number of sequences for this action
  3617.         360,5                            // Max bearing, sequence index
  3618.  
  3619. // Action #3 - turning into giblets
  3620.  
  3621.     1000,0                                // Danger level, percentage chance
  3622.     0,0                                    // Initial speed, looping speed
  3623.     0                                    // Reaction time for this action
  3624.     0                                    // Sounds
  3625.     1                                    // Number of sequences for this action
  3626.         360,6                            // Max bearing, sequence index
  3627.  
  3628. // Action #4 - non-fatal car collision
  3629.  
  3630.     1000,0                                // Danger level, percentage chance
  3631.     0,0                                    // Initial speed, looping speed
  3632.     0                                    // Reaction time for this action
  3633.     1,4003                            // Sounds
  3634.     1                                    // Number of sequences for this action
  3635.         360,7                            // Max bearing, sequence index
  3636.  
  3637.  
  3638. // Action #5 - fatal ground collision
  3639.  
  3640.     1000,0                                // Danger level, percentage chance
  3641.     0,0                                    // Initial speed, looping speed
  3642.     0                                    // Reaction time for this action
  3643.     1,4013                            // Sounds
  3644.     1                                    // Number of sequences for this action
  3645.         360,5                            // Max bearing, sequence index
  3646.  
  3647. // Action #6 - non-fatal ground collision
  3648.  
  3649.     1000,0                                // Danger level, percentage chance
  3650.     0,0                                    // Initial speed, looping speed
  3651.     0                                    // Reaction time for this action
  3652.     1,4003                            // Sounds
  3653.     1                                    // Number of sequences for this action
  3654.         360,7                            // Max bearing, sequence index
  3655.  
  3656. 9                                        // Number of sequences
  3657.  
  3658. // Sequence #0 - turn frightened and run away to their right
  3659.  
  3660.     collide                                // Include this frame in collision calcs
  3661.     speed                                // Frame rate type
  3662.     0.06,8                                // Min frame rate, max frame rate,
  3663.     4                                    // Number of initial frames
  3664.         BUSSHK.PIX
  3665.         0,0,flipped
  3666.         BUSSTL.PIX
  3667.         0,0,flipped
  3668.         BUSSHK.PIX
  3669.         0,0,not flipped
  3670.         BUSTRN.PIX
  3671.         0,0,not flipped
  3672.     4                                    // Number of looping frames
  3673.         BUSRUNA1.PIX
  3674.         0,0,flipped
  3675.         BUSRUNA2.PIX
  3676.         0,0,flipped
  3677.         BUSRUNA3.PIX
  3678.         0,0,flipped
  3679.         BUSRUNA2.PIX
  3680.         0,0,flipped
  3681.             
  3682. // Sequence #1 - turn frightened and run towards to their left
  3683.  
  3684.     collide                                // Include this frame in collision calcs
  3685.     speed                                // Frame rate type
  3686.     0.06,8                                // Min frame rate, max frame rate,
  3687.     4                                    // Number of initial frames
  3688.         BUSSHK.PIX
  3689.         0,0,flipped
  3690.         BUSSTL.PIX
  3691.         0,0,flipped
  3692.         BUSSHK.PIX
  3693.         0,0,not flipped
  3694.         BUSTRN.PIX
  3695.         0,0,not flipped
  3696.     4                                    // Number of looping frames
  3697.         BUSRUNT1.PIX
  3698.         0,0,not flipped
  3699.         BUSRUNT2.PIX
  3700.         0,0,not flipped
  3701.         BUSRUNT3.PIX
  3702.         0,0,not flipped
  3703.         BUSRUNT2.PIX
  3704.         0,0,not flipped
  3705.             
  3706. // Sequence #2 - turn frightened and run towards to their right
  3707.  
  3708.     collide                                // Include this frame in collision calcs
  3709.     speed                                // Frame rate type
  3710.     0.06,8                                // Min frame rate, max frame rate,
  3711.     4                                    // Number of initial frames
  3712.         BUSSHK.PIX
  3713.         0,0,flipped
  3714.         BUSSTL.PIX
  3715.         0,0,flipped
  3716.         BUSSHK.PIX
  3717.         0,0,not flipped
  3718.         BUSTRN.PIX
  3719.         0,0,not flipped
  3720.     4                                    // Number of looping frames
  3721.         BUSRUNT1.PIX
  3722.         0,0,flipped
  3723.         BUSRUNT2.PIX
  3724.         0,0,flipped
  3725.         BUSRUNT3.PIX
  3726.         0,0,flipped
  3727.         BUSRUNT2.PIX
  3728.         0,0,flipped
  3729.             
  3730. // Sequence #3 - turn frightened and run away to their left
  3731.  
  3732.     collide                                // Include this frame in collision calcs
  3733.     speed                                // Frame rate type
  3734.     0.06,8                                // Min frame rate, max frame rate,
  3735.     4                                    // Number of initial frames
  3736.         BUSSHK.PIX
  3737.         0,0,flipped
  3738.         BUSSTL.PIX
  3739.         0,0,flipped
  3740.         BUSSHK.PIX
  3741.         0,0,not flipped
  3742.         BUSTRN.PIX
  3743.         0,0,not flipped
  3744.     4                                    // Number of looping frames
  3745.         BUSRUNA1.PIX
  3746.         0,0,not flipped
  3747.         BUSRUNA2.PIX
  3748.         0,0,not flipped
  3749.         BUSRUNA3.PIX
  3750.         0,0,not flipped
  3751.         BUSRUNA2.PIX
  3752.         0,0,not flipped
  3753.             
  3754. // Sequence #4 - stationary, looking from side to side
  3755.  
  3756.     collide                                // Include this frame in collision calcs
  3757.     variable                            // Frame rate type
  3758.     1,6                                    // Min frame rate, max frame rate,
  3759.     0                                    // Number of initial frames
  3760.     2                                    // Number of looping frames
  3761.         BUSSTL.PIX
  3762.         0,0,not flipped
  3763.         BUSSTL.PIX
  3764.         0,0,flipped
  3765.             
  3766.             
  3767. // Sequence #5 - fatal collision with car
  3768.  
  3769.     don't collide                        // Exclude this frame in collision calcs
  3770.     variable                                // Frame rate type
  3771.     12,12                                    // Min frame rate, max frame rate,
  3772.     5                                    // Number of initial frames
  3773.         BUSHIT1.PIX
  3774.         0,0,not flipped
  3775.         BUSHIT2.PIX
  3776.         0,0,not flipped
  3777.         BUSHIT3.PIX
  3778.         0,0,not flipped
  3779.         BUSHIT4.PIX
  3780.         0,0,not flipped
  3781.         BUSDED.PIX
  3782.         0,0,not flipped
  3783.     0                                    // Number of looping frames
  3784.             
  3785. // Sequence #6 - turning into giblets
  3786.  
  3787.     don't collide                        // Exclude this frame in collision calcs
  3788.     fixed                                // Frame rate type
  3789.     1                                    // Number of initial frames
  3790.         CHUNKS.PIX
  3791.         0,0,not flipped
  3792.     0                                    // Number of looping frames
  3793.             
  3794. // Sequence #7 - non-fatal collision with car
  3795.  
  3796.     collide                                // Include this frame in collision calcs
  3797.     variable                                // Frame rate type
  3798.     12,12                                    // Min frame rate, max frame rate,
  3799.     2                                    // Number of initial frames
  3800.         BUSHIT1.PIX
  3801.         0,0,not flipped
  3802.         BUSHIT2.PIX
  3803.         0,0,not flipped
  3804.     0                                    // Number of looping frames
  3805.             
  3806. // Sequence #8 - stationary, looking the other way from side to side
  3807.  
  3808.     collide                                // Include this frame in collision calcs
  3809.     variable                            // Frame rate type
  3810.     1,6                                    // Min frame rate, max frame rate,
  3811.     0                                    // Number of initial frames
  3812.     2                                    // Number of looping frames
  3813.         BUSBAK.PIX
  3814.         0,0,not flipped
  3815.         BUSBAK.PIX
  3816.         0,0,flipped
  3817.             
  3818.     
  3819.  
  3820. NEXT PEDESTRIAN
  3821.  
  3822. // **************** FAT 2 ****************
  3823.  
  3824. 53                                        // Reference number
  3825. 0.27                                    // Height
  3826. 100                                        // Points value
  3827. 10                                        // Hit points
  3828. 2,4031,4030                                // Exploding noises
  3829. 4040                                    // Falling noise
  3830. 0.00002                                    // Acceleration
  3831. 1                                        // Image index
  3832. IDENTITY.TAB
  3833. FAT.PIX
  3834. STDPED.MAT
  3835. 2                                        // Index of fatal car-impact action
  3836. 4                                        // Index of non-fatal car-impact action
  3837. 1                                        // Index of after-non-fatal-impact action
  3838. 5                                        // Index of fatal falling action
  3839. 6                                        // Index of non-fatal falling action
  3840. 3                                        // Index of giblets action
  3841.  
  3842. 7                                        // Number of actions
  3843.  
  3844. // Action #0 - stand there, looking nervous
  3845.  
  3846.     0,100                                // Danger level, percentage chance
  3847.     0,0                                    // Initial speed, looping speed
  3848.     20.0                                    // Reaction time for this action
  3849.     0                                    // Sounds
  3850.     3                                    // Number of sequences for this action
  3851.         90,8                            // Max bearing, sequence index
  3852.         270,4                            // Max bearing, sequence index
  3853.         360,8                            // Max bearing, sequence index
  3854.  
  3855. // Action #1 - turn frightened and run like fuck
  3856.  
  3857.     1,100                                // Danger level, percentage chance
  3858.     0,0.0005                            // Initial speed, looping speed
  3859.     0.05                                // Reaction time for this action
  3860.     1,4001                            // Sounds
  3861.     4                                    // Number of sequences for this action
  3862.         90,3                            // Max bearing, sequence index
  3863.         180,1                            // Max bearing, sequence index
  3864.         270,2                            // Max bearing, sequence index
  3865.         360,0                            // Max bearing, sequence index
  3866.     
  3867. // Action #2 - fatal car collision
  3868.  
  3869.     1000,0                                // Danger level, percentage chance
  3870.     0,0                                    // Initial speed, looping speed
  3871.     0                                    // Reaction time for this action
  3872.     1,4010                            // Sounds
  3873.     1                                    // Number of sequences for this action
  3874.         360,5                            // Max bearing, sequence index
  3875.  
  3876. // Action #3 - turning into giblets
  3877.  
  3878.     1000,0                                // Danger level, percentage chance
  3879.     0,0                                    // Initial speed, looping speed
  3880.     0                                    // Reaction time for this action
  3881.     0                                    // Sounds
  3882.     1                                    // Number of sequences for this action
  3883.         360,6                            // Max bearing, sequence index
  3884.  
  3885. // Action #4 - non-fatal car collision
  3886.  
  3887.     1000,0                                // Danger level, percentage chance
  3888.     0,0                                    // Initial speed, looping speed
  3889.     0                                    // Reaction time for this action
  3890.     1,4001                            // Sounds
  3891.     1                                    // Number of sequences for this action
  3892.         360,7                            // Max bearing, sequence index
  3893.  
  3894.  
  3895. // Action #5 - fatal ground collision
  3896.  
  3897.     1000,0                                // Danger level, percentage chance
  3898.     0,0                                    // Initial speed, looping speed
  3899.     0                                    // Reaction time for this action
  3900.     1,4010                            // Sounds
  3901.     1                                    // Number of sequences for this action
  3902.         360,5                            // Max bearing, sequence index
  3903.  
  3904. // Action #6 - non-fatal ground collision
  3905.  
  3906.     1000,0                                // Danger level, percentage chance
  3907.     0,0                                    // Initial speed, looping speed
  3908.     0                                    // Reaction time for this action
  3909.     1,4001                            // Sounds
  3910.     1                                    // Number of sequences for this action
  3911.         360,7                            // Max bearing, sequence index
  3912.  
  3913. 9                                        // Number of sequences
  3914.  
  3915. // Sequence #0 - turn frightened and run away to their right
  3916.  
  3917.     collide                                // Include this frame in collision calcs
  3918.     speed                                // Frame rate type
  3919.     0.09,8                                // Min frame rate, max frame rate,
  3920.     4                                    // Number of initial frames
  3921.         FATSHK.PIX
  3922.         0,0,flipped
  3923.         FATSTL.PIX
  3924.         0,0,flipped
  3925.         FATSHK.PIX
  3926.         0,0,not flipped
  3927.         FATTRN.PIX
  3928.         0,0,not flipped
  3929.     4                                    // Number of looping frames
  3930.         FATRUNA1.PIX
  3931.         0,0,flipped
  3932.         FATRUNA2.PIX
  3933.         0,0,flipped
  3934.         FATRUNA3.PIX
  3935.         0,0,flipped
  3936.         FATRUNA2.PIX
  3937.         0,0,flipped
  3938.             
  3939. // Sequence #1 - turn frightened and run towards to their left
  3940.  
  3941.     collide                                // Include this frame in collision calcs
  3942.     speed                                // Frame rate type
  3943.     0.07,8                                // Min frame rate, max frame rate,
  3944.     4                                    // Number of initial frames
  3945.         FATSHK.PIX
  3946.         0,0,flipped
  3947.         FATSTL.PIX
  3948.         0,0,flipped
  3949.         FATSHK.PIX
  3950.         0,0,not flipped
  3951.         FATTRN.PIX
  3952.         0,0,not flipped
  3953.     4                                    // Number of looping frames
  3954.         FATRUNT1.PIX
  3955.         0,0,not flipped
  3956.         FATRUNT2.PIX
  3957.         0,0,not flipped
  3958.         FATRUNT3.PIX
  3959.         0,0,not flipped
  3960.         FATRUNT2.PIX
  3961.         0,0,not flipped
  3962.             
  3963. // Sequence #2 - turn frightened and run towards to their right
  3964.  
  3965.     collide                                // Include this frame in collision calcs
  3966.     speed                                // Frame rate type
  3967.     0.07,8                                // Min frame rate, max frame rate,
  3968.     4                                    // Number of initial frames
  3969.         FATSHK.PIX
  3970.         0,0,flipped
  3971.         FATSTL.PIX
  3972.         0,0,flipped
  3973.         FATSHK.PIX
  3974.         0,0,not flipped
  3975.         FATTRN.PIX
  3976.         0,0,not flipped
  3977.     4                                    // Number of looping frames
  3978.         FATRUNT1.PIX
  3979.         0,0,flipped
  3980.         FATRUNT2.PIX
  3981.         0,0,flipped
  3982.         FATRUNT3.PIX
  3983.         0,0,flipped
  3984.         FATRUNT2.PIX
  3985.         0,0,flipped
  3986.             
  3987. // Sequence #3 - turn frightened and run away to their left
  3988.  
  3989.     collide                                // Include this frame in collision calcs
  3990.     speed                                // Frame rate type
  3991.     0.09,8                                // Min frame rate, max frame rate,
  3992.     4                                    // Number of initial frames
  3993.         FATSHK.PIX
  3994.         0,0,flipped
  3995.         FATSTL.PIX
  3996.         0,0,flipped
  3997.         FATSHK.PIX
  3998.         0,0,not flipped
  3999.         FATTRN.PIX
  4000.         0,0,not flipped
  4001.     4                                    // Number of looping frames
  4002.         FATRUNA1.PIX
  4003.         0,0,not flipped
  4004.         FATRUNA2.PIX
  4005.         0,0,not flipped
  4006.         FATRUNA3.PIX
  4007.         0,0,not flipped
  4008.         FATRUNA2.PIX
  4009.         0,0,not flipped
  4010.             
  4011. // Sequence #4 - stationary, looking from side to side
  4012.  
  4013.     collide                                // Include this frame in collision calcs
  4014.     variable                            // Frame rate type
  4015.     1,6                                    // Min frame rate, max frame rate,
  4016.     0                                    // Number of initial frames
  4017.     2                                    // Number of looping frames
  4018.         FATSTL.PIX
  4019.         0,0,not flipped
  4020.         FATSTL.PIX
  4021.         0,0,flipped
  4022.             
  4023.             
  4024. // Sequence #5 - fatal collision with car
  4025.  
  4026.     don't collide                        // Exclude this frame in collision calcs
  4027.     variable                                // Frame rate type
  4028.     12,12                                    // Min frame rate, max frame rate,
  4029.     5                                    // Number of initial frames
  4030.         FATHIT1.PIX
  4031.         0,0,not flipped
  4032.         FATHIT2.PIX
  4033.         0,0,not flipped
  4034.         FATHIT3.PIX
  4035.         0,0,not flipped
  4036.         FATHIT4.PIX
  4037.         0,0,not flipped
  4038.         FATDED.PIX
  4039.         0,0,not flipped
  4040.     0                                    // Number of looping frames
  4041.             
  4042. // Sequence #6 - turning into giblets
  4043.  
  4044.     don't collide                        // Exclude this frame in collision calcs
  4045.     fixed                                // Frame rate type
  4046.     1                                    // Number of initial frames
  4047.         CHUNKS.PIX
  4048.         0,0,not flipped
  4049.     0                                    // Number of looping frames
  4050.             
  4051. // Sequence #7 - non-fatal collision with car
  4052.  
  4053.     collide                                // Include this frame in collision calcs
  4054.     variable                                // Frame rate type
  4055.     12,12                                    // Min frame rate, max frame rate,
  4056.     2                                    // Number of initial frames
  4057.         FATHIT1.PIX
  4058.         0,0,not flipped
  4059.         FATHIT2.PIX
  4060.         0,0,not flipped
  4061.     0                                    // Number of looping frames
  4062.             
  4063. // Sequence #8 - stationary, looking the other way from side to side
  4064.  
  4065.     collide                                // Include this frame in collision calcs
  4066.     variable                            // Frame rate type
  4067.     1,6                                    // Min frame rate, max frame rate,
  4068.     0                                    // Number of initial frames
  4069.     2                                    // Number of looping frames
  4070.         FATBAK.PIX
  4071.         0,0,not flipped
  4072.         FATBAK.PIX
  4073.         0,0,flipped
  4074.             
  4075.     
  4076.  
  4077. NEXT PEDESTRIAN
  4078.  
  4079. // **************** ANN 2 ****************
  4080.  
  4081. 54                                        // Reference number
  4082. 0.27                                    // Height
  4083. 100                                        // Points value
  4084. 10                                        // Hit points
  4085. 2,4031,4030                                // Exploding noises
  4086. -1                                        // Falling noise
  4087. 0.00002                                    // Acceleration
  4088. 1                                        // Image index
  4089. IDENTITY.TAB
  4090. ANN.PIX
  4091. STDPED.MAT
  4092. 2                                        // Index of fatal car-impact action
  4093. 4                                        // Index of non-fatal car-impact action
  4094. 1                                        // Index of after-non-fatal-impact action
  4095. 5                                        // Index of fatal falling action
  4096. 6                                        // Index of non-fatal falling action
  4097. 3                                        // Index of giblets action
  4098.  
  4099. 7                                        // Number of actions
  4100.  
  4101. // Action #0 - stand there, looking nervous
  4102.  
  4103.     0,100                                // Danger level, percentage chance
  4104.     0,0                                    // Initial speed, looping speed
  4105.     20.0                                    // Reaction time for this action
  4106.     0                                    // Sounds
  4107.     3                                    // Number of sequences for this action
  4108.         90,8                            // Max bearing, sequence index
  4109.         270,4                            // Max bearing, sequence index
  4110.         360,8                            // Max bearing, sequence index
  4111.  
  4112.     
  4113. // Action #1 - turn frightened and run like fuck
  4114.  
  4115.     1,100                                // Danger level, percentage chance
  4116.     0,0.0008                            // Initial speed, looping speed
  4117.     0.05                                // Reaction time for this action
  4118.     1,4002                            // Sounds
  4119.     4                                    // Number of sequences for this action
  4120.         90,0                            // Max bearing, sequence index
  4121.         180,1                            // Max bearing, sequence index
  4122.         270,2                            // Max bearing, sequence index
  4123.         360,3                            // Max bearing, sequence index
  4124.     
  4125. // Action #2 - fatal car collision
  4126.  
  4127.     1000,0                                // Danger level, percentage chance
  4128.     0,0                                    // Initial speed, looping speed
  4129.     0                                    // Reaction time for this action
  4130.     1,4014                            // Sounds
  4131.     1                                    // Number of sequences for this action
  4132.         360,5                            // Max bearing, sequence index
  4133.  
  4134. // Action #3 - turning into giblets
  4135.  
  4136.     1000,0                                // Danger level, percentage chance
  4137.     0,0                                    // Initial speed, looping speed
  4138.     0                                    // Reaction time for this action
  4139.     0                                    // Sounds
  4140.     1                                    // Number of sequences for this action
  4141.         360,6                            // Max bearing, sequence index
  4142.  
  4143. // Action #4 - non-fatal car collision
  4144.  
  4145.     1000,0                                // Danger level, percentage chance
  4146.     0,0                                    // Initial speed, looping speed
  4147.     0                                    // Reaction time for this action
  4148.     1,4002                            // Sounds
  4149.     1                                    // Number of sequences for this action
  4150.         360,7                            // Max bearing, sequence index
  4151.  
  4152.  
  4153. // Action #5 - fatal ground collision
  4154.  
  4155.     1000,0                                // Danger level, percentage chance
  4156.     0,0                                    // Initial speed, looping speed
  4157.     0                                    // Reaction time for this action
  4158.     1,4014                            // Sounds
  4159.     1                                    // Number of sequences for this action
  4160.         360,5                            // Max bearing, sequence index
  4161.  
  4162. // Action #6 - non-fatal ground collision
  4163.  
  4164.     1000,0                                // Danger level, percentage chance
  4165.     0,0                                    // Initial speed, looping speed
  4166.     0                                    // Reaction time for this action
  4167.     1,4002                            // Sounds
  4168.     1                                    // Number of sequences for this action
  4169.         360,7                            // Max bearing, sequence index
  4170.  
  4171. 9                                        // Number of sequences
  4172.  
  4173. // Sequence #0 - turn frightened and run away to their right
  4174.  
  4175.     collide                                // Include this frame in collision calcs
  4176.     speed                                // Frame rate type
  4177.     0.08,8                                // Min frame rate, max frame rate,
  4178.     4                                    // Number of initial frames
  4179.         ANSHK.PIX
  4180.         0,0,flipped
  4181.         ANSTL.PIX
  4182.         0,0,flipped
  4183.         ANSHK.PIX
  4184.         0,0,not flipped
  4185.         ANTRN.PIX
  4186.         0,0,not flipped
  4187.     4                                    // Number of looping frames
  4188.         ANRUNA1.PIX
  4189.         0,0,flipped
  4190.         ANRUNA2.PIX
  4191.         0,0,flipped
  4192.         ANRUNA3.PIX
  4193.         0,0,flipped
  4194.         ANRUNA2.PIX
  4195.         0,0,flipped
  4196.             
  4197. // Sequence #1 - turn frightened and run towards to their left
  4198.  
  4199.     collide                                // Include this frame in collision calcs
  4200.     speed                                // Frame rate type
  4201.     0.08,8                                // Min frame rate, max frame rate,
  4202.     4                                    // Number of initial frames
  4203.         ANSHK.PIX
  4204.         0,0,flipped
  4205.         ANSTL.PIX
  4206.         0,0,flipped
  4207.         ANSHK.PIX
  4208.         0,0,not flipped
  4209.         ANTRN.PIX
  4210.         0,0,not flipped
  4211.     4                                    // Number of looping frames
  4212.         ANRUNT1.PIX
  4213.         0,0,not flipped
  4214.         ANRUNT2.PIX
  4215.         0,0,not flipped
  4216.         ANRUNT3.PIX
  4217.         0,0,not flipped
  4218.         ANRUNT2.PIX
  4219.         0,0,not flipped
  4220.             
  4221. // Sequence #2 - turn frightened and run towards to their right
  4222.  
  4223.     collide                                // Include this frame in collision calcs
  4224.     speed                                // Frame rate type
  4225.     0.08,8                                // Min frame rate, max frame rate,
  4226.     4                                    // Number of initial frames
  4227.         ANSHK.PIX
  4228.         0,0,flipped
  4229.         ANSTL.PIX
  4230.         0,0,flipped
  4231.         ANSHK.PIX
  4232.         0,0,not flipped
  4233.         ANTRN.PIX
  4234.         0,0,not flipped
  4235.     4                                    // Number of looping frames
  4236.         ANRUNT1.PIX
  4237.         0,0,flipped
  4238.         ANRUNT2.PIX
  4239.         0,0,flipped
  4240.         ANRUNT3.PIX
  4241.         0,0,flipped
  4242.         ANRUNT2.PIX
  4243.         0,0,flipped
  4244.             
  4245. // Sequence #3 - turn frightened and run away to their left
  4246.  
  4247.     collide                                // Include this frame in collision calcs
  4248.     speed                                // Frame rate type
  4249.     0.08,8                                // Min frame rate, max frame rate,
  4250.     4                                    // Number of initial frames
  4251.         ANSHK.PIX
  4252.         0,0,flipped
  4253.         ANSTL.PIX
  4254.         0,0,flipped
  4255.         ANSHK.PIX
  4256.         0,0,not flipped
  4257.         ANTRN.PIX
  4258.         0,0,not flipped
  4259.     4                                    // Number of looping frames
  4260.         ANRUNA1.PIX
  4261.         0,0,not flipped
  4262.         ANRUNA2.PIX
  4263.         0,0,not flipped
  4264.         ANRUNA3.PIX
  4265.         0,0,not flipped
  4266.         ANRUNA2.PIX
  4267.         0,0,not flipped
  4268.             
  4269. // Sequence #4 - stationary, looking from side to side
  4270.  
  4271.     collide                                // Include this frame in collision calcs
  4272.     variable                            // Frame rate type
  4273.     1,6                                    // Min frame rate, max frame rate,
  4274.     0                                    // Number of initial frames
  4275.     2                                    // Number of looping frames
  4276.         ANSTL.PIX
  4277.         0,0,not flipped
  4278.         ANSTL.PIX
  4279.         0,0,flipped
  4280.             
  4281.             
  4282. // Sequence #5 - fatal collision with car
  4283.  
  4284.     don't collide                        // Exclude this frame in collision calcs
  4285.     variable                                // Frame rate type
  4286.     12,12                                    // Min frame rate, max frame rate,
  4287.     5                                    // Number of initial frames
  4288.         ANHIT1.PIX
  4289.         0,0,not flipped
  4290.         ANHIT2.PIX
  4291.         0,0,not flipped
  4292.         ANHIT3.PIX
  4293.         0,0,not flipped
  4294.         ANHIT4.PIX
  4295.         0,0,not flipped
  4296.         ANDED.PIX
  4297.         0,0,not flipped
  4298.     0                                    // Number of looping frames
  4299.             
  4300. // Sequence #6 - turning into giblets
  4301.  
  4302.     don't collide                        // Exclude this frame in collision calcs
  4303.     fixed                                // Frame rate type
  4304.     1                                    // Number of initial frames
  4305.         CHUNKS.PIX
  4306.         0,0,not flipped
  4307.     0                                    // Number of looping frames
  4308.             
  4309. // Sequence #7 - non-fatal collision with car
  4310.  
  4311.     collide                                // Include this frame in collision calcs
  4312.     variable                                // Frame rate type
  4313.     12,12                                    // Min frame rate, max frame rate,
  4314.     2                                    // Number of initial frames
  4315.         ANHIT1.PIX
  4316.         0,0,not flipped
  4317.         ANHIT2.PIX
  4318.         0,0,not flipped
  4319.     0                                    // Number of looping frames
  4320.             
  4321. // Sequence #8 - stationary, looking the other way from side to side
  4322.  
  4323.     collide                                // Include this frame in collision calcs
  4324.     variable                            // Frame rate type
  4325.     1,6                                    // Min frame rate, max frame rate,
  4326.     0                                    // Number of initial frames
  4327.     2                                    // Number of looping frames
  4328.         ANBAK.PIX
  4329.         0,0,not flipped
  4330.         ANBAK.PIX
  4331.         0,0,flipped
  4332.             
  4333.     
  4334.  
  4335. NEXT PEDESTRIAN
  4336.  
  4337.  
  4338. // **************** PER 2 ****************
  4339.  
  4340. 55                                        // Reference number
  4341. 0.27                                    // Height
  4342. 100                                        // Points value
  4343. 10                                        // Hit points
  4344. 2,4031,4030                                // Exploding noises
  4345. 4040                                    // Falling noise
  4346. 0.00002                                    // Acceleration
  4347. 1                                        // Image index
  4348. IDENTITY.TAB
  4349. PER.PIX
  4350. STDPED.MAT
  4351. 2                                        // Index of fatal car-impact action
  4352. 4                                        // Index of non-fatal car-impact action
  4353. 1                                        // Index of after-non-fatal-impact action
  4354. 5                                        // Index of fatal falling action
  4355. 6                                        // Index of non-fatal falling action
  4356. 3                                        // Index of giblets action
  4357.  
  4358. 7                                        // Number of actions
  4359.  
  4360. // Action #0 - stand there, looking nervous
  4361.  
  4362.     0,100                                // Danger level, percentage chance
  4363.     0,0                                    // Initial speed, looping speed
  4364.     20.0                                    // Reaction time for this action
  4365.     0                                    // Sounds
  4366.     3                                    // Number of sequences for this action
  4367.         90,8                            // Max bearing, sequence index
  4368.         270,4                            // Max bearing, sequence index
  4369.         360,8                            // Max bearing, sequence index
  4370.  
  4371. // Action #1 - turn frightened and run like fuck
  4372.  
  4373.     1,100                                // Danger level, percentage chance
  4374.     0,0.0008                            // Initial speed, looping speed
  4375.     0.05                                // Reaction time for this action
  4376.     1,4000                            // Sounds
  4377.     4                                    // Number of sequences for this action
  4378.         90,0                            // Max bearing, sequence index
  4379.         180,1                            // Max bearing, sequence index
  4380.         270,2                            // Max bearing, sequence index
  4381.         360,3                            // Max bearing, sequence index
  4382.     
  4383. // Action #2 - fatal car collision
  4384.  
  4385.     1000,0                                // Danger level, percentage chance
  4386.     0,0                                    // Initial speed, looping speed
  4387.     0                                    // Reaction time for this action
  4388.     1,4011                            // Sounds
  4389.     1                                    // Number of sequences for this action
  4390.         360,5                            // Max bearing, sequence index
  4391.  
  4392. // Action #3 - turning into giblets
  4393.  
  4394.     1000,0                                // Danger level, percentage chance
  4395.     0,0                                    // Initial speed, looping speed
  4396.     0                                    // Reaction time for this action
  4397.     0                                    // Sounds
  4398.     1                                    // Number of sequences for this action
  4399.         360,6                            // Max bearing, sequence index
  4400.  
  4401. // Action #4 - non-fatal car collision
  4402.  
  4403.     1000,0                                // Danger level, percentage chance
  4404.     0,0                                    // Initial speed, looping speed
  4405.     0                                    // Reaction time for this action
  4406.     1,4000                            // Sounds
  4407.     1                                    // Number of sequences for this action
  4408.         360,7                            // Max bearing, sequence index
  4409.  
  4410.  
  4411. // Action #5 - fatal ground collision
  4412.  
  4413.     1000,0                                // Danger level, percentage chance
  4414.     0,0                                    // Initial speed, looping speed
  4415.     0                                    // Reaction time for this action
  4416.     1,4011                            // Sounds
  4417.     1                                    // Number of sequences for this action
  4418.         360,5                            // Max bearing, sequence index
  4419.  
  4420. // Action #6 - non-fatal ground collision
  4421.  
  4422.     1000,0                                // Danger level, percentage chance
  4423.     0,0                                    // Initial speed, looping speed
  4424.     0                                    // Reaction time for this action
  4425.     1,4000                            // Sounds
  4426.     1                                    // Number of sequences for this action
  4427.         360,7                            // Max bearing, sequence index
  4428.  
  4429. 9                                        // Number of sequences
  4430.  
  4431. // Sequence #0 - turn frightened and run away to their right
  4432.  
  4433.     collide                                // Include this frame in collision calcs
  4434.     speed                                // Frame rate type
  4435.     0.08,8                                // Min frame rate, max frame rate,
  4436.     4                                    // Number of initial frames
  4437.         PERSHK.PIX
  4438.         0,0,flipped
  4439.         PERSTL.PIX
  4440.         0,0,flipped
  4441.         PERSHK.PIX
  4442.         0,0,not flipped
  4443.         PERTRN.PIX
  4444.         0,0,not flipped
  4445.     4                                    // Number of looping frames
  4446.         PERRUNA1.PIX
  4447.         0,0,flipped
  4448.         PERRUNA2.PIX
  4449.         0,0,flipped
  4450.         PERRUNA3.PIX
  4451.         0,0,flipped
  4452.         PERRUNA2.PIX
  4453.         0,0,flipped
  4454.             
  4455. // Sequence #1 - turn frightened and run towards to their left
  4456.  
  4457.     collide                                // Include this frame in collision calcs
  4458.     speed                                // Frame rate type
  4459.     0.08,8                                // Min frame rate, max frame rate,
  4460.     4                                    // Number of initial frames
  4461.         PERSHK.PIX
  4462.         0,0,flipped
  4463.         PERSTL.PIX
  4464.         0,0,flipped
  4465.         PERSHK.PIX
  4466.         0,0,not flipped
  4467.         PERTRN.PIX
  4468.         0,0,not flipped
  4469.     4                                    // Number of looping frames
  4470.         PERRUNT1.PIX
  4471.         0,0,not flipped
  4472.         PERRUNT2.PIX
  4473.         0,0,not flipped
  4474.         PERRUNT3.PIX
  4475.         0,0,not flipped
  4476.         PERRUNT2.PIX
  4477.         0,0,not flipped
  4478.             
  4479. // Sequence #2 - turn frightened and run towards to their right
  4480.  
  4481.     collide                                // Include this frame in collision calcs
  4482.     speed                                // Frame rate type
  4483.     0.08,8                                // Min frame rate, max frame rate,
  4484.     4                                    // Number of initial frames
  4485.         PERSHK.PIX
  4486.         0,0,flipped
  4487.         PERSTL.PIX
  4488.         0,0,flipped
  4489.         PERSHK.PIX
  4490.         0,0,not flipped
  4491.         PERTRN.PIX
  4492.         0,0,not flipped
  4493.     4                                    // Number of looping frames
  4494.         PERRUNT1.PIX
  4495.         0,0,flipped
  4496.         PERRUNT2.PIX
  4497.         0,0,flipped
  4498.         PERRUNT3.PIX
  4499.         0,0,flipped
  4500.         PERRUNT2.PIX
  4501.         0,0,flipped
  4502.             
  4503. // Sequence #3 - turn frightened and run away to their left
  4504.  
  4505.     collide                                // Include this frame in collision calcs
  4506.     speed                                // Frame rate type
  4507.     0.08,8                                // Min frame rate, max frame rate,
  4508.     4                                    // Number of initial frames
  4509.         PERSHK.PIX
  4510.         0,0,flipped
  4511.         PERSTL.PIX
  4512.         0,0,flipped
  4513.         PERSHK.PIX
  4514.         0,0,not flipped
  4515.         PERTRN.PIX
  4516.         0,0,not flipped
  4517.     4                                    // Number of looping frames
  4518.         PERRUNA1.PIX
  4519.         0,0,not flipped
  4520.         PERRUNA2.PIX
  4521.         0,0,not flipped
  4522.         PERRUNA3.PIX
  4523.         0,0,not flipped
  4524.         PERRUNA2.PIX
  4525.         0,0,not flipped
  4526.             
  4527. // Sequence #4 - stationary, looking from side to side
  4528.  
  4529.     collide                                // Include this frame in collision calcs
  4530.     variable                            // Frame rate type
  4531.     1,6                                    // Min frame rate, max frame rate,
  4532.     0                                    // Number of initial frames
  4533.     2                                    // Number of looping frames
  4534.         PERSTL.PIX
  4535.         0,0,not flipped
  4536.         PERSTL.PIX
  4537.         0,0,flipped
  4538.             
  4539.             
  4540. // Sequence #5 - fatal collision with car
  4541.  
  4542.     don't collide                        // Exclude this frame in collision calcs
  4543.     variable                                // Frame rate type
  4544.     12,12                                    // Min frame rate, max frame rate,
  4545.     5                                    // Number of initial frames
  4546.         PERHIT1.PIX
  4547.         0,0,not flipped
  4548.         PERHIT2.PIX
  4549.         0,0,not flipped
  4550.         PERHIT3.PIX
  4551.         0,0,not flipped
  4552.         PERHIT4.PIX
  4553.         0,0,not flipped
  4554.         PERDED.PIX
  4555.         0,0,not flipped
  4556.     0                                    // Number of looping frames
  4557.             
  4558. // Sequence #6 - turning into giblets
  4559.  
  4560.     don't collide                        // Exclude this frame in collision calcs
  4561.     fixed                                // Frame rate type
  4562.     1                                    // Number of initial frames
  4563.         CHUNKS.PIX
  4564.         0,0,not flipped
  4565.     0                                    // Number of looping frames
  4566.             
  4567. // Sequence #7 - non-fatal collision with car
  4568.  
  4569.     collide                                // Include this frame in collision calcs
  4570.     variable                                // Frame rate type
  4571.     12,12                                    // Min frame rate, max frame rate,
  4572.     2                                    // Number of initial frames
  4573.         PERHIT1.PIX
  4574.         0,0,not flipped
  4575.         PERHIT2.PIX
  4576.         0,0,not flipped
  4577.     0                                    // Number of looping frames
  4578.             
  4579. // Sequence #8 - stationary, looking the other way from side to side
  4580.  
  4581.     collide                                // Include this frame in collision calcs
  4582.     variable                            // Frame rate type
  4583.     1,6                                    // Min frame rate, max frame rate,
  4584.     0                                    // Number of initial frames
  4585.     2                                    // Number of looping frames
  4586.         PERBAK.PIX
  4587.         0,0,not flipped
  4588.         PERBAK.PIX
  4589.         0,0,flipped
  4590.             
  4591.     
  4592.  
  4593. NEXT PEDESTRIAN
  4594.  
  4595.  
  4596. // **************** PRS 2 ****************
  4597.  
  4598. 56                                        // Reference number
  4599. 0.25                                    // Height
  4600. 100                                        // Points value
  4601. 10                                        // Hit points
  4602. 2,4031,4030                                // Exploding noises
  4603. 4040                                    // Falling noise
  4604. 0.00002                                    // Acceleration
  4605. 1                                        // Image index
  4606. IDENTITY.TAB
  4607. PRS.PIX
  4608. STDPED.MAT
  4609. 2                                        // Index of fatal car-impact action
  4610. 4                                        // Index of non-fatal car-impact action
  4611. 1                                        // Index of after-non-fatal-impact action
  4612. 5                                        // Index of fatal falling action
  4613. 6                                        // Index of non-fatal falling action
  4614. 3                                        // Index of giblets action
  4615.  
  4616. 7                                        // Number of actions
  4617.  
  4618. // Action #0 - stand there, looking nervous
  4619.  
  4620.     0,100                                // Danger level, percentage chance
  4621.     0,0                                    // Initial speed, looping speed
  4622.     20.0                                    // Reaction time for this action
  4623.     0                                    // Sounds
  4624.     3                                    // Number of sequences for this action
  4625.         90,8                            // Max bearing, sequence index
  4626.         270,4                            // Max bearing, sequence index
  4627.         360,8                            // Max bearing, sequence index
  4628.     
  4629. // Action #1 - turn frightened and run like fuck
  4630.  
  4631.     1,100                                // Danger level, percentage chance
  4632.     0,0.0008                            // Initial speed, looping speed
  4633.     0.05                                // Reaction time for this action
  4634.     1,4003                            // Sounds
  4635.     4                                    // Number of sequences for this action
  4636.         90,0                            // Max bearing, sequence index
  4637.         180,1                            // Max bearing, sequence index
  4638.         270,2                            // Max bearing, sequence index
  4639.         360,3                            // Max bearing, sequence index
  4640.     
  4641. // Action #2 - fatal car collision
  4642.  
  4643.     1000,0                                // Danger level, percentage chance
  4644.     0,0                                    // Initial speed, looping speed
  4645.     0                                    // Reaction time for this action
  4646.     1,4013                            // Sounds
  4647.     1                                    // Number of sequences for this action
  4648.         360,5                            // Max bearing, sequence index
  4649.  
  4650. // Action #3 - turning into giblets
  4651.  
  4652.     1000,0                                // Danger level, percentage chance
  4653.     0,0                                    // Initial speed, looping speed
  4654.     0                                    // Reaction time for this action
  4655.     0                                    // Sounds
  4656.     1                                    // Number of sequences for this action
  4657.         360,6                            // Max bearing, sequence index
  4658.  
  4659. // Action #4 - non-fatal car collision
  4660.  
  4661.     1000,0                                // Danger level, percentage chance
  4662.     0,0                                    // Initial speed, looping speed
  4663.     0                                    // Reaction time for this action
  4664.     1,4003                            // Sounds
  4665.     1                                    // Number of sequences for this action
  4666.         360,7                            // Max bearing, sequence index
  4667.  
  4668.  
  4669. // Action #5 - fatal ground collision
  4670.  
  4671.     1000,0                                // Danger level, percentage chance
  4672.     0,0                                    // Initial speed, looping speed
  4673.     0                                    // Reaction time for this action
  4674.     1,4013                            // Sounds
  4675.     1                                    // Number of sequences for this action
  4676.         360,5                            // Max bearing, sequence index
  4677.  
  4678. // Action #6 - non-fatal ground collision
  4679.  
  4680.     1000,0                                // Danger level, percentage chance
  4681.     0,0                                    // Initial speed, looping speed
  4682.     0                                    // Reaction time for this action
  4683.     1,4003                            // Sounds
  4684.     1                                    // Number of sequences for this action
  4685.         360,7                            // Max bearing, sequence index
  4686.  
  4687. 9                                        // Number of sequences
  4688.  
  4689. // Sequence #0 - turn frightened and run away to their right
  4690.  
  4691.     collide                                // Include this frame in collision calcs
  4692.     speed                                // Frame rate type
  4693.     0.08,8                                // Min frame rate, max frame rate,
  4694.     4                                    // Number of initial frames
  4695.         PRSSHK.PIX
  4696.         0,0,flipped
  4697.         PRSSTL.PIX
  4698.         0,0,flipped
  4699.         PRSSHK.PIX
  4700.         0,0,not flipped
  4701.         PRSTRN.PIX
  4702.         0,0,not flipped
  4703.     4                                    // Number of looping frames
  4704.         PRSRUNA1.PIX
  4705.         0,0,flipped
  4706.         PRSRUNA2.PIX
  4707.         0,0,flipped
  4708.         PRSRUNA3.PIX
  4709.         0,0,flipped
  4710.         PRSRUNA2.PIX
  4711.         0,0,flipped
  4712.             
  4713. // Sequence #1 - turn frightened and run towards to their left
  4714.  
  4715.     collide                                // Include this frame in collision calcs
  4716.     speed                                // Frame rate type
  4717.     0.08,8                                // Min frame rate, max frame rate,
  4718.     4                                    // Number of initial frames
  4719.         PRSSHK.PIX
  4720.         0,0,flipped
  4721.         PRSSTL.PIX
  4722.         0,0,flipped
  4723.         PRSSHK.PIX
  4724.         0,0,not flipped
  4725.         PRSTRN.PIX
  4726.         0,0,not flipped
  4727.     4                                    // Number of looping frames
  4728.         PRSRUNT1.PIX
  4729.         0,0,not flipped
  4730.         PRSRUNT2.PIX
  4731.         0,0,not flipped
  4732.         PRSRUNT3.PIX
  4733.         0,0,not flipped
  4734.         PRSRUNT2.PIX
  4735.         0,0,not flipped
  4736.             
  4737. // Sequence #2 - turn frightened and run towards to their right
  4738.  
  4739.     collide                                // Include this frame in collision calcs
  4740.     speed                                // Frame rate type
  4741.     0.08,8                                // Min frame rate, max frame rate,
  4742.     4                                    // Number of initial frames
  4743.         PRSSHK.PIX
  4744.         0,0,flipped
  4745.         PRSSTL.PIX
  4746.         0,0,flipped
  4747.         PRSSHK.PIX
  4748.         0,0,not flipped
  4749.         PRSTRN.PIX
  4750.         0,0,not flipped
  4751.     4                                    // Number of looping frames
  4752.         PRSRUNT1.PIX
  4753.         0,0,flipped
  4754.         PRSRUNT2.PIX
  4755.         0,0,flipped
  4756.         PRSRUNT3.PIX
  4757.         0,0,flipped
  4758.         PRSRUNT2.PIX
  4759.         0,0,flipped
  4760.             
  4761. // Sequence #3 - turn frightened and run away to their left
  4762.  
  4763.     collide                                // Include this frame in collision calcs
  4764.     speed                                // Frame rate type
  4765.     0.08,8                                // Min frame rate, max frame rate,
  4766.     4                                    // Number of initial frames
  4767.         PRSSHK.PIX
  4768.         0,0,flipped
  4769.         PRSSTL.PIX
  4770.         0,0,flipped
  4771.         PRSSHK.PIX
  4772.         0,0,not flipped
  4773.         PRSTRN.PIX
  4774.         0,0,not flipped
  4775.     4                                    // Number of looping frames
  4776.         PRSRUNA1.PIX
  4777.         0,0,not flipped
  4778.         PRSRUNA2.PIX
  4779.         0,0,not flipped
  4780.         PRSRUNA3.PIX
  4781.         0,0,not flipped
  4782.         PRSRUNA2.PIX
  4783.         0,0,not flipped
  4784.             
  4785. // Sequence #4 - stationary, looking from side to side
  4786.  
  4787.     collide                                // Include this frame in collision calcs
  4788.     variable                            // Frame rate type
  4789.     1,6                                    // Min frame rate, max frame rate,
  4790.     0                                    // Number of initial frames
  4791.     2                                    // Number of looping frames
  4792.         PRSSTL.PIX
  4793.         0,0,not flipped
  4794.         PRSSTL.PIX
  4795.         0,0,flipped
  4796.             
  4797.             
  4798. // Sequence #5 - fatal collision with car
  4799.  
  4800.     don't collide                        // Exclude this frame in collision calcs
  4801.     variable                                // Frame rate type
  4802.     12,12                                    // Min frame rate, max frame rate,
  4803.     5                                    // Number of initial frames
  4804.         PRSHIT1.PIX
  4805.         0,0,not flipped
  4806.         PRSHIT2.PIX
  4807.         0,0,not flipped
  4808.         PRSHIT3.PIX
  4809.         0,0,not flipped
  4810.         PRSHIT4.PIX
  4811.         0,0,not flipped
  4812.         PRSDED.PIX
  4813.         0,0,not flipped
  4814.     0                                    // Number of looping frames
  4815.             
  4816. // Sequence #6 - turning into giblets
  4817.  
  4818.     don't collide                        // Exclude this frame in collision calcs
  4819.     fixed                                // Frame rate type
  4820.     1                                    // Number of initial frames
  4821.         CHUNKS.PIX
  4822.         0,0,not flipped
  4823.     0                                    // Number of looping frames
  4824.             
  4825. // Sequence #7 - non-fatal collision with car
  4826.  
  4827.     collide                                // Include this frame in collision calcs
  4828.     variable                                // Frame rate type
  4829.     12,12                                    // Min frame rate, max frame rate,
  4830.     2                                    // Number of initial frames
  4831.         PRSHIT1.PIX
  4832.         0,0,not flipped
  4833.         PRSHIT2.PIX
  4834.         0,0,not flipped
  4835.     0                                    // Number of looping frames
  4836.             
  4837. // Sequence #8 - stationary, looking the other way from side to side
  4838.  
  4839.     collide                                // Include this frame in collision calcs
  4840.     variable                            // Frame rate type
  4841.     1,6                                    // Min frame rate, max frame rate,
  4842.     0                                    // Number of initial frames
  4843.     2                                    // Number of looping frames
  4844.         PRSBAK.PIX
  4845.         0,0,not flipped
  4846.         PRSBAK.PIX
  4847.         0,0,flipped
  4848.             
  4849.     
  4850.  
  4851. NEXT PEDESTRIAN
  4852.  
  4853. // **************** TON 2 ****************
  4854.  
  4855. 57                                        // Reference number
  4856. 0.26                                    // Height
  4857. 100                                        // Points value
  4858. 10                                        // Hit points
  4859. 2,4031,4030                                // Exploding noises
  4860. 4040                                    // Falling noise
  4861. 0.00002                                    // Acceleration
  4862. 1                                        // Image index
  4863. IDENTITY.TAB
  4864. TON.PIX
  4865. STDPED.MAT
  4866. 2                                        // Index of fatal car-impact action
  4867. 4                                        // Index of non-fatal car-impact action
  4868. 1                                        // Index of after-non-fatal-impact action
  4869. 5                                        // Index of fatal falling action
  4870. 6                                        // Index of non-fatal falling action
  4871. 3                                        // Index of giblets action
  4872.  
  4873. 7                                        // Number of actions
  4874.  
  4875. // Action #0 - stand there, looking nervous
  4876.  
  4877.     0,100                                // Danger level, percentage chance
  4878.     0,0                                    // Initial speed, looping speed
  4879.     20.0                                    // Reaction time for this action
  4880.     0                                    // Sounds
  4881.     3                                    // Number of sequences for this action
  4882.         90,8                            // Max bearing, sequence index
  4883.         270,4                            // Max bearing, sequence index
  4884.         360,8                            // Max bearing, sequence index
  4885.  
  4886. // Action #1 - turn frightened and run like fuck
  4887.  
  4888.     1,100                                // Danger level, percentage chance
  4889.     0,0.0008                            // Initial speed, looping speed
  4890.     0.05                                // Reaction time for this action
  4891.     1,4001                            // Sounds
  4892.     4                                    // Number of sequences for this action
  4893.         90,3                            // Max bearing, sequence index
  4894.         180,1                            // Max bearing, sequence index
  4895.         270,2                            // Max bearing, sequence index
  4896.         360,0                            // Max bearing, sequence index
  4897.     
  4898. // Action #2 - fatal car collision
  4899.  
  4900.     1000,0                                // Danger level, percentage chance
  4901.     0,0                                    // Initial speed, looping speed
  4902.     0                                    // Reaction time for this action
  4903.     1,4011                            // Sounds
  4904.     1                                    // Number of sequences for this action
  4905.         360,5                            // Max bearing, sequence index
  4906.  
  4907. // Action #3 - turning into giblets
  4908.  
  4909.     1000,0                                // Danger level, percentage chance
  4910.     0,0                                    // Initial speed, looping speed
  4911.     0                                    // Reaction time for this action
  4912.     0                                    // Sounds
  4913.     1                                    // Number of sequences for this action
  4914.         360,6                            // Max bearing, sequence index
  4915.  
  4916. // Action #4 - non-fatal car collision
  4917.  
  4918.     1000,0                                // Danger level, percentage chance
  4919.     0,0                                    // Initial speed, looping speed
  4920.     0                                    // Reaction time for this action
  4921.     1,4001                            // Sounds
  4922.     1                                    // Number of sequences for this action
  4923.         360,7                            // Max bearing, sequence index
  4924.  
  4925.  
  4926. // Action #5 - fatal ground collision
  4927.  
  4928.     1000,0                                // Danger level, percentage chance
  4929.     0,0                                    // Initial speed, looping speed
  4930.     0                                    // Reaction time for this action
  4931.     1,4011                            // Sounds
  4932.     1                                    // Number of sequences for this action
  4933.         360,5                            // Max bearing, sequence index
  4934.  
  4935. // Action #6 - non-fatal ground collision
  4936.  
  4937.     1000,0                                // Danger level, percentage chance
  4938.     0,0                                    // Initial speed, looping speed
  4939.     0                                    // Reaction time for this action
  4940.     1,4001                            // Sounds
  4941.     1                                    // Number of sequences for this action
  4942.         360,7                            // Max bearing, sequence index
  4943.  
  4944. 9                                        // Number of sequences
  4945.  
  4946. // Sequence #0 - turn frightened and run away to their right
  4947.  
  4948.     collide                                // Include this frame in collision calcs
  4949.     speed                                // Frame rate type
  4950.     0.08,8                                // Min frame rate, max frame rate,
  4951.     4                                    // Number of initial frames
  4952.         TONSHK.PIX
  4953.         0,0,flipped
  4954.         TONSTL.PIX
  4955.         0,0,flipped
  4956.         TONSHK.PIX
  4957.         0,0,not flipped
  4958.         TONTRN.PIX
  4959.         0,0,not flipped
  4960.     4                                    // Number of looping frames
  4961.         TONRUNA1.PIX
  4962.         0,0,flipped
  4963.         TONRUNA2.PIX
  4964.         0,0,flipped
  4965.         TONRUNA3.PIX
  4966.         0,0,flipped
  4967.         TONRUNA2.PIX
  4968.         0,0,flipped
  4969.             
  4970. // Sequence #1 - turn frightened and run towards to their left
  4971.  
  4972.     collide                                // Include this frame in collision calcs
  4973.     speed                                // Frame rate type
  4974.     0.08,8                                // Min frame rate, max frame rate,
  4975.     4                                    // Number of initial frames
  4976.         TONSHK.PIX
  4977.         0,0,flipped
  4978.         TONSTL.PIX
  4979.         0,0,flipped
  4980.         TONSHK.PIX
  4981.         0,0,not flipped
  4982.         TONTRN.PIX
  4983.         0,0,not flipped
  4984.     4                                    // Number of looping frames
  4985.         TONRUNT1.PIX
  4986.         0,0,not flipped
  4987.         TONRUNT2.PIX
  4988.         0,0,not flipped
  4989.         TONRUNT3.PIX
  4990.         0,0,not flipped
  4991.         TONRUNT2.PIX
  4992.         0,0,not flipped
  4993.             
  4994. // Sequence #2 - turn frightened and run towards to their right
  4995.  
  4996.     collide                                // Include this frame in collision calcs
  4997.     speed                                // Frame rate type
  4998.     0.08,8                                // Min frame rate, max frame rate,
  4999.     4                                    // Number of initial frames
  5000.         TONSHK.PIX
  5001.         0,0,flipped
  5002.         TONSTL.PIX
  5003.         0,0,flipped
  5004.         TONSHK.PIX
  5005.         0,0,not flipped
  5006.         TONTRN.PIX
  5007.         0,0,not flipped
  5008.     4                                    // Number of looping frames
  5009.         TONRUNT1.PIX
  5010.         0,0,flipped
  5011.         TONRUNT2.PIX
  5012.         0,0,flipped
  5013.         TONRUNT3.PIX
  5014.         0,0,flipped
  5015.         TONRUNT2.PIX
  5016.         0,0,flipped
  5017.             
  5018. // Sequence #3 - turn frightened and run away to their left
  5019.  
  5020.     collide                                // Include this frame in collision calcs
  5021.     speed                                // Frame rate type
  5022.     0.08,8                                // Min frame rate, max frame rate,
  5023.     4                                    // Number of initial frames
  5024.         TONSHK.PIX
  5025.         0,0,flipped
  5026.         TONSTL.PIX
  5027.         0,0,flipped
  5028.         TONSHK.PIX
  5029.         0,0,not flipped
  5030.         TONTRN.PIX
  5031.         0,0,not flipped
  5032.     4                                    // Number of looping frames
  5033.         TONRUNA1.PIX
  5034.         0,0,not flipped
  5035.         TONRUNA2.PIX
  5036.         0,0,not flipped
  5037.         TONRUNA3.PIX
  5038.         0,0,not flipped
  5039.         TONRUNA2.PIX
  5040.         0,0,not flipped
  5041.             
  5042. // Sequence #4 - stationary, looking from side to side
  5043.  
  5044.     collide                                // Include this frame in collision calcs
  5045.     variable                            // Frame rate type
  5046.     1,6                                    // Min frame rate, max frame rate,
  5047.     0                                    // Number of initial frames
  5048.     2                                    // Number of looping frames
  5049.         TONSTL.PIX
  5050.         0,0,not flipped
  5051.         TONSTL.PIX
  5052.         0,0,flipped
  5053.             
  5054.             
  5055. // Sequence #5 - fatal collision with car
  5056.  
  5057.     don't collide                        // Exclude this frame in collision calcs
  5058.     variable                                // Frame rate type
  5059.     12,12                                    // Min frame rate, max frame rate,
  5060.     5                                    // Number of initial frames
  5061.         TONHIT1.PIX
  5062.         0,0,not flipped
  5063.         TONHIT2.PIX
  5064.         0,0,not flipped
  5065.         TONHIT3.PIX
  5066.         0,0,not flipped
  5067.         TONHIT4.PIX
  5068.         0,0,not flipped
  5069.         TONDED.PIX
  5070.         0,0,not flipped
  5071.     0                                    // Number of looping frames
  5072.             
  5073. // Sequence #6 - turning into giblets
  5074.  
  5075.     don't collide                        // Exclude this frame in collision calcs
  5076.     fixed                                // Frame rate type
  5077.     1                                    // Number of initial frames
  5078.         CHUNKS.PIX
  5079.         0,0,not flipped
  5080.     0                                    // Number of looping frames
  5081.             
  5082. // Sequence #7 - non-fatal collision with car
  5083.  
  5084.     collide                                // Include this frame in collision calcs
  5085.     variable                                // Frame rate type
  5086.     12,12                                    // Min frame rate, max frame rate,
  5087.     2                                    // Number of initial frames
  5088.         TONHIT1.PIX
  5089.         0,0,not flipped
  5090.         TONHIT2.PIX
  5091.         0,0,not flipped
  5092.     0                                    // Number of looping frames
  5093.             
  5094. // Sequence #8 - stationary, looking the other way from side to side
  5095.  
  5096.     collide                                // Include this frame in collision calcs
  5097.     variable                            // Frame rate type
  5098.     1,6                                    // Min frame rate, max frame rate,
  5099.     0                                    // Number of initial frames
  5100.     2                                    // Number of looping frames
  5101.         TONBAK.PIX
  5102.         0,0,not flipped
  5103.         TONBAK.PIX
  5104.         0,0,flipped
  5105.             
  5106.     
  5107.  
  5108. NEXT PEDESTRIAN
  5109.  
  5110. // **************** CAM 2 ****************
  5111.  
  5112. 58                                        // Reference number
  5113. 0.245                                    // Height
  5114. 100                                        // Points value
  5115. 10                                        // Hit points
  5116. 2,4031,4030                                // Exploding noises
  5117. -1                                        // Falling noise
  5118. 0.00002                                    // Acceleration
  5119. 1                                        // Image index
  5120. IDENTITY.TAB
  5121. CAM.PIX
  5122. STDPED.MAT
  5123. 2                                        // Index of fatal car-impact action
  5124. 4                                        // Index of non-fatal car-impact action
  5125. 1                                        // Index of after-non-fatal-impact action
  5126. 5                                        // Index of fatal falling action
  5127. 6                                        // Index of non-fatal falling action
  5128. 3                                        // Index of giblets action
  5129.  
  5130. 7                                        // Number of actions
  5131.  
  5132. // Action #0 - stand there, looking nervous
  5133.  
  5134.     0,100                                // Danger level, percentage chance
  5135.     0,0                                    // Initial speed, looping speed
  5136.     20.0                                    // Reaction time for this action
  5137.     0                                    // Sounds
  5138.     3                                    // Number of sequences for this action
  5139.         90,8                            // Max bearing, sequence index
  5140.         270,4                            // Max bearing, sequence index
  5141.         360,8                            // Max bearing, sequence index
  5142.     
  5143. // Action #1 - turn frightened and run like fuck
  5144.  
  5145.     1,100                                // Danger level, percentage chance
  5146.     0,0.0008                            // Initial speed, looping speed
  5147.     0.05                                // Reaction time for this action
  5148.     1,4002                            // Sounds
  5149.     4                                    // Number of sequences for this action
  5150.         90,3                            // Max bearing, sequence index
  5151.         180,1                            // Max bearing, sequence index
  5152.         270,2                            // Max bearing, sequence index
  5153.         360,0                            // Max bearing, sequence index
  5154.     
  5155. // Action #2 - fatal car collision
  5156.  
  5157.     1000,0                                // Danger level, percentage chance
  5158.     0,0                                    // Initial speed, looping speed
  5159.     0                                    // Reaction time for this action
  5160.     1,4015                            // Sounds
  5161.     1                                    // Number of sequences for this action
  5162.         360,5                            // Max bearing, sequence index
  5163.  
  5164. // Action #3 - turning into giblets
  5165.  
  5166.     1000,0                                // Danger level, percentage chance
  5167.     0,0                                    // Initial speed, looping speed
  5168.     0                                    // Reaction time for this action
  5169.     0                                    // Sounds
  5170.     1                                    // Number of sequences for this action
  5171.         360,6                            // Max bearing, sequence index
  5172.  
  5173. // Action #4 - non-fatal car collision
  5174.  
  5175.     1000,0                                // Danger level, percentage chance
  5176.     0,0                                    // Initial speed, looping speed
  5177.     0                                    // Reaction time for this action
  5178.     1,4002                            // Sounds
  5179.     1                                    // Number of sequences for this action
  5180.         360,7                            // Max bearing, sequence index
  5181.  
  5182.  
  5183. // Action #5 - fatal ground collision
  5184.  
  5185.     1000,0                                // Danger level, percentage chance
  5186.     0,0                                    // Initial speed, looping speed
  5187.     0                                    // Reaction time for this action
  5188.     1,4015                            // Sounds
  5189.     1                                    // Number of sequences for this action
  5190.         360,5                            // Max bearing, sequence index
  5191.  
  5192. // Action #6 - non-fatal ground collision
  5193.  
  5194.     1000,0                                // Danger level, percentage chance
  5195.     0,0                                    // Initial speed, looping speed
  5196.     0                                    // Reaction time for this action
  5197.     1,4002                            // Sounds
  5198.     1                                    // Number of sequences for this action
  5199.         360,7                            // Max bearing, sequence index
  5200.  
  5201. 9                                        // Number of sequences
  5202.  
  5203. // Sequence #0 - turn frightened and run away to their right
  5204.  
  5205.     collide                                // Include this frame in collision calcs
  5206.     speed                                // Frame rate type
  5207.     0.08,8                                // Min frame rate, max frame rate,
  5208.     4                                    // Number of initial frames
  5209.         CAMSHK.PIX
  5210.         0,0,flipped
  5211.         CAMSTL.PIX
  5212.         0,0,flipped
  5213.         CAMSHK.PIX
  5214.         0,0,not flipped
  5215.         CAMTRN.PIX
  5216.         0,0,not flipped
  5217.     4                                    // Number of looping frames
  5218.         CAMRUNA1.PIX
  5219.         0,0,flipped
  5220.         CAMRUNA2.PIX
  5221.         0,0,flipped
  5222.         CAMRUNA3.PIX
  5223.         0,0,flipped
  5224.         CAMRUNA2.PIX
  5225.         0,0,flipped
  5226.             
  5227. // Sequence #1 - turn frightened and run towards to their left
  5228.  
  5229.     collide                                // Include this frame in collision calcs
  5230.     speed                                // Frame rate type
  5231.     0.08,8                                // Min frame rate, max frame rate,
  5232.     4                                    // Number of initial frames
  5233.         CAMSHK.PIX
  5234.         0,0,flipped
  5235.         CAMSTL.PIX
  5236.         0,0,flipped
  5237.         CAMSHK.PIX
  5238.         0,0,not flipped
  5239.         CAMTRN.PIX
  5240.         0,0,not flipped
  5241.     4                                    // Number of looping frames
  5242.         CAMRUNT1.PIX
  5243.         0,0,not flipped
  5244.         CAMRUNT2.PIX
  5245.         0,0,not flipped
  5246.         CAMRUNT3.PIX
  5247.         0,0,not flipped
  5248.         CAMRUNT2.PIX
  5249.         0,0,not flipped
  5250.             
  5251. // Sequence #2 - turn frightened and run towards to their right
  5252.  
  5253.     collide                                // Include this frame in collision calcs
  5254.     speed                                // Frame rate type
  5255.     0.08,8                                // Min frame rate, max frame rate,
  5256.     4                                    // Number of initial frames
  5257.         CAMSHK.PIX
  5258.         0,0,flipped
  5259.         CAMSTL.PIX
  5260.         0,0,flipped
  5261.         CAMSHK.PIX
  5262.         0,0,not flipped
  5263.         CAMTRN.PIX
  5264.         0,0,not flipped
  5265.     4                                    // Number of looping frames
  5266.         CAMRUNT1.PIX
  5267.         0,0,flipped
  5268.         CAMRUNT2.PIX
  5269.         0,0,flipped
  5270.         CAMRUNT3.PIX
  5271.         0,0,flipped
  5272.         CAMRUNT2.PIX
  5273.         0,0,flipped
  5274.             
  5275. // Sequence #3 - turn frightened and run away to their left
  5276.  
  5277.     collide                                // Include this frame in collision calcs
  5278.     speed                                // Frame rate type
  5279.     0.08,8                                // Min frame rate, max frame rate,
  5280.     4                                    // Number of initial frames
  5281.         CAMSHK.PIX
  5282.         0,0,flipped
  5283.         CAMSTL.PIX
  5284.         0,0,flipped
  5285.         CAMSHK.PIX
  5286.         0,0,not flipped
  5287.         CAMTRN.PIX
  5288.         0,0,not flipped
  5289.     4                                    // Number of looping frames
  5290.         CAMRUNA1.PIX
  5291.         0,0,not flipped
  5292.         CAMRUNA2.PIX
  5293.         0,0,not flipped
  5294.         CAMRUNA3.PIX
  5295.         0,0,not flipped
  5296.         CAMRUNA2.PIX
  5297.         0,0,not flipped
  5298.             
  5299. // Sequence #4 - stationary, looking from side to side
  5300.  
  5301.     collide                                // Include this frame in collision calcs
  5302.     variable                            // Frame rate type
  5303.     1,6                                    // Min frame rate, max frame rate,
  5304.     0                                    // Number of initial frames
  5305.     2                                    // Number of looping frames
  5306.         CAMSTL.PIX
  5307.         0,0,not flipped
  5308.         CAMSTL.PIX
  5309.         0,0,flipped
  5310.             
  5311.             
  5312. // Sequence #5 - fatal collision with car
  5313.  
  5314.     don't collide                        // Exclude this frame in collision calcs
  5315.     variable                                // Frame rate type
  5316.     12,12                                    // Min frame rate, max frame rate,
  5317.     5                                    // Number of initial frames
  5318.         CAMHIT1.PIX
  5319.         0,0,not flipped
  5320.         CAMHIT2.PIX
  5321.         0,0,not flipped
  5322.         CAMHIT3.PIX
  5323.         0,0,not flipped
  5324.         CAMHIT4.PIX
  5325.         0,0,not flipped
  5326.         CAMDED.PIX
  5327.         0,0,not flipped
  5328.     0                                    // Number of looping frames
  5329.             
  5330. // Sequence #6 - turning into giblets
  5331.  
  5332.     don't collide                        // Exclude this frame in collision calcs
  5333.     fixed                                // Frame rate type
  5334.     1                                    // Number of initial frames
  5335.         CHUNKS.PIX
  5336.         0,0,not flipped
  5337.     0                                    // Number of looping frames
  5338.             
  5339. // Sequence #7 - non-fatal collision with car
  5340.  
  5341.     collide                                // Include this frame in collision calcs
  5342.     variable                                // Frame rate type
  5343.     12,12                                    // Min frame rate, max frame rate,
  5344.     2                                    // Number of initial frames
  5345.         CAMHIT1.PIX
  5346.         0,0,not flipped
  5347.         CAMHIT2.PIX
  5348.         0,0,not flipped
  5349.     0                                    // Number of looping frames
  5350.             
  5351. // Sequence #8 - stationary, looking the other way from side to side
  5352.  
  5353.     collide                                // Include this frame in collision calcs
  5354.     variable                            // Frame rate type
  5355.     1,6                                    // Min frame rate, max frame rate,
  5356.     0                                    // Number of initial frames
  5357.     2                                    // Number of looping frames
  5358.         CAMBAK.PIX
  5359.         0,0,not flipped
  5360.         CAMBAK.PIX
  5361.         0,0,flipped
  5362.             
  5363.     
  5364. NEXT PEDESTRIAN
  5365.  
  5366.  
  5367. // **************** CW0 2 ****************
  5368.  
  5369. 59                                        // Reference number
  5370. 0.27                                    // Height
  5371. 100                                        // Points value
  5372. 10                                        // Hit points
  5373. 2,4031,4030                                // Exploding noises
  5374. 4040                                    // Falling noise
  5375. 0.00002                                    // Acceleration
  5376. 1                                        // Image index
  5377. IDENTITY.TAB
  5378. CW0.PIX
  5379. STDPED.MAT
  5380. 2                                        // Index of fatal car-impact action
  5381. 4                                        // Index of non-fatal car-impact action
  5382. 1                                        // Index of after-non-fatal-impact action
  5383. 5                                        // Index of fatal falling action
  5384. 6                                        // Index of non-fatal falling action
  5385. 3                                        // Index of giblets action
  5386.  
  5387. 7                                        // Number of actions
  5388.  
  5389. // Action #0 - stand there, looking nervous
  5390.  
  5391.     0,100                                // Danger level, percentage chance
  5392.     0,0                                    // Initial speed, looping speed
  5393.     20.0                                    // Reaction time for this action
  5394.     0                                    // Sounds
  5395.     1                                    // Number of sequences for this action
  5396.         360,4                            // Max bearing, sequence index
  5397.     
  5398. // Action #1 - turn frightened and run like fuck
  5399.  
  5400.     1,100                                // Danger level, percentage chance
  5401.     0,0.0008                            // Initial speed, looping speed
  5402.     0.05                                // Reaction time for this action
  5403.     1,4001                            // Sounds
  5404.     4                                    // Number of sequences for this action
  5405.         90,3                            // Max bearing, sequence index
  5406.         180,1                            // Max bearing, sequence index
  5407.         270,2                            // Max bearing, sequence index
  5408.         360,0                            // Max bearing, sequence index
  5409.     
  5410. // Action #2 - fatal car collision
  5411.  
  5412.     1000,0                                // Danger level, percentage chance
  5413.     0,0                                    // Initial speed, looping speed
  5414.     0                                    // Reaction time for this action
  5415.     1,4010                            // Sounds
  5416.     1                                    // Number of sequences for this action
  5417.         360,5                            // Max bearing, sequence index
  5418.  
  5419. // Action #3 - turning into giblets
  5420.  
  5421.     1000,0                                // Danger level, percentage chance
  5422.     0,0                                    // Initial speed, looping speed
  5423.     0                                    // Reaction time for this action
  5424.     0                                    // Sounds
  5425.     1                                    // Number of sequences for this action
  5426.         360,6                            // Max bearing, sequence index
  5427.  
  5428. // Action #4 - non-fatal car collision
  5429.  
  5430.     1000,0                                // Danger level, percentage chance
  5431.     0,0                                    // Initial speed, looping speed
  5432.     0                                    // Reaction time for this action
  5433.     1,4001                            // Sounds
  5434.     1                                    // Number of sequences for this action
  5435.         360,7                            // Max bearing, sequence index
  5436.  
  5437.  
  5438. // Action #5 - fatal ground collision
  5439.  
  5440.     1000,0                                // Danger level, percentage chance
  5441.     0,0                                    // Initial speed, looping speed
  5442.     0                                    // Reaction time for this action
  5443.     1,4010                            // Sounds
  5444.     1                                    // Number of sequences for this action
  5445.         360,5                            // Max bearing, sequence index
  5446.  
  5447. // Action #6 - non-fatal ground collision
  5448.  
  5449.     1000,0                                // Danger level, percentage chance
  5450.     0,0                                    // Initial speed, looping speed
  5451.     0                                    // Reaction time for this action
  5452.     1,4001                            // Sounds
  5453.     1                                    // Number of sequences for this action
  5454.         360,7                            // Max bearing, sequence index
  5455.  
  5456. 8                                        // Number of sequences
  5457.  
  5458. // Sequence #0 - turn frightened and run away to their right
  5459.  
  5460.     collide                                // Include this frame in collision calcs
  5461.     speed                                // Frame rate type
  5462.     0.08,8                                // Min frame rate, max frame rate,
  5463.     4                                    // Number of initial frames
  5464.         CW0SHK.PIX
  5465.         0,0,flipped
  5466.         CW0STL.PIX
  5467.         0,0,flipped
  5468.         CW0SHK.PIX
  5469.         0,0,not flipped
  5470.         CW0TRN.PIX
  5471.         0,0,not flipped
  5472.     4                                    // Number of looping frames
  5473.         CW0RUNA1.PIX
  5474.         0,0,flipped
  5475.         CW0RUNA2.PIX
  5476.         0,0,flipped
  5477.         CW0RUNA3.PIX
  5478.         0,0,flipped
  5479.         CW0RUNA2.PIX
  5480.         0,0,flipped
  5481.             
  5482. // Sequence #1 - turn frightened and run towards to their left
  5483.  
  5484.     collide                                // Include this frame in collision calcs
  5485.     speed                                // Frame rate type
  5486.     0.08,8                                // Min frame rate, max frame rate,
  5487.     4                                    // Number of initial frames
  5488.         CW0SHK.PIX
  5489.         0,0,flipped
  5490.         CW0STL.PIX
  5491.         0,0,flipped
  5492.         CW0SHK.PIX
  5493.         0,0,not flipped
  5494.         CW0TRN.PIX
  5495.         0,0,not flipped
  5496.     4                                    // Number of looping frames
  5497.         CW0RUNT1.PIX
  5498.         0,0,not flipped
  5499.         CW0RUNT2.PIX
  5500.         0,0,not flipped
  5501.         CW0RUNT3.PIX
  5502.         0,0,not flipped
  5503.         CW0RUNT2.PIX
  5504.         0,0,not flipped
  5505.             
  5506. // Sequence #2 - turn frightened and run towards to their right
  5507.  
  5508.     collide                                // Include this frame in collision calcs
  5509.     speed                                // Frame rate type
  5510.     0.08,8                                // Min frame rate, max frame rate,
  5511.     4                                    // Number of initial frames
  5512.         CW0SHK.PIX
  5513.         0,0,flipped
  5514.         CW0STL.PIX
  5515.         0,0,flipped
  5516.         CW0SHK.PIX
  5517.         0,0,not flipped
  5518.         CW0TRN.PIX
  5519.         0,0,not flipped
  5520.     4                                    // Number of looping frames
  5521.         CW0RUNT1.PIX
  5522.         0,0,flipped
  5523.         CW0RUNT2.PIX
  5524.         0,0,flipped
  5525.         CW0RUNT3.PIX
  5526.         0,0,flipped
  5527.         CW0RUNT2.PIX
  5528.         0,0,flipped
  5529.             
  5530. // Sequence #3 - turn frightened and run away to their left
  5531.  
  5532.     collide                                // Include this frame in collision calcs
  5533.     speed                                // Frame rate type
  5534.     0.08,8                                // Min frame rate, max frame rate,
  5535.     4                                    // Number of initial frames
  5536.         CW0SHK.PIX
  5537.         0,0,flipped
  5538.         CW0STL.PIX
  5539.         0,0,flipped
  5540.         CW0SHK.PIX
  5541.         0,0,not flipped
  5542.         CW0TRN.PIX
  5543.         0,0,not flipped
  5544.     4                                    // Number of looping frames
  5545.         CW0RUNA1.PIX
  5546.         0,0,not flipped
  5547.         CW0RUNA2.PIX
  5548.         0,0,not flipped
  5549.         CW0RUNA3.PIX
  5550.         0,0,not flipped
  5551.         CW0RUNA2.PIX
  5552.         0,0,not flipped
  5553.             
  5554. // Sequence #4 - stationary, looking from side to side
  5555.  
  5556.     collide                                // Include this frame in collision calcs
  5557.     variable                            // Frame rate type
  5558.     1,6                                    // Min frame rate, max frame rate,
  5559.     0                                    // Number of initial frames
  5560.     2                                    // Number of looping frames
  5561.         CW0STL.PIX
  5562.         0,0,not flipped
  5563.         CW0STL.PIX
  5564.         0,0,flipped
  5565.             
  5566.             
  5567. // Sequence #5 - fatal collision with car
  5568.  
  5569.     don't collide                        // Exclude this frame in collision calcs
  5570.     variable                                // Frame rate type
  5571.     12,12                                    // Min frame rate, max frame rate,
  5572.     5                                    // Number of initial frames
  5573.         CW0HIT1.PIX
  5574.         0,0,not flipped
  5575.         CW0HIT2.PIX
  5576.         0,0,not flipped
  5577.         CW0HIT3.PIX
  5578.         0,0,not flipped
  5579.         CW0HIT4.PIX
  5580.         0,0,not flipped
  5581.         CW0DED.PIX
  5582.         0,0,not flipped
  5583.     0                                    // Number of looping frames
  5584.             
  5585. // Sequence #6 - turning into giblets
  5586.  
  5587.     don't collide                        // Exclude this frame in collision calcs
  5588.     fixed                                // Frame rate type
  5589.     1                                    // Number of initial frames
  5590.         CHUNKS.PIX
  5591.         0,0,not flipped
  5592.     0                                    // Number of looping frames
  5593.             
  5594. // Sequence #7 - non-fatal collision with car
  5595.  
  5596.     collide                                // Include this frame in collision calcs
  5597.     variable                                // Frame rate type
  5598.     12,12                                    // Min frame rate, max frame rate,
  5599.     2                                    // Number of initial frames
  5600.         CW0HIT1.PIX
  5601.         0,0,not flipped
  5602.         CW0HIT2.PIX
  5603.         0,0,not flipped
  5604.     0                                    // Number of looping frames
  5605.             
  5606.         
  5607. NEXT PEDESTRIAN
  5608.  
  5609.  
  5610. // **************** CW1 2 ****************
  5611.  
  5612. 60                                        // Reference number
  5613. 0.27                                    // Height
  5614. 100                                        // Points value
  5615. 10                                        // Hit points
  5616. 2,4031,4030                                // Exploding noises
  5617. 4040                                    // Falling noise
  5618. 0.00002                                    // Acceleration
  5619. 1                                        // Image index
  5620. IDENTITY.TAB
  5621. CW1.PIX
  5622. STDPED.MAT
  5623. 2                                        // Index of fatal car-impact action
  5624. 4                                        // Index of non-fatal car-impact action
  5625. 1                                        // Index of after-non-fatal-impact action
  5626. 5                                        // Index of fatal falling action
  5627. 6                                        // Index of non-fatal falling action
  5628. 3                                        // Index of giblets action
  5629.  
  5630. 7                                        // Number of actions
  5631.  
  5632. // Action #0 - stand there, looking nervous
  5633.  
  5634.     0,100                                // Danger level, percentage chance
  5635.     0,0                                    // Initial speed, looping speed
  5636.     20.0                                    // Reaction time for this action
  5637.     0                                    // Sounds
  5638.     1                                    // Number of sequences for this action
  5639.         360,4                            // Max bearing, sequence index
  5640.     
  5641. // Action #1 - turn frightened and run like fuck
  5642.  
  5643.     1,100                                // Danger level, percentage chance
  5644.     0,0.0008                            // Initial speed, looping speed
  5645.     0.05                                // Reaction time for this action
  5646.     1,4000                            // Sounds
  5647.     4                                    // Number of sequences for this action
  5648.         90,3                            // Max bearing, sequence index
  5649.         180,2                            // Max bearing, sequence index
  5650.         270,1                            // Max bearing, sequence index
  5651.         360,0                            // Max bearing, sequence index
  5652.     
  5653. // Action #2 - fatal car collision
  5654.  
  5655.     1000,0                                // Danger level, percentage chance
  5656.     0,0                                    // Initial speed, looping speed
  5657.     0                                    // Reaction time for this action
  5658.     1,4011                            // Sounds
  5659.     1                                    // Number of sequences for this action
  5660.         360,5                            // Max bearing, sequence index
  5661.  
  5662. // Action #3 - turning into giblets
  5663.  
  5664.     1000,0                                // Danger level, percentage chance
  5665.     0,0                                    // Initial speed, looping speed
  5666.     0                                    // Reaction time for this action
  5667.     0                                    // Sounds
  5668.     1                                    // Number of sequences for this action
  5669.         360,6                            // Max bearing, sequence index
  5670.  
  5671. // Action #4 - non-fatal car collision
  5672.  
  5673.     1000,0                                // Danger level, percentage chance
  5674.     0,0                                    // Initial speed, looping speed
  5675.     0                                    // Reaction time for this action
  5676.     1,4000                            // Sounds
  5677.     1                                    // Number of sequences for this action
  5678.         360,7                            // Max bearing, sequence index
  5679.  
  5680.  
  5681. // Action #5 - fatal ground collision
  5682.  
  5683.     1000,0                                // Danger level, percentage chance
  5684.     0,0                                    // Initial speed, looping speed
  5685.     0                                    // Reaction time for this action
  5686.     1,4011                            // Sounds
  5687.     1                                    // Number of sequences for this action
  5688.         360,5                            // Max bearing, sequence index
  5689.  
  5690. // Action #6 - non-fatal ground collision
  5691.  
  5692.     1000,0                                // Danger level, percentage chance
  5693.     0,0                                    // Initial speed, looping speed
  5694.     0                                    // Reaction time for this action
  5695.     1,4000                            // Sounds
  5696.     1                                    // Number of sequences for this action
  5697.         360,7                            // Max bearing, sequence index
  5698.  
  5699. 8                                        // Number of sequences
  5700.  
  5701. // Sequence #0 - turn frightened and run away to their right
  5702.  
  5703.     collide                                // Include this frame in collision calcs
  5704.     speed                                // Frame rate type
  5705.     0.10,8                                // Min frame rate, max frame rate,
  5706.     4                                    // Number of initial frames
  5707.         CW1SHK.PIX
  5708.         0,0,flipped
  5709.         CW1STL.PIX
  5710.         0,0,flipped
  5711.         CW1SHK.PIX
  5712.         0,0,not flipped
  5713.         CW1TRN.PIX
  5714.         0,0,not flipped
  5715.     4                                    // Number of looping frames
  5716.         CW1RUNA1.PIX
  5717.         0,0,flipped
  5718.         CW1RUNA2.PIX
  5719.         0,0,flipped
  5720.         CW1RUNA3.PIX
  5721.         0,0,flipped
  5722.         CW1RUNA2.PIX
  5723.         0,0,flipped
  5724.             
  5725. // Sequence #1 - turn frightened and run towards to their left
  5726.  
  5727.     collide                                // Include this frame in collision calcs
  5728.     speed                                // Frame rate type
  5729.     0.10,8                                // Min frame rate, max frame rate,
  5730.     4                                    // Number of initial frames
  5731.         CW1SHK.PIX
  5732.         0,0,flipped
  5733.         CW1STL.PIX
  5734.         0,0,flipped
  5735.         CW1SHK.PIX
  5736.         0,0,not flipped
  5737.         CW1TRN.PIX
  5738.         0,0,not flipped
  5739.     4                                    // Number of looping frames
  5740.         CW1RUNT1.PIX
  5741.         0,0,not flipped
  5742.         CW1RUNT2.PIX
  5743.         0,0,not flipped
  5744.         CW1RUNT3.PIX
  5745.         0,0,not flipped
  5746.         CW1RUNT2.PIX
  5747.         0,0,not flipped
  5748.             
  5749. // Sequence #2 - turn frightened and run towards to their right
  5750.  
  5751.     collide                                // Include this frame in collision calcs
  5752.     speed                                // Frame rate type
  5753.     0.10,8                                // Min frame rate, max frame rate,
  5754.     4                                    // Number of initial frames
  5755.         CW1SHK.PIX
  5756.         0,0,flipped
  5757.         CW1STL.PIX
  5758.         0,0,flipped
  5759.         CW1SHK.PIX
  5760.         0,0,not flipped
  5761.         CW1TRN.PIX
  5762.         0,0,not flipped
  5763.     4                                    // Number of looping frames
  5764.         CW1RUNT1.PIX
  5765.         0,0,flipped
  5766.         CW1RUNT2.PIX
  5767.         0,0,flipped
  5768.         CW1RUNT3.PIX
  5769.         0,0,flipped
  5770.         CW1RUNT2.PIX
  5771.         0,0,flipped
  5772.             
  5773. // Sequence #3 - turn frightened and run away to their left
  5774.  
  5775.     collide                                // Include this frame in collision calcs
  5776.     speed                                // Frame rate type
  5777.     0.10,8                                // Min frame rate, max frame rate,
  5778.     4                                    // Number of initial frames
  5779.         CW1SHK.PIX
  5780.         0,0,flipped
  5781.         CW1STL.PIX
  5782.         0,0,flipped
  5783.         CW1SHK.PIX
  5784.         0,0,not flipped
  5785.         CW1TRN.PIX
  5786.         0,0,not flipped
  5787.     4                                    // Number of looping frames
  5788.         CW1RUNA1.PIX
  5789.         0,0,not flipped
  5790.         CW1RUNA2.PIX
  5791.         0,0,not flipped
  5792.         CW1RUNA3.PIX
  5793.         0,0,not flipped
  5794.         CW1RUNA2.PIX
  5795.         0,0,not flipped
  5796.             
  5797. // Sequence #4 - stationary, looking from side to side
  5798.  
  5799.     collide                                // Include this frame in collision calcs
  5800.     variable                            // Frame rate type
  5801.     1,6                                    // Min frame rate, max frame rate,
  5802.     0                                    // Number of initial frames
  5803.     2                                    // Number of looping frames
  5804.         CW1STL.PIX
  5805.         0,0,not flipped
  5806.         CW1STL.PIX
  5807.         0,0,flipped
  5808.             
  5809.             
  5810. // Sequence #5 - fatal collision with car
  5811.  
  5812.     don't collide                        // Exclude this frame in collision calcs
  5813.     variable                                // Frame rate type
  5814.     12,12                                    // Min frame rate, max frame rate,
  5815.     5                                    // Number of initial frames
  5816.         CW1HIT1.PIX
  5817.         0,0,not flipped
  5818.         CW1HIT2.PIX
  5819.         0,0,not flipped
  5820.         CW1HIT3.PIX
  5821.         0,0,not flipped
  5822.         CW1HIT4.PIX
  5823.         0,0,not flipped
  5824.         CW1DED.PIX
  5825.         0,0,not flipped
  5826.     0                                    // Number of looping frames
  5827.             
  5828. // Sequence #6 - turning into giblets
  5829.  
  5830.     don't collide                        // Exclude this frame in collision calcs
  5831.     fixed                                // Frame rate type
  5832.     1                                    // Number of initial frames
  5833.         CHUNKS.PIX
  5834.         0,0,not flipped
  5835.     0                                    // Number of looping frames
  5836.             
  5837. // Sequence #7 - non-fatal collision with car
  5838.  
  5839.     collide                                // Include this frame in collision calcs
  5840.     variable                                // Frame rate type
  5841.     12,12                                    // Min frame rate, max frame rate,
  5842.     2                                    // Number of initial frames
  5843.         CW1HIT1.PIX
  5844.         0,0,not flipped
  5845.         CW1HIT2.PIX
  5846.         0,0,not flipped
  5847.     0                                    // Number of looping frames
  5848.             
  5849. NEXT PEDESTRIAN
  5850.  
  5851.  
  5852. // **************** CW3 2 ****************
  5853.  
  5854. 61                                        // Reference number
  5855. 0.25                                    // Height
  5856. 100                                        // Points value
  5857. 10                                        // Hit points
  5858. 2,4031,4030                                // Exploding noises
  5859. 4040                                    // Falling noise
  5860. 0.00002                                    // Acceleration
  5861. 1                                        // Image index
  5862. IDENTITY.TAB
  5863. CW3.PIX
  5864. STDPED.MAT
  5865. 2                                        // Index of fatal car-impact action
  5866. 4                                        // Index of non-fatal car-impact action
  5867. 1                                        // Index of after-non-fatal-impact action
  5868. 5                                        // Index of fatal falling action
  5869. 6                                        // Index of non-fatal falling action
  5870. 3                                        // Index of giblets action
  5871.  
  5872. 7                                        // Number of actions
  5873.  
  5874. // Action #0 - stand there, looking nervous
  5875.  
  5876.     0,100                                // Danger level, percentage chance
  5877.     0,0                                    // Initial speed, looping speed
  5878.     20.0                                    // Reaction time for this action
  5879.     0                                    // Sounds
  5880.     1                                    // Number of sequences for this action
  5881.         360,4                            // Max bearing, sequence index
  5882.  
  5883. // Action #1 - turn frightened and run like fuck
  5884.  
  5885.     1,100                                // Danger level, percentage chance
  5886.     0,0.0008                            // Initial speed, looping speed
  5887.     0.05                                // Reaction time for this action
  5888.     1,4000                            // Sounds
  5889.     4                                    // Number of sequences for this action
  5890.         90,0                            // Max bearing, sequence index
  5891.         180,2                            // Max bearing, sequence index
  5892.         270,1                            // Max bearing, sequence index
  5893.         360,3                            // Max bearing, sequence index
  5894.     
  5895. // Action #2 - fatal car collision
  5896.  
  5897.     1000,0                                // Danger level, percentage chance
  5898.     0,0                                    // Initial speed, looping speed
  5899.     0                                    // Reaction time for this action
  5900.     1,4010                            // Sounds
  5901.     1                                    // Number of sequences for this action
  5902.         360,5                            // Max bearing, sequence index
  5903.  
  5904. // Action #3 - turning into giblets
  5905.  
  5906.     1000,0                                // Danger level, percentage chance
  5907.     0,0                                    // Initial speed, looping speed
  5908.     0                                    // Reaction time for this action
  5909.     0                                    // Sounds
  5910.     1                                    // Number of sequences for this action
  5911.         360,6                            // Max bearing, sequence index
  5912.  
  5913. // Action #4 - non-fatal car collision
  5914.  
  5915.     1000,0                                // Danger level, percentage chance
  5916.     0,0                                    // Initial speed, looping speed
  5917.     0                                    // Reaction time for this action
  5918.     1,4000                            // Sounds
  5919.     1                                    // Number of sequences for this action
  5920.         360,7                            // Max bearing, sequence index
  5921.  
  5922.  
  5923. // Action #5 - fatal ground collision
  5924.  
  5925.     1000,0                                // Danger level, percentage chance
  5926.     0,0                                    // Initial speed, looping speed
  5927.     0                                    // Reaction time for this action
  5928.     1,4010                            // Sounds
  5929.     1                                    // Number of sequences for this action
  5930.         360,5                            // Max bearing, sequence index
  5931.  
  5932. // Action #6 - non-fatal ground collision
  5933.  
  5934.     1000,0                                // Danger level, percentage chance
  5935.     0,0                                    // Initial speed, looping speed
  5936.     0                                    // Reaction time for this action
  5937.     1,4000                            // Sounds
  5938.     1                                    // Number of sequences for this action
  5939.         360,7                            // Max bearing, sequence index
  5940.  
  5941. 8                                        // Number of sequences
  5942.  
  5943. // Sequence #0 - turn frightened and run away to their right
  5944.  
  5945.     collide                                // Include this frame in collision calcs
  5946.     speed                                // Frame rate type
  5947.     0.08,8                                // Min frame rate, max frame rate,
  5948.     4                                    // Number of initial frames
  5949.         CW3SHK.PIX
  5950.         0,0,flipped
  5951.         CW3STL.PIX
  5952.         0,0,flipped
  5953.         CW3SHK.PIX
  5954.         0,0,not flipped
  5955.         CW3TRN.PIX
  5956.         0,0,not flipped
  5957.     4                                    // Number of looping frames
  5958.         CW3RUNA1.PIX
  5959.         0,0,flipped
  5960.         CW3RUNA2.PIX
  5961.         0,0,flipped
  5962.         CW3RUNA3.PIX
  5963.         0,0,flipped
  5964.         CW3RUNA2.PIX
  5965.         0,0,flipped
  5966.             
  5967. // Sequence #1 - turn frightened and run towards to their left
  5968.  
  5969.     collide                                // Include this frame in collision calcs
  5970.     speed                                // Frame rate type
  5971.     0.08,8                                // Min frame rate, max frame rate,
  5972.     4                                    // Number of initial frames
  5973.         CW3SHK.PIX
  5974.         0,0,flipped
  5975.         CW3STL.PIX
  5976.         0,0,flipped
  5977.         CW3SHK.PIX
  5978.         0,0,not flipped
  5979.         CW3TRN.PIX
  5980.         0,0,not flipped
  5981.     4                                    // Number of looping frames
  5982.         CW3RUNT1.PIX
  5983.         0,0,not flipped
  5984.         CW3RUNT2.PIX
  5985.         0,0,not flipped
  5986.         CW3RUNT3.PIX
  5987.         0,0,not flipped
  5988.         CW3RUNT2.PIX
  5989.         0,0,not flipped
  5990.             
  5991. // Sequence #2 - turn frightened and run towards to their right
  5992.  
  5993.     collide                                // Include this frame in collision calcs
  5994.     speed                                // Frame rate type
  5995.     0.08,8                                // Min frame rate, max frame rate,
  5996.     4                                    // Number of initial frames
  5997.         CW3SHK.PIX
  5998.         0,0,flipped
  5999.         CW3STL.PIX
  6000.         0,0,flipped
  6001.         CW3SHK.PIX
  6002.         0,0,not flipped
  6003.         CW3TRN.PIX
  6004.         0,0,not flipped
  6005.     4                                    // Number of looping frames
  6006.         CW3RUNT1.PIX
  6007.         0,0,flipped
  6008.         CW3RUNT2.PIX
  6009.         0,0,flipped
  6010.         CW3RUNT3.PIX
  6011.         0,0,flipped
  6012.         CW3RUNT2.PIX
  6013.         0,0,flipped
  6014.             
  6015. // Sequence #3 - turn frightened and run away to their left
  6016.  
  6017.     collide                                // Include this frame in collision calcs
  6018.     speed                                // Frame rate type
  6019.     0.08,8                                // Min frame rate, max frame rate,
  6020.     4                                    // Number of initial frames
  6021.         CW3SHK.PIX
  6022.         0,0,flipped
  6023.         CW3STL.PIX
  6024.         0,0,flipped
  6025.         CW3SHK.PIX
  6026.         0,0,not flipped
  6027.         CW3TRN.PIX
  6028.         0,0,not flipped
  6029.     4                                    // Number of looping frames
  6030.         CW3RUNA1.PIX
  6031.         0,0,not flipped
  6032.         CW3RUNA2.PIX
  6033.         0,0,not flipped
  6034.         CW3RUNA3.PIX
  6035.         0,0,not flipped
  6036.         CW3RUNA2.PIX
  6037.         0,0,not flipped
  6038.             
  6039. // Sequence #4 - stationary, looking from side to side
  6040.  
  6041.     collide                                // Include this frame in collision calcs
  6042.     variable                            // Frame rate type
  6043.     1,6                                    // Min frame rate, max frame rate,
  6044.     0                                    // Number of initial frames
  6045.     2                                    // Number of looping frames
  6046.         CW3STL.PIX
  6047.         0,0,not flipped
  6048.         CW3STL.PIX
  6049.         0,0,flipped
  6050.             
  6051.             
  6052. // Sequence #5 - fatal collision with car
  6053.  
  6054.     don't collide                        // Exclude this frame in collision calcs
  6055.     variable                                // Frame rate type
  6056.     12,12                                    // Min frame rate, max frame rate,
  6057.     5                                    // Number of initial frames
  6058.         CW3HIT1.PIX
  6059.         0,0,not flipped
  6060.         CW3HIT2.PIX
  6061.         0,0,not flipped
  6062.         CW3HIT3.PIX
  6063.         0,0,not flipped
  6064.         CW3HIT4.PIX
  6065.         0,0,not flipped
  6066.         CW3DED.PIX
  6067.         0,0,not flipped
  6068.     0                                    // Number of looping frames
  6069.             
  6070. // Sequence #6 - turning into giblets
  6071.  
  6072.     don't collide                        // Exclude this frame in collision calcs
  6073.     fixed                                // Frame rate type
  6074.     1                                    // Number of initial frames
  6075.         CHUNKS.PIX
  6076.         0,0,not flipped
  6077.     0                                    // Number of looping frames
  6078.             
  6079. // Sequence #7 - non-fatal collision with car
  6080.  
  6081.     collide                                // Include this frame in collision calcs
  6082.     variable                                // Frame rate type
  6083.     12,12                                    // Min frame rate, max frame rate,
  6084.     2                                    // Number of initial frames
  6085.         CW3HIT1.PIX
  6086.         0,0,not flipped
  6087.         CW3HIT2.PIX
  6088.         0,0,not flipped
  6089.     0                                    // Number of looping frames
  6090.             
  6091.     
  6092. NEXT PEDESTRIAN
  6093.  
  6094. // **************** FLAG WAVEY BASTARD MAN ****************
  6095.  
  6096. 99                                        // Reference number
  6097. 0.325                                    // Height
  6098. 1000                                        // Points value
  6099. 20                                        // Hit points
  6100. 2,4031,4030                                // Exploding noises
  6101. 4040                                    // Falling noise
  6102. 0.00002                                    // Acceleration
  6103. 1                                        // Image index
  6104. IDENTITY.TAB
  6105. FLG.PIX
  6106. STDPED.MAT
  6107. 2                                        // Index of fatal car-impact action
  6108. 4                                        // Index of non-fatal car-impact action
  6109. 1                                        // Index of after-non-fatal-impact action
  6110. 5                                        // Index of fatal falling action
  6111. 6                                        // Index of non-fatal falling action
  6112. 3                                        // Index of giblets action
  6113.  
  6114. 8                                        // Number of actions
  6115.  
  6116. // Action #0 - stand there, looking nervous
  6117.  
  6118.     0,100                                // Danger level, percentage chance
  6119.     0,0                                    // Initial speed, looping speed
  6120.     20.0                                    // Reaction time for this action
  6121.     0                                    // Sounds
  6122.     1                                    // Number of sequences for this action
  6123.         360,4                            // Max bearing, sequence index
  6124.  
  6125. // Action #1 - turn frightened and run like fuck
  6126.  
  6127.     7,100                                // Danger level, percentage chance
  6128.     0,0.0008                            // Initial speed, looping speed
  6129.     0.05                                // Reaction time for this action
  6130.     1,4000                            // Sounds
  6131.     4                                    // Number of sequences for this action
  6132.         90,0                            // Max bearing, sequence index
  6133.         180,2                            // Max bearing, sequence index
  6134.         270,1                            // Max bearing, sequence index
  6135.         360,3                            // Max bearing, sequence index
  6136.     
  6137. // Action #2 - fatal car collision
  6138.  
  6139.     1000,0                                // Danger level, percentage chance
  6140.     0,0                                    // Initial speed, looping speed
  6141.     0                                    // Reaction time for this action
  6142.     1,4010                            // Sounds
  6143.     1                                    // Number of sequences for this action
  6144.         360,5                            // Max bearing, sequence index
  6145.  
  6146. // Action #3 - turning into giblets
  6147.  
  6148.     1000,0                                // Danger level, percentage chance
  6149.     0,0                                    // Initial speed, looping speed
  6150.     0                                    // Reaction time for this action
  6151.     0                                    // Sounds
  6152.     1                                    // Number of sequences for this action
  6153.         360,6                            // Max bearing, sequence index
  6154.  
  6155. // Action #4 - non-fatal car collision
  6156.  
  6157.     1000,0                                // Danger level, percentage chance
  6158.     0,0                                    // Initial speed, looping speed
  6159.     0                                    // Reaction time for this action
  6160.     1,4000                            // Sounds
  6161.     1                                    // Number of sequences for this action
  6162.         360,7                            // Max bearing, sequence index
  6163.  
  6164.  
  6165. // Action #5 - fatal ground collision
  6166.  
  6167.     1000,0                                // Danger level, percentage chance
  6168.     0,0                                    // Initial speed, looping speed
  6169.     0                                    // Reaction time for this action
  6170.     1,4010                            // Sounds
  6171.     1                                    // Number of sequences for this action
  6172.         360,5                            // Max bearing, sequence index
  6173.  
  6174. // Action #6 - non-fatal ground collision
  6175.  
  6176.     1000,0                                // Danger level, percentage chance
  6177.     0,0                                    // Initial speed, looping speed
  6178.     0                                    // Reaction time for this action
  6179.     1,4000                            // Sounds
  6180.     1                                    // Number of sequences for this action
  6181.         360,7                            // Max bearing, sequence index
  6182.  
  6183. // Action #7 - wave that flag baby.....
  6184.  
  6185.     1000,0                                // Danger level, percentage chance
  6186.     0,0                                    // Initial speed, looping speed
  6187.     0                                    // Reaction time for this action
  6188.     0                                    // Sounds
  6189.     1                                    // Number of sequences for this action
  6190.         360,8                            // Max bearing, sequence index
  6191.  
  6192. 9                                        // Number of sequences
  6193.  
  6194. // Sequence #0 - turn frightened and run away to their right
  6195.  
  6196.     collide                                // Include this frame in collision calcs
  6197.     speed                                // Frame rate type
  6198.     0.08,8                                // Min frame rate, max frame rate,
  6199.     3                                    // Number of initial frames
  6200.         FLGSHK.PIX
  6201.         0,0,flipped
  6202.         FLGSTL1.PIX
  6203.         0,0,flipped
  6204.         FLGSHK.PIX
  6205.         0,0,not flipped
  6206.     4                                    // Number of looping frames
  6207.         FLGRUNA1.PIX
  6208.         0,0,not flipped
  6209.         FLGRUNA2.PIX
  6210.         0,0,not flipped
  6211.         FLGRUNA3.PIX
  6212.         0,0,not flipped
  6213.         FLGRUNA2.PIX
  6214.         0,0,not flipped
  6215.             
  6216. // Sequence #1 - turn frightened and run towards to their left
  6217.  
  6218.     collide                                // Include this frame in collision calcs
  6219.     speed                                // Frame rate type
  6220.     0.08,8                                // Min frame rate, max frame rate,
  6221.     3                                    // Number of initial frames
  6222.         FLGSHK.PIX
  6223.         0,0,flipped
  6224.         FLGSTL1.PIX
  6225.         0,0,flipped
  6226.         FLGSHK.PIX
  6227.         0,0,not flipped
  6228.     4                                    // Number of looping frames
  6229.         FLGRUNT1.PIX
  6230.         0,0,flipped
  6231.         FLGRUNT2.PIX
  6232.         0,0,flipped
  6233.         FLGRUNT3.PIX
  6234.         0,0,flipped
  6235.         FLGRUNT2.PIX
  6236.         0,0,flipped
  6237.             
  6238. // Sequence #2 - turn frightened and run towards to their right
  6239.  
  6240.     collide                                // Include this frame in collision calcs
  6241.     speed                                // Frame rate type
  6242.     0.08,8                                // Min frame rate, max frame rate,
  6243.     3                                    // Number of initial frames
  6244.         FLGSHK.PIX
  6245.         0,0,flipped
  6246.         FLGSTL1.PIX
  6247.         0,0,flipped
  6248.         FLGSHK.PIX
  6249.         0,0,not flipped
  6250.     4                                    // Number of looping frames
  6251.         FLGRUNT1.PIX
  6252.         0,0,not flipped
  6253.         FLGRUNT2.PIX
  6254.         0,0,not flipped
  6255.         FLGRUNT3.PIX
  6256.         0,0,not flipped
  6257.         FLGRUNT2.PIX
  6258.         0,0,not flipped
  6259.             
  6260. // Sequence #3 - turn frightened and run away to their left
  6261.  
  6262.     collide                                // Include this frame in collision calcs
  6263.     speed                                // Frame rate type
  6264.     0.08,8                                // Min frame rate, max frame rate,
  6265.     3                                    // Number of initial frames
  6266.         FLGSHK.PIX
  6267.         0,0,flipped
  6268.         FLGSTL1.PIX
  6269.         0,0,flipped
  6270.         FLGSHK.PIX
  6271.         0,0,not flipped
  6272.     4                                    // Number of looping frames
  6273.         FLGRUNA1.PIX
  6274.         0,0,flipped
  6275.         FLGRUNA2.PIX
  6276.         0,0,flipped
  6277.         FLGRUNA3.PIX
  6278.         0,0,flipped
  6279.         FLGRUNA2.PIX
  6280.         0,0,flipped
  6281.             
  6282. // Sequence #4 - stationary, looking from side to side
  6283.  
  6284.     collide                                // Include this frame in collision calcs
  6285.     variable                            // Frame rate type
  6286.     1,6                                    // Min frame rate, max frame rate,
  6287.     0                                    // Number of initial frames
  6288.     2                                    // Number of looping frames
  6289.         FLGSTL1.PIX
  6290.         0,0,flipped
  6291.         FLGSTL2.PIX
  6292.         0,0,flipped
  6293.             
  6294.             
  6295. // Sequence #5 - fatal collision with car
  6296.  
  6297.     don't collide                        // Exclude this frame in collision calcs
  6298.     variable                            // Frame rate type
  6299.     9,10                                    // Min frame rate, max frame rate,
  6300.     4                                    // Number of initial frames
  6301.         FLGHIT1.PIX
  6302.         0,0,not flipped
  6303.         FLGHIT2.PIX
  6304.         0,0,not flipped
  6305.         FLGHIT3.PIX
  6306.         0,0,not flipped
  6307.         FLGHIT4.PIX
  6308.         0,0,not flipped
  6309.     2                                    // Number of looping frames
  6310.         FLGDED1.PIX
  6311.         0,0,not flipped
  6312.         FLGDED2.PIX
  6313.         0,0,not flipped
  6314.             
  6315. // Sequence #6 - turning into giblets
  6316.  
  6317.     don't collide                        // Exclude this frame in collision calcs
  6318.     fixed                                // Frame rate type
  6319.     1                                    // Number of initial frames
  6320.         CHUNKS.PIX
  6321.         0,0,not flipped
  6322.     0                                    // Number of looping frames
  6323.             
  6324. // Sequence #7 - non-fatal collision with car
  6325.  
  6326.     collide                                // Include this frame in collision calcs
  6327.     variable                                // Frame rate type
  6328.     12,12                                    // Min frame rate, max frame rate,
  6329.     2                                    // Number of initial frames
  6330.         FLGHIT1.PIX
  6331.         0,0,not flipped
  6332.         FLGHIT2.PIX
  6333.         0,0,not flipped
  6334.     0                                    // Number of looping frames
  6335.             
  6336. // Sequence #8 - flag waving jobby bastard
  6337.  
  6338.     collide                                // Include this frame in collision calcs
  6339.     variable                            // Frame rate type
  6340.     9,10                                    // Min frame rate, max frame rate,
  6341.     0                                    // Number of initial frames
  6342.     4                                    // Number of looping frames
  6343.         FLGWAV1.PIX
  6344.         0,0,not flipped
  6345.         FLGWAV2.PIX
  6346.         0,0,not flipped
  6347.         FLGWAV3.PIX
  6348.         0.07,0,not flipped
  6349.         FLGWAV4.PIX
  6350.         0.07,0,not flipped
  6351.     
  6352.  
  6353. NEXT PEDESTRIAN
  6354.  
  6355.  
  6356. // **************** FOOTBALLER #1 ****************
  6357.  
  6358. 20                                        // Reference number
  6359. 0.28                                    // Height
  6360. 150                                        // Points value
  6361. 10                                        // Hit points
  6362. 2,4031,4030                                // Exploding noises
  6363. -1                                        // Falling noise
  6364. 0.00002                                    // Acceleration
  6365. 1                                        // Image index
  6366. IDENTITY.TAB
  6367. SKN.PIX
  6368. STDPED.MAT
  6369. 2                                        // Index of fatal car-impact action
  6370. 4                                        // Index of non-fatal car-impact action
  6371. 1                                        // Index of after-non-fatal-impact action
  6372. 5                                        // Index of fatal falling action
  6373. 6                                        // Index of non-fatal falling action
  6374. 3                                        // Index of giblets action
  6375.  
  6376. 7                                        // Number of actions
  6377.  
  6378. // Action #0 - stand there, looking nervous
  6379.  
  6380.     0,100                                // Danger level, percentage chance
  6381.     0,0                                    // Initial speed, looping speed
  6382.     20.0                                    // Reaction time for this action
  6383.     0                                    // Sounds
  6384.     1                                    // Number of sequences for this action
  6385.         360,4                            // Max bearing, sequence index
  6386.     
  6387. // Action #1 - turn frightened and run like fuck
  6388.  
  6389.     1,100                                // Danger level, percentage chance
  6390.     0,0.0008                            // Initial speed, looping speed
  6391.     0.05                                // Reaction time for this action
  6392.     3,4000,4000,4903                            // Sounds
  6393.     4                                    // Number of sequences for this action
  6394.         90,3                            // Max bearing, sequence index
  6395.         180,1                            // Max bearing, sequence index
  6396.         270,2                            // Max bearing, sequence index
  6397.         360,0                            // Max bearing, sequence index
  6398.     
  6399. // Action #2 - fatal car collision
  6400.  
  6401.     1000,0                                // Danger level, percentage chance
  6402.     0,0                                    // Initial speed, looping speed
  6403.     0                                    // Reaction time for this action
  6404.     3,4010,4010,4907                            // Sounds
  6405.     1                                    // Number of sequences for this action
  6406.         360,5                            // Max bearing, sequence index
  6407.  
  6408. // Action #3 - turning into giblets
  6409.  
  6410.     1000,0                                // Danger level, percentage chance
  6411.     0,0                                    // Initial speed, looping speed
  6412.     0                                    // Reaction time for this action
  6413.     0                                    // Sounds
  6414.     1                                    // Number of sequences for this action
  6415.         360,6                            // Max bearing, sequence index
  6416.  
  6417. // Action #4 - non-fatal car collision
  6418.  
  6419.     1000,0                                // Danger level, percentage chance
  6420.     0,0                                    // Initial speed, looping speed
  6421.     0                                    // Reaction time for this action
  6422.     1,4000                            // Sounds
  6423.     1                                    // Number of sequences for this action
  6424.         360,7                            // Max bearing, sequence index
  6425.  
  6426.  
  6427. // Action #5 - fatal ground collision
  6428.  
  6429.     1000,0                                // Danger level, percentage chance
  6430.     0,0                                    // Initial speed, looping speed
  6431.     0                                    // Reaction time for this action
  6432.     1,4010                            // Sounds
  6433.     1                                    // Number of sequences for this action
  6434.         360,5                            // Max bearing, sequence index
  6435.  
  6436. // Action #6 - non-fatal ground collision
  6437.  
  6438.     1000,0                                // Danger level, percentage chance
  6439.     0,0                                    // Initial speed, looping speed
  6440.     0                                    // Reaction time for this action
  6441.     1,4000                            // Sounds
  6442.     1                                    // Number of sequences for this action
  6443.         360,7                            // Max bearing, sequence index
  6444.  
  6445. 8                                        // Number of sequences
  6446.  
  6447. // Sequence #0 - turn frightened and run away to their right
  6448.  
  6449.     collide                                // Include this frame in collision calcs
  6450.     speed                                // Frame rate type
  6451.     0.08,8                                // Min frame rate, max frame rate,
  6452.     3                                    // Number of initial frames
  6453.         SKNSHK.PIX
  6454.         0,0,flipped
  6455.         SKNSTL.PIX
  6456.         0,0,flipped
  6457.         SKNSHK.PIX
  6458.         0,0,not flipped
  6459.     4                                    // Number of looping frames
  6460.         SKNRUNA1.PIX
  6461.         0,0,flipped
  6462.         SKNRUNA2.PIX
  6463.         0,0,flipped
  6464.         SKNRUNA3.PIX
  6465.         0,0,flipped
  6466.         SKNRUNA2.PIX
  6467.         0,0,flipped
  6468.             
  6469. // Sequence #1 - turn frightened and run towards to their left
  6470.  
  6471.     collide                                // Include this frame in collision calcs
  6472.     speed                                // Frame rate type
  6473.     0.08,8                                // Min frame rate, max frame rate,
  6474.     3                                    // Number of initial frames
  6475.         SKNSHK.PIX
  6476.         0,0,flipped
  6477.         SKNSTL.PIX
  6478.         0,0,flipped
  6479.         SKNSHK.PIX
  6480.         0,0,not flipped
  6481.     4                                    // Number of looping frames
  6482.         SKNRUNT1.PIX
  6483.         0,0,not flipped
  6484.         SKNRUNT2.PIX
  6485.         0,0,not flipped
  6486.         SKNRUNT3.PIX
  6487.         0,0,not flipped
  6488.         SKNRUNT2.PIX
  6489.         0,0,not flipped
  6490.             
  6491. // Sequence #2 - turn frightened and run towards to their right
  6492.  
  6493.     collide                                // Include this frame in collision calcs
  6494.     speed                                // Frame rate type
  6495.     0.08,8                                // Min frame rate, max frame rate,
  6496.     3                                    // Number of initial frames
  6497.         SKNSHK.PIX
  6498.         0,0,flipped
  6499.         SKNSTL.PIX
  6500.         0,0,flipped
  6501.         SKNSHK.PIX
  6502.         0,0,not flipped
  6503.     4                                    // Number of looping frames
  6504.         SKNRUNT1.PIX
  6505.         0,0,flipped
  6506.         SKNRUNT2.PIX
  6507.         0,0,flipped
  6508.         SKNRUNT3.PIX
  6509.         0,0,flipped
  6510.         SKNRUNT2.PIX
  6511.         0,0,flipped
  6512.             
  6513. // Sequence #3 - turn frightened and run away to their left
  6514.  
  6515.     collide                                // Include this frame in collision calcs
  6516.     speed                                // Frame rate type
  6517.     0.08,8                                // Min frame rate, max frame rate,
  6518.     3                                    // Number of initial frames
  6519.         SKNSHK.PIX
  6520.         0,0,flipped
  6521.         SKNSTL.PIX
  6522.         0,0,flipped
  6523.         SKNSHK.PIX
  6524.         0,0,not flipped
  6525.     4                                    // Number of looping frames
  6526.         SKNRUNA1.PIX
  6527.         0,0,not flipped
  6528.         SKNRUNA2.PIX
  6529.         0,0,not flipped
  6530.         SKNRUNA3.PIX
  6531.         0,0,not flipped
  6532.         SKNRUNA2.PIX
  6533.         0,0,not flipped
  6534.             
  6535. // Sequence #4 - stationary, looking from side to side
  6536.  
  6537.     collide                                // Include this frame in collision calcs
  6538.     variable                            // Frame rate type
  6539.     1,6                                    // Min frame rate, max frame rate,
  6540.     0                                    // Number of initial frames
  6541.     2                                    // Number of looping frames
  6542.         SKNSTL.PIX
  6543.         0,0,not flipped
  6544.         SKNSTL.PIX
  6545.         0,0,flipped
  6546.             
  6547.             
  6548. // Sequence #5 - fatal collision with car
  6549.  
  6550.     don't collide                        // Exclude this frame in collision calcs
  6551.     variable                                // Frame rate type
  6552.     12,12                                    // Min frame rate, max frame rate,
  6553.     5                                    // Number of initial frames
  6554.         SKNHIT1B.PIX
  6555.         0,0,not flipped
  6556.         SKNHIT2B.PIX
  6557.         0,0,not flipped
  6558.         SKNHIT3B.PIX
  6559.         0,0,not flipped
  6560.         SKNHIT4B.PIX
  6561.         0,0,not flipped
  6562.         SKNDEDB.PIX
  6563.         0,0,not flipped
  6564.     0                                    // Number of looping frames
  6565.             
  6566. // Sequence #6 - turning into giblets
  6567.  
  6568.     don't collide                        // Exclude this frame in collision calcs
  6569.     fixed                                // Frame rate type
  6570.     1                                    // Number of initial frames
  6571.         CHUNKS.PIX
  6572.         0,0,not flipped
  6573.     0                                    // Number of looping frames
  6574.             
  6575. // Sequence #7 - non-fatal collision with car
  6576.  
  6577.     collide                                // Include this frame in collision calcs
  6578.     variable                                // Frame rate type
  6579.     12,12                                    // Min frame rate, max frame rate,
  6580.     2                                    // Number of initial frames
  6581.         SKNHIT1B.PIX
  6582.         0,0,not flipped
  6583.         SKNHIT2B.PIX
  6584.         0,0,not flipped
  6585.     0                                    // Number of looping frames
  6586.             
  6587.     
  6588.  
  6589. NEXT PEDESTRIAN
  6590.  
  6591. // **************** FOOTBALLER #2 ****************
  6592.  
  6593. 21                                        // Reference number
  6594. 0.28                                    // Height
  6595. 150                                        // Points value
  6596. 10                                        // Hit points
  6597. 2,4031,4030                                // Exploding noises
  6598. -1                                        // Falling noise
  6599. 0.00002                                    // Acceleration
  6600. 1                                        // Image index
  6601. IDENTITY.TAB
  6602. COW.PIX
  6603. STDPED.MAT
  6604. 2                                        // Index of fatal car-impact action
  6605. 4                                        // Index of non-fatal car-impact action
  6606. 1                                        // Index of after-non-fatal-impact action
  6607. 5                                        // Index of fatal falling action
  6608. 6                                        // Index of non-fatal falling action
  6609. 3                                        // Index of giblets action
  6610.  
  6611. 7                                        // Number of actions
  6612.  
  6613. // Action #0 - stand there, looking nervous
  6614.  
  6615.     0,100                                // Danger level, percentage chance
  6616.     0,0                                    // Initial speed, looping speed
  6617.     20.0                                    // Reaction time for this action
  6618.     0                                    // Sounds
  6619.     1                                    // Number of sequences for this action
  6620.         360,4                            // Max bearing, sequence index
  6621.     
  6622. // Action #1 - turn frightened and run like fuck
  6623.  
  6624.     1,100                                // Danger level, percentage chance
  6625.     0,0.0008                            // Initial speed, looping speed
  6626.     0.05                                // Reaction time for this action
  6627.     3,4001,4902,4004                            // Sounds
  6628.     4                                    // Number of sequences for this action
  6629.         90,3                            // Max bearing, sequence index
  6630.         180,1                            // Max bearing, sequence index
  6631.         270,2                            // Max bearing, sequence index
  6632.         360,0                            // Max bearing, sequence index
  6633.     
  6634. // Action #2 - fatal car collision
  6635.  
  6636.     1000,0                                // Danger level, percentage chance
  6637.     0,0                                    // Initial speed, looping speed
  6638.     0                                    // Reaction time for this action
  6639.     3,4011,4010,4907                            // Sounds
  6640.     1                                    // Number of sequences for this action
  6641.         360,5                            // Max bearing, sequence index
  6642.  
  6643. // Action #3 - turning into giblets
  6644.  
  6645.     1000,0                                // Danger level, percentage chance
  6646.     0,0                                    // Initial speed, looping speed
  6647.     0                                    // Reaction time for this action
  6648.     0                                    // Sounds
  6649.     1                                    // Number of sequences for this action
  6650.         360,6                            // Max bearing, sequence index
  6651.  
  6652. // Action #4 - non-fatal car collision
  6653.  
  6654.     1000,0                                // Danger level, percentage chance
  6655.     0,0                                    // Initial speed, looping speed
  6656.     0                                    // Reaction time for this action
  6657.     1,4001                            // Sounds
  6658.     1                                    // Number of sequences for this action
  6659.         360,7                            // Max bearing, sequence index
  6660.  
  6661.  
  6662. // Action #5 - fatal ground collision
  6663.  
  6664.     1000,0                                // Danger level, percentage chance
  6665.     0,0                                    // Initial speed, looping speed
  6666.     0                                    // Reaction time for this action
  6667.     1,4011                            // Sounds
  6668.     1                                    // Number of sequences for this action
  6669.         360,5                            // Max bearing, sequence index
  6670.  
  6671. // Action #6 - non-fatal ground collision
  6672.  
  6673.     1000,0                                // Danger level, percentage chance
  6674.     0,0                                    // Initial speed, looping speed
  6675.     0                                    // Reaction time for this action
  6676.     1,4001                            // Sounds
  6677.     1                                    // Number of sequences for this action
  6678.         360,7                            // Max bearing, sequence index
  6679.  
  6680. 8                                        // Number of sequences
  6681.  
  6682. // Sequence #0 - turn frightened and run away to their right
  6683.  
  6684.     collide                                // Include this frame in collision calcs
  6685.     speed                                // Frame rate type
  6686.     0.08,8                                // Min frame rate, max frame rate,
  6687.     3                                    // Number of initial frames
  6688.         COWSHK.PIX
  6689.         0,0,flipped
  6690.         COWSTL.PIX
  6691.         0,0,flipped
  6692.         COWSHK.PIX
  6693.         0,0,not flipped
  6694.     4                                    // Number of looping frames
  6695.         COWRUNA1.PIX
  6696.         0,0,flipped
  6697.         COWRUNA2.PIX
  6698.         0,0,flipped
  6699.         COWRUNA3.PIX
  6700.         0,0,flipped
  6701.         COWRUNA2.PIX
  6702.         0,0,flipped
  6703.             
  6704. // Sequence #1 - turn frightened and run towards to their left
  6705.  
  6706.     collide                                // Include this frame in collision calcs
  6707.     speed                                // Frame rate type
  6708.     0.08,8                                // Min frame rate, max frame rate,
  6709.     3                                    // Number of initial frames
  6710.         COWSHK.PIX
  6711.         0,0,flipped
  6712.         COWSTL.PIX
  6713.         0,0,flipped
  6714.         COWSHK.PIX
  6715.         0,0,not flipped
  6716.     4                                    // Number of looping frames
  6717.         COWRUNT1.PIX
  6718.         0,0,not flipped
  6719.         COWRUNT2.PIX
  6720.         0,0,not flipped
  6721.         COWRUNT3.PIX
  6722.         0,0,not flipped
  6723.         COWRUNT2.PIX
  6724.         0,0,not flipped
  6725.             
  6726. // Sequence #2 - turn frightened and run towards to their right
  6727.  
  6728.     collide                                // Include this frame in collision calcs
  6729.     speed                                // Frame rate type
  6730.     0.08,8                                // Min frame rate, max frame rate,
  6731.     3                                    // Number of initial frames
  6732.         COWSHK.PIX
  6733.         0,0,flipped
  6734.         COWSTL.PIX
  6735.         0,0,flipped
  6736.         COWSHK.PIX
  6737.         0,0,not flipped
  6738.     4                                    // Number of looping frames
  6739.         COWRUNT1.PIX
  6740.         0,0,flipped
  6741.         COWRUNT2.PIX
  6742.         0,0,flipped
  6743.         COWRUNT3.PIX
  6744.         0,0,flipped
  6745.         COWRUNT2.PIX
  6746.         0,0,flipped
  6747.             
  6748. // Sequence #3 - turn frightened and run away to their left
  6749.  
  6750.     collide                                // Include this frame in collision calcs
  6751.     speed                                // Frame rate type
  6752.     0.08,8                                // Min frame rate, max frame rate,
  6753.     3                                    // Number of initial frames
  6754.         COWSHK.PIX
  6755.         0,0,flipped
  6756.         COWSTL.PIX
  6757.         0,0,flipped
  6758.         COWSHK.PIX
  6759.         0,0,not flipped
  6760.     4                                    // Number of looping frames
  6761.         COWRUNA1.PIX
  6762.         0,0,not flipped
  6763.         COWRUNA2.PIX
  6764.         0,0,not flipped
  6765.         COWRUNA3.PIX
  6766.         0,0,not flipped
  6767.         COWRUNA2.PIX
  6768.         0,0,not flipped
  6769.             
  6770. // Sequence #4 - stationary, looking from side to side
  6771.  
  6772.     collide                                // Include this frame in collision calcs
  6773.     variable                            // Frame rate type
  6774.     1,6                                    // Min frame rate, max frame rate,
  6775.     0                                    // Number of initial frames
  6776.     2                                    // Number of looping frames
  6777.         COWSTL.PIX
  6778.         0,0,not flipped
  6779.         COWSTL.PIX
  6780.         0,0,flipped
  6781.             
  6782.             
  6783. // Sequence #5 - fatal collision with car
  6784.  
  6785.     don't collide                        // Exclude this frame in collision calcs
  6786.     variable                                // Frame rate type
  6787.     12,12                                    // Min frame rate, max frame rate,
  6788.     5                                    // Number of initial frames
  6789.         COWHIT1B.PIX
  6790.         0,0,not flipped
  6791.         COWHIT2B.PIX
  6792.         0,0,not flipped
  6793.         COWHIT3B.PIX
  6794.         0,0,not flipped
  6795.         COWHIT4B.PIX
  6796.         0,0,not flipped
  6797.         COWDEDB.PIX
  6798.         0,0,not flipped
  6799.     0                                    // Number of looping frames
  6800.             
  6801. // Sequence #6 - turning into giblets
  6802.  
  6803.     don't collide                        // Exclude this frame in collision calcs
  6804.     fixed                                // Frame rate type
  6805.     1                                    // Number of initial frames
  6806.         CHUNKS.PIX
  6807.         0,0,not flipped
  6808.     0                                    // Number of looping frames
  6809.             
  6810. // Sequence #7 - non-fatal collision with car
  6811.  
  6812.     collide                                // Include this frame in collision calcs
  6813.     variable                                // Frame rate type
  6814.     12,12                                    // Min frame rate, max frame rate,
  6815.     2                                    // Number of initial frames
  6816.         COWHIT1B.PIX
  6817.         0,0,not flipped
  6818.         COWHIT2B.PIX
  6819.         0,0,not flipped
  6820.     0                                    // Number of looping frames
  6821.             
  6822.     
  6823.  
  6824. NEXT PEDESTRIAN
  6825.  
  6826. // **************** BIK 2 ****************
  6827.  
  6828. 12                                        // Reference number
  6829. 0.24                                    // Height
  6830. 175                                        // Points value
  6831. 20                                        // Hit points
  6832. 2,4031,4030                                // Exploding noises
  6833. -1                                        // Falling noise
  6834. 0.00002                                    // Acceleration
  6835. 1                                        // Image index
  6836. IDENTITY.TAB
  6837. BIK.PIX
  6838. STDPED.MAT
  6839. 2                                        // Index of fatal car-impact action
  6840. 4                                        // Index of non-fatal car-impact action
  6841. 1                                        // Index of after-non-fatal-impact action
  6842. 5                                        // Index of fatal falling action
  6843. 6                                        // Index of non-fatal falling action
  6844. 3                                        // Index of giblets action
  6845.  
  6846. 7                                        // Number of actions
  6847.  
  6848. // Action #0 - stand there, looking nervous
  6849.  
  6850.     0,100                                // Danger level, percentage chance
  6851.     0,0                                    // Initial speed, looping speed
  6852.     20.0                                    // Reaction time for this action
  6853.     0                                    // Sounds
  6854.     3                                    // Number of sequences for this action
  6855.         90,8                            // Max bearing, sequence index
  6856.         270,4                            // Max bearing, sequence index
  6857.         360,8                            // Max bearing, sequence index
  6858.     
  6859. // Action #1 - turn frightened and run like fuck
  6860.  
  6861.     1,100                                // Danger level, percentage chance
  6862.     0,0.0008                            // Initial speed, looping speed
  6863.     0.05                                // Reaction time for this action
  6864.     3,4002,4904,4905                            // Sounds
  6865.     4                                    // Number of sequences for this action
  6866.         90,3                            // Max bearing, sequence index
  6867.         180,1                            // Max bearing, sequence index
  6868.         270,2                            // Max bearing, sequence index
  6869.         360,0                            // Max bearing, sequence index
  6870.     
  6871. // Action #2 - fatal car collision
  6872.  
  6873.     1000,0                                // Danger level, percentage chance
  6874.     0,0                                    // Initial speed, looping speed
  6875.     0                                    // Reaction time for this action
  6876.     1,4012                            // Sounds
  6877.     1                                    // Number of sequences for this action
  6878.         360,5                            // Max bearing, sequence index
  6879.  
  6880. // Action #3 - turning into giblets
  6881.  
  6882.     1000,0                                // Danger level, percentage chance
  6883.     0,0                                    // Initial speed, looping speed
  6884.     0                                    // Reaction time for this action
  6885.     0                                    // Sounds
  6886.     1                                    // Number of sequences for this action
  6887.         360,6                            // Max bearing, sequence index
  6888.  
  6889. // Action #4 - non-fatal car collision
  6890.  
  6891.     1000,0                                // Danger level, percentage chance
  6892.     0,0                                    // Initial speed, looping speed
  6893.     0                                    // Reaction time for this action
  6894.     1,4002                            // Sounds
  6895.     1                                    // Number of sequences for this action
  6896.         360,7                            // Max bearing, sequence index
  6897.  
  6898.  
  6899. // Action #5 - fatal ground collision
  6900.  
  6901.     1000,0                                // Danger level, percentage chance
  6902.     0,0                                    // Initial speed, looping speed
  6903.     0                                    // Reaction time for this action
  6904.     1,4012                            // Sounds
  6905.     1                                    // Number of sequences for this action
  6906.         360,5                            // Max bearing, sequence index
  6907.  
  6908. // Action #6 - non-fatal ground collision
  6909.  
  6910.     1000,0                                // Danger level, percentage chance
  6911.     0,0                                    // Initial speed, looping speed
  6912.     0                                    // Reaction time for this action
  6913.     1,4002                            // Sounds
  6914.     1                                    // Number of sequences for this action
  6915.         360,7                            // Max bearing, sequence index
  6916.  
  6917. 9                                        // Number of sequences
  6918.  
  6919. // Sequence #0 - turn frightened and run away to their right
  6920.  
  6921.     collide                                // Include this frame in collision calcs
  6922.     speed                                // Frame rate type
  6923.     0.08,8                                // Min frame rate, max frame rate,
  6924.     4                                    // Number of initial frames
  6925.         BIKSHK1.PIX
  6926.         0,0,flipped
  6927.                 BIKSTL1.PIX
  6928.         0,0,flipped
  6929.         BIKSHK1.PIX
  6930.         0,0,not flipped
  6931.         BIKTRN.PIX
  6932.         0,0,not flipped
  6933.     4                                    // Number of looping frames
  6934.         BIKRUNA1.PIX
  6935.         0,0,flipped
  6936.         BIKRUNA2.PIX
  6937.         0,0,flipped
  6938.         BIKRUNA3.PIX
  6939.         0,0,flipped
  6940.         BIKRUNA2.PIX
  6941.         0,0,flipped
  6942.             
  6943. // Sequence #1 - turn frightened and run towards to their left
  6944.  
  6945.     collide                                // Include this frame in collision calcs
  6946.     speed                                // Frame rate type
  6947.     0.08,8                                // Min frame rate, max frame rate,
  6948.     4                                    // Number of initial frames
  6949.         BIKSHK1.PIX
  6950.         0,0,flipped
  6951.                 BIKSTL1.PIX
  6952.         0,0,not flipped
  6953.         BIKSHK1.PIX
  6954.         0,0,not flipped
  6955.         BIKTRN.PIX
  6956.         0,0,not flipped
  6957.     4                                    // Number of looping frames
  6958.         BIKRUNT1.PIX
  6959.         0,0,flipped
  6960.         BIKRUNT2.PIX
  6961.         0,0,flipped
  6962.         BIKRUNT3.PIX
  6963.         0,0,flipped
  6964.         BIKRUNT2.PIX
  6965.         0,0,flipped
  6966.             
  6967. // Sequence #2 - turn frightened and run towards to their right
  6968.  
  6969.     collide                                // Include this frame in collision calcs
  6970.     speed                                // Frame rate type
  6971.     0.08,8                                // Min frame rate, max frame rate,
  6972.     4                                    // Number of initial frames
  6973.         BIKSHK1.PIX
  6974.         0,0,flipped
  6975.             BIKSTL1.PIX
  6976.         0,0,flipped
  6977.         BIKSHK1.PIX
  6978.         0,0,not flipped
  6979.         BIKTRN.PIX
  6980.         0,0,not flipped
  6981.     4                                    // Number of looping frames
  6982.         BIKRUNT1.PIX
  6983.         0,0,flipped
  6984.         BIKRUNT2.PIX
  6985.         0,0,flipped
  6986.         BIKRUNT3.PIX
  6987.         0,0,flipped
  6988.         BIKRUNT2.PIX
  6989.         0,0,flipped
  6990.             
  6991. // Sequence #3 - turn frightened and run away to their left
  6992.  
  6993.     collide                                // Include this frame in collision calcs
  6994.     speed                                // Frame rate type
  6995.     0.08,8                                // Min frame rate, max frame rate,
  6996.     4                                    // Number of initial frames
  6997.         BIKSHK1.PIX
  6998.         0,0,flipped
  6999.             BIKSTL1.PIX
  7000.         0,0,flipped
  7001.         BIKSHK1.PIX
  7002.         0,0,not flipped
  7003.         BIKTRN.PIX
  7004.         0,0,not flipped
  7005.     4                                    // Number of looping frames
  7006.         BIKRUNA1.PIX
  7007.         0,0,not flipped
  7008.         BIKRUNA2.PIX
  7009.         0,0,not flipped
  7010.         BIKRUNA3.PIX
  7011.         0,0,not flipped
  7012.         BIKRUNA2.PIX
  7013.         0,0,not flipped
  7014.             
  7015. // Sequence #4 - stationary, looking from side to side
  7016.  
  7017.     collide                                // Include this frame in collision calcs
  7018.     variable                            // Frame rate type
  7019.     1,6                                    // Min frame rate, max frame rate,
  7020.     0                                    // Number of initial frames
  7021.     2                                    // Number of looping frames
  7022.                 BIKSTL1.PIX
  7023.         0,0,not flipped
  7024.                 BIKSTL2.PIX
  7025.         0,0,not flipped
  7026.             
  7027.             
  7028. // Sequence #5 - fatal collision with car
  7029.  
  7030.     don't collide                        // Exclude this frame in collision calcs
  7031.     variable                                // Frame rate type
  7032.     12,12                                    // Min frame rate, max frame rate,
  7033.     5                                    // Number of initial frames
  7034.         BIKHIT1.PIX
  7035.         0,0,not flipped
  7036.         BIKHIT2B.PIX
  7037.         0,0,not flipped
  7038.         BIKHIT3B.PIX
  7039.         0,0,not flipped
  7040.         BIKHIT4B.PIX
  7041.         0,0,not flipped
  7042.         BIKDEDB.PIX
  7043.         0,0,not flipped
  7044.     0                                    // Number of looping frames
  7045.             
  7046. // Sequence #6 - turning into giblets
  7047.  
  7048.     don't collide                        // Exclude this frame in collision calcs
  7049.     fixed                                // Frame rate type
  7050.     1                                    // Number of initial frames
  7051.         CHUNKS.PIX
  7052.         0,0,not flipped
  7053.     0                                    // Number of looping frames
  7054.             
  7055. // Sequence #7 - non-fatal collision with car
  7056.  
  7057.     collide                                // Include this frame in collision calcs
  7058.     variable                                // Frame rate type
  7059.     12,12                                    // Min frame rate, max frame rate,
  7060.     2                                    // Number of initial frames
  7061.         BIKHIT1.PIX
  7062.         0,0,not flipped
  7063.         BIKHIT2B.PIX
  7064.         0,0,not flipped
  7065.     0                                    // Number of looping frames
  7066.             
  7067. // Sequence #8 - stationary, looking the other way from side to side
  7068.  
  7069.     collide                                // Include this frame in collision calcs
  7070.     variable                            // Frame rate type
  7071.     1,6                                    // Min frame rate, max frame rate,
  7072.     0                                    // Number of initial frames
  7073.     2                                    // Number of looping frames
  7074.         BIKTRN.PIX
  7075.         0,0,not flipped
  7076.         BIKTRN.PIX
  7077.         0,0,flipped
  7078.             
  7079.     
  7080.  
  7081. NEXT PEDESTRIAN
  7082.  
  7083. // **************** COP 2 ****************
  7084.  
  7085. 13                                        // Reference number
  7086. 0.275                                    // Height
  7087. 175                                        // Points value
  7088. 25                                        // Hit points
  7089. 2,4031,4030                                // Exploding noises
  7090. 4040                                    // Falling noise
  7091. 0.00002                                    // Acceleration
  7092. 1                                        // Image index
  7093. IDENTITY.TAB
  7094. COP.PIX
  7095. STDPED.MAT
  7096. 2                                        // Index of fatal car-impact action
  7097. 4                                        // Index of non-fatal car-impact action
  7098. 1                                        // Index of after-non-fatal-impact action
  7099. 5                                        // Index of fatal falling action
  7100. 6                                        // Index of non-fatal falling action
  7101. 3                                        // Index of giblets action
  7102.  
  7103. 7                                        // Number of actions
  7104.  
  7105. // Action #0 - stand there, looking nervous
  7106.  
  7107.     0,100                                // Danger level, percentage chance
  7108.     0,0                                    // Initial speed, looping speed
  7109.     20.0                                    // Reaction time for this action
  7110.     0                                    // Sounds
  7111.     3                                    // Number of sequences for this action
  7112.         90,8                            // Max bearing, sequence index
  7113.         270,4                            // Max bearing, sequence index
  7114.         360,8                            // Max bearing, sequence index
  7115.  
  7116. // Action #1 - turn frightened and run like fuck
  7117.  
  7118.     1,100                                // Danger level, percentage chance
  7119.     0,0.0008                            // Initial speed, looping speed
  7120.     0.05                                // Reaction time for this action
  7121.     3,4001,4001,4910                            // Sounds
  7122.     4                                    // Number of sequences for this action
  7123.         90,0                            // Max bearing, sequence index
  7124.         180,1                            // Max bearing, sequence index
  7125.         270,2                            // Max bearing, sequence index
  7126.         360,3                            // Max bearing, sequence index
  7127.     
  7128. // Action #2 - fatal car collision
  7129.  
  7130.     1000,0                                // Danger level, percentage chance
  7131.     0,0                                    // Initial speed, looping speed
  7132.     0                                    // Reaction time for this action
  7133.     3,4010,4010,4907                            // Sounds
  7134.     1                                    // Number of sequences for this action
  7135.         360,5                            // Max bearing, sequence index
  7136.  
  7137. // Action #3 - turning into giblets
  7138.  
  7139.     1000,0                                // Danger level, percentage chance
  7140.     0,0                                    // Initial speed, looping speed
  7141.     0                                    // Reaction time for this action
  7142.     0                                    // Sounds
  7143.     1                                    // Number of sequences for this action
  7144.         360,6                            // Max bearing, sequence index
  7145.  
  7146. // Action #4 - non-fatal car collision
  7147.  
  7148.     1000,0                                // Danger level, percentage chance
  7149.     0,0                                    // Initial speed, looping speed
  7150.     0                                    // Reaction time for this action
  7151.     1,4001                            // Sounds
  7152.     1                                    // Number of sequences for this action
  7153.         360,7                            // Max bearing, sequence index
  7154.  
  7155.  
  7156. // Action #5 - fatal ground collision
  7157.  
  7158.     1000,0                                // Danger level, percentage chance
  7159.     0,0                                    // Initial speed, looping speed
  7160.     0                                    // Reaction time for this action
  7161.     1,4010                            // Sounds
  7162.     1                                    // Number of sequences for this action
  7163.         360,5                            // Max bearing, sequence index
  7164.  
  7165. // Action #6 - non-fatal ground collision
  7166.  
  7167.     1000,0                                // Danger level, percentage chance
  7168.     0,0                                    // Initial speed, looping speed
  7169.     0                                    // Reaction time for this action
  7170.     1,4001                            // Sounds
  7171.     1                                    // Number of sequences for this action
  7172.         360,7                            // Max bearing, sequence index
  7173.  
  7174. 9                                        // Number of sequences
  7175.  
  7176. // Sequence #0 - turn frightened and run away to their right
  7177.  
  7178.     collide                                // Include this frame in collision calcs
  7179.     speed                                // Frame rate type
  7180.     0.06,8                                // Min frame rate, max frame rate,
  7181.     4                                    // Number of initial frames
  7182.         COPSHK.PIX
  7183.         0,0,not flipped
  7184.         COPSTL.PIX
  7185.         0,0,not flipped
  7186.         COPSHK.PIX
  7187.         0,0,flipped
  7188.         COPTRN.PIX
  7189.         0,0,flipped
  7190.     4                                    // Number of looping frames
  7191.         COPRUNA1.PIX
  7192.         0,0,not flipped
  7193.         COPRUNA2.PIX
  7194.         0,0,not flipped
  7195.         COPRUNA3.PIX
  7196.         0,0,not flipped
  7197.         COPRUNA2.PIX
  7198.         0,0,not flipped
  7199.             
  7200. // Sequence #1 - turn frightened and run towards to their left
  7201.  
  7202.     collide                                // Include this frame in collision calcs
  7203.     speed                                // Frame rate type
  7204.     0.06,8                                // Min frame rate, max frame rate,
  7205.     4                                    // Number of initial frames
  7206.         COPSHK.PIX
  7207.         0,0,not flipped
  7208.         COPSTL.PIX
  7209.         0,0,not flipped
  7210.         COPSHK.PIX
  7211.         0,0,flipped
  7212.         COPTRN.PIX
  7213.         0,0,flipped
  7214.     4                                    // Number of looping frames
  7215.         COPRUNT1.PIX
  7216.         0,0,flipped
  7217.         COPRUNT2.PIX
  7218.         0,0,flipped
  7219.         COPRUNT3.PIX
  7220.         0,0,flipped
  7221.         COPRUNT2.PIX
  7222.         0,0,flipped
  7223.             
  7224. // Sequence #2 - turn frightened and run towards to their right
  7225.  
  7226.     collide                                // Include this frame in collision calcs
  7227.     speed                                // Frame rate type
  7228.     0.06,8                                // Min frame rate, max frame rate,
  7229.     4                                    // Number of initial frames
  7230.         COPSHK.PIX
  7231.         0,0,not flipped
  7232.         COPSTL.PIX
  7233.         0,0,not flipped
  7234.         COPSHK.PIX
  7235.         0,0,flipped
  7236.         COPTRN.PIX
  7237.         0,0,flipped
  7238.     4                                    // Number of looping frames
  7239.         COPRUNT1.PIX
  7240.         0,0,not flipped
  7241.         COPRUNT2.PIX
  7242.         0,0,not flipped
  7243.         COPRUNT3.PIX
  7244.         0,0,not flipped
  7245.         COPRUNT2.PIX
  7246.         0,0,not flipped
  7247.             
  7248. // Sequence #3 - turn frightened and run away to their left
  7249.  
  7250.     collide                                // Include this frame in collision calcs
  7251.     speed                                // Frame rate type
  7252.     0.06,8                                // Min frame rate, max frame rate,
  7253.     4                                    // Number of initial frames
  7254.         COPSHK.PIX
  7255.         0,0,not flipped
  7256.         COPSTL.PIX
  7257.         0,0,not flipped
  7258.         COPSHK.PIX
  7259.         0,0,flipped
  7260.         COPTRN.PIX
  7261.         0,0,flipped
  7262.     4                                    // Number of looping frames
  7263.         COPRUNA1.PIX
  7264.         0,0,flipped
  7265.         COPRUNA2.PIX
  7266.         0,0,flipped
  7267.         COPRUNA3.PIX
  7268.         0,0,flipped
  7269.         COPRUNA2.PIX
  7270.         0,0,flipped
  7271.             
  7272. // Sequence #4 - stationary, looking from side to side
  7273.  
  7274.     collide                                // Include this frame in collision calcs
  7275.     variable                            // Frame rate type
  7276.     1,6                                    // Min frame rate, max frame rate,
  7277.     0                                    // Number of initial frames
  7278.     2                                    // Number of looping frames
  7279.         COPSTL.PIX
  7280.         0,0,not flipped
  7281.         COPSTL.PIX
  7282.         0,0,flipped
  7283.             
  7284.             
  7285. // Sequence #5 - fatal collision with car
  7286.  
  7287.     don't collide                        // Exclude this frame in collision calcs
  7288.     variable                                // Frame rate type
  7289.     12,12                                    // Min frame rate, max frame rate,
  7290.     5                                    // Number of initial frames
  7291.         COPHIT1B.PIX
  7292.         0,0,not flipped
  7293.         COPHIT2B.PIX
  7294.         0,0,not flipped
  7295.         COPHIT3B.PIX
  7296.         0,0,not flipped
  7297.         COPHIT4B.PIX
  7298.         0,0,not flipped
  7299.         COPDEDB.PIX
  7300.         0,0,not flipped
  7301.     0                                    // Number of looping frames
  7302.             
  7303. // Sequence #6 - turning into giblets
  7304.  
  7305.     don't collide                        // Exclude this frame in collision calcs
  7306.     fixed                                // Frame rate type
  7307.     1                                    // Number of initial frames
  7308.         CHUNKS.PIX
  7309.         0,0,not flipped
  7310.     0                                    // Number of looping frames
  7311.             
  7312. // Sequence #7 - non-fatal collision with car
  7313.  
  7314.     collide                                // Include this frame in collision calcs
  7315.     variable                                // Frame rate type
  7316.     12,12                                    // Min frame rate, max frame rate,
  7317.     2                                    // Number of initial frames
  7318.         COPHIT1B.PIX
  7319.         0,0,not flipped
  7320.         COPHIT2B.PIX
  7321.         0,0,not flipped
  7322.     0                                    // Number of looping frames
  7323.             
  7324. // Sequence #8 - stationary, looking the other way from side to side
  7325.  
  7326.     collide                                // Include this frame in collision calcs
  7327.     variable                            // Frame rate type
  7328.     1,6                                    // Min frame rate, max frame rate,
  7329.     0                                    // Number of initial frames
  7330.     2                                    // Number of looping frames
  7331.         COPSTL.PIX
  7332.         0,0,flipped
  7333.         COPSTL.PIX
  7334.         0,0,not flipped
  7335.             
  7336.     
  7337.  
  7338. NEXT PEDESTRIAN
  7339.  
  7340. // **************** CPT 2 ****************
  7341.  
  7342. 14                                        // Reference number
  7343. 0.275                                    // Height
  7344. 175                                        // Points value
  7345. 25                                        // Hit points
  7346. 2,4031,4030                                // Exploding noises
  7347. 4040                                    // Falling noise
  7348. 0.00002                                    // Acceleration
  7349. 1                                        // Image index
  7350. IDENTITY.TAB
  7351. CPT.PIX
  7352. STDPED.MAT
  7353. 2                                        // Index of fatal car-impact action
  7354. 4                                        // Index of non-fatal car-impact action
  7355. 1                                        // Index of after-non-fatal-impact action
  7356. 5                                        // Index of fatal falling action
  7357. 6                                        // Index of non-fatal falling action
  7358. 3                                        // Index of giblets action
  7359.  
  7360. 7                                        // Number of actions
  7361.  
  7362. // Action #0 - stand there, looking nervous
  7363.  
  7364.     0,100                                // Danger level, percentage chance
  7365.     0,0                                    // Initial speed, looping speed
  7366.     20.0                                    // Reaction time for this action
  7367.     0                                    // Sounds
  7368.     3                                    // Number of sequences for this action
  7369.         90,8                            // Max bearing, sequence index
  7370.         270,4                            // Max bearing, sequence index
  7371.         360,8                            // Max bearing, sequence index
  7372.  
  7373. // Action #1 - turn frightened and run like fuck
  7374.  
  7375.     1,100                                // Danger level, percentage chance
  7376.     0,0.0005                            // Initial speed, looping speed
  7377.     0.05                                // Reaction time for this action
  7378.     2,4000,4910                            // Sounds
  7379.     4                                    // Number of sequences for this action
  7380.         90,3                            // Max bearing, sequence index
  7381.         180,1                            // Max bearing, sequence index
  7382.         270,2                            // Max bearing, sequence index
  7383.         360,0                            // Max bearing, sequence index
  7384.     
  7385. // Action #2 - fatal car collision
  7386.  
  7387.     1000,0                                // Danger level, percentage chance
  7388.     0,0                                    // Initial speed, looping speed
  7389.     0                                    // Reaction time for this action
  7390.     2,4010,4010                            // Sounds
  7391.     1                                    // Number of sequences for this action
  7392.         360,5                            // Max bearing, sequence index
  7393.  
  7394. // Action #3 - turning into giblets
  7395.  
  7396.     1000,0                                // Danger level, percentage chance
  7397.     0,0                                    // Initial speed, looping speed
  7398.     0                                    // Reaction time for this action
  7399.     0                                    // Sounds
  7400.     1                                    // Number of sequences for this action
  7401.         360,6                            // Max bearing, sequence index
  7402.  
  7403. // Action #4 - non-fatal car collision
  7404.  
  7405.     1000,0                                // Danger level, percentage chance
  7406.     0,0                                    // Initial speed, looping speed
  7407.     0                                    // Reaction time for this action
  7408.     1,4001                            // Sounds
  7409.     1                                    // Number of sequences for this action
  7410.         360,7                            // Max bearing, sequence index
  7411.  
  7412.  
  7413. // Action #5 - fatal ground collision
  7414.  
  7415.     1000,0                                // Danger level, percentage chance
  7416.     0,0                                    // Initial speed, looping speed
  7417.     0                                    // Reaction time for this action
  7418.     1,4010                            // Sounds
  7419.     1                                    // Number of sequences for this action
  7420.         360,5                            // Max bearing, sequence index
  7421.  
  7422. // Action #6 - non-fatal ground collision
  7423.  
  7424.     1000,0                                // Danger level, percentage chance
  7425.     0,0                                    // Initial speed, looping speed
  7426.     0                                    // Reaction time for this action
  7427.     1,4001                            // Sounds
  7428.     1                                    // Number of sequences for this action
  7429.         360,7                            // Max bearing, sequence index
  7430.  
  7431. 9                                        // Number of sequences
  7432.  
  7433. // Sequence #0 - turn frightened and run away to their right
  7434.  
  7435.     collide                                // Include this frame in collision calcs
  7436.     speed                                // Frame rate type
  7437.     0.09,8                                // Min frame rate, max frame rate,
  7438.     4                                    // Number of initial frames
  7439.         CPTSHK.PIX
  7440.         0,0,not flipped
  7441.         CPTSTL.PIX
  7442.         0,0,not flipped
  7443.         CPTSHK.PIX
  7444.         0,0,flipped
  7445.         CPTTRN.PIX
  7446.         0,0,flipped
  7447.     4                                    // Number of looping frames
  7448.         CPTRUNA1.PIX
  7449.         0,0,flipped
  7450.         CPTRUNA2.PIX
  7451.         0,0,flipped
  7452.         CPTRUNA3.PIX
  7453.         0,0,flipped
  7454.         CPTRUNA2.PIX
  7455.         0,0,flipped
  7456.             
  7457. // Sequence #1 - turn frightened and run towards to their left
  7458.  
  7459.     collide                                // Include this frame in collision calcs
  7460.     speed                                // Frame rate type
  7461.     0.07,8                                // Min frame rate, max frame rate,
  7462.     4                                    // Number of initial frames
  7463.         CPTSHK.PIX
  7464.         0,0,not flipped
  7465.         CPTSTL.PIX
  7466.         0,0,not flipped
  7467.         CPTSHK.PIX
  7468.         0,0,flipped
  7469.         CPTTRN.PIX
  7470.         0,0,flipped
  7471.     4                                    // Number of looping frames
  7472.         CPTRUNT1.PIX
  7473.         0,0,flipped
  7474.         CPTRUNT2.PIX
  7475.         0,0,flipped
  7476.         CPTRUNT3.PIX
  7477.         0,0,flipped
  7478.         CPTRUNT2.PIX
  7479.         0,0,flipped
  7480.             
  7481. // Sequence #2 - turn frightened and run towards to their right
  7482.  
  7483.     collide                                // Include this frame in collision calcs
  7484.     speed                                // Frame rate type
  7485.     0.07,8                                // Min frame rate, max frame rate,
  7486.     4                                    // Number of initial frames
  7487.         CPTSHK.PIX
  7488.         0,0,not flipped
  7489.         CPTSTL.PIX
  7490.         0,0,not flipped
  7491.         CPTSHK.PIX
  7492.         0,0,flipped
  7493.         CPTTRN.PIX
  7494.         0,0,flipped
  7495.     4                                    // Number of looping frames
  7496.         CPTRUNT1.PIX
  7497.         0,0,not flipped
  7498.         CPTRUNT2.PIX
  7499.         0,0,not flipped
  7500.         CPTRUNT3.PIX
  7501.         0,0,not flipped
  7502.         CPTRUNT2.PIX
  7503.         0,0,not flipped
  7504.             
  7505. // Sequence #3 - turn frightened and run away to their left
  7506.  
  7507.     collide                                // Include this frame in collision calcs
  7508.     speed                                // Frame rate type
  7509.     0.09,8                                // Min frame rate, max frame rate,
  7510.     4                                    // Number of initial frames
  7511.         CPTSHK.PIX
  7512.         0,0,flipped
  7513.         CPTSTL.PIX
  7514.         0,0,flipped
  7515.         CPTSHK.PIX
  7516.         0,0,not flipped
  7517.         CPTTRN.PIX
  7518.         0,0,not flipped
  7519.     4                                    // Number of looping frames
  7520.         CPTRUNA1.PIX
  7521.         0,0,not flipped
  7522.         CPTRUNA2.PIX
  7523.         0,0,not flipped
  7524.         CPTRUNA3.PIX
  7525.         0,0,not flipped
  7526.         CPTRUNA2.PIX
  7527.         0,0,not flipped
  7528.             
  7529. // Sequence #4 - stationary, looking from side to side
  7530.  
  7531.     collide                                // Include this frame in collision calcs
  7532.     variable                            // Frame rate type
  7533.     1,6                                    // Min frame rate, max frame rate,
  7534.     0                                    // Number of initial frames
  7535.     2                                    // Number of looping frames
  7536.         CPTSTL.PIX
  7537.         0,0,not flipped
  7538.         CPTSTL.PIX
  7539.         0,0,flipped
  7540.             
  7541.             
  7542. // Sequence #5 - fatal collision with car
  7543.  
  7544.     don't collide                        // Exclude this frame in collision calcs
  7545.     variable                                // Frame rate type
  7546.     12,12                                    // Min frame rate, max frame rate,
  7547.     4                                    // Number of initial frames
  7548.         CPTHIT1B.PIX
  7549.         0,0,not flipped
  7550.         CPTHIT2B.PIX
  7551.         0,0,not flipped
  7552.         CPTHIT3B.PIX
  7553.         0,0,not flipped
  7554.         CPTDEDB.PIX
  7555.         0,0,not flipped
  7556.     0                                    // Number of looping frames
  7557.             
  7558. // Sequence #6 - turning into giblets
  7559.  
  7560.     don't collide                        // Exclude this frame in collision calcs
  7561.     fixed                                // Frame rate type
  7562.     1                                    // Number of initial frames
  7563.         CHUNKS.PIX
  7564.         0,0,not flipped
  7565.     0                                    // Number of looping frames
  7566.             
  7567. // Sequence #7 - non-fatal collision with car
  7568.  
  7569.     collide                                // Include this frame in collision calcs
  7570.     variable                                // Frame rate type
  7571.     12,12                                    // Min frame rate, max frame rate,
  7572.     2                                    // Number of initial frames
  7573.         CPTHIT1B.PIX
  7574.         0,0,not flipped
  7575.         CPTHIT2B.PIX
  7576.         0,0,not flipped
  7577.     0                                    // Number of looping frames
  7578.             
  7579. // Sequence #8 - stationary, looking the other way from side to side
  7580.  
  7581.     collide                                // Include this frame in collision calcs
  7582.     variable                            // Frame rate type
  7583.     1,6                                    // Min frame rate, max frame rate,
  7584.     0                                    // Number of initial frames
  7585.     2                                    // Number of looping frames
  7586.         CPTSTL.PIX
  7587.         0,0,not flipped
  7588.         CPTSTL.PIX
  7589.         0,0,flipped
  7590.             
  7591.     
  7592.  
  7593. NEXT PEDESTRIAN
  7594.  
  7595. // **************** FM0 2 ****************
  7596.  
  7597. 15                                        // Reference number
  7598. 0.27                                    // Height
  7599. 100                                        // Points value
  7600. 10                                        // Hit points
  7601. 2,4031,4030                                // Exploding noises
  7602. -1                                        // Falling noise
  7603. 0.00002                                    // Acceleration
  7604. 1                                        // Image index
  7605. IDENTITY.TAB
  7606. FM0.PIX
  7607. STDPED.MAT
  7608. 2                                        // Index of fatal car-impact action
  7609. 4                                        // Index of non-fatal car-impact action
  7610. 1                                        // Index of after-non-fatal-impact action
  7611. 5                                        // Index of fatal falling action
  7612. 6                                        // Index of non-fatal falling action
  7613. 3                                        // Index of giblets action
  7614.  
  7615. 7                                        // Number of actions
  7616.  
  7617. // Action #0 - stand there, looking nervous
  7618.  
  7619.     0,100                                // Danger level, percentage chance
  7620.     0,0                                    // Initial speed, looping speed
  7621.     20.0                                    // Reaction time for this action
  7622.     0                                    // Sounds
  7623.     3                                    // Number of sequences for this action
  7624.         90,8                            // Max bearing, sequence index
  7625.         270,4                            // Max bearing, sequence index
  7626.         360,8                            // Max bearing, sequence index
  7627.  
  7628.     
  7629. // Action #1 - turn frightened and run like fuck
  7630.  
  7631.     1,100                                // Danger level, percentage chance
  7632.     0,0.0008                            // Initial speed, looping speed
  7633.     0.05                                // Reaction time for this action
  7634.     1,4002                            // Sounds
  7635.     4                                    // Number of sequences for this action
  7636.         90,0                            // Max bearing, sequence index
  7637.         180,1                            // Max bearing, sequence index
  7638.         270,2                            // Max bearing, sequence index
  7639.         360,3                            // Max bearing, sequence index
  7640.     
  7641. // Action #2 - fatal car collision
  7642.  
  7643.     1000,0                                // Danger level, percentage chance
  7644.     0,0                                    // Initial speed, looping speed
  7645.     0                                    // Reaction time for this action
  7646.     1,4014                            // Sounds
  7647.     1                                    // Number of sequences for this action
  7648.         360,5                            // Max bearing, sequence index
  7649.  
  7650. // Action #3 - turning into giblets
  7651.  
  7652.     1000,0                                // Danger level, percentage chance
  7653.     0,0                                    // Initial speed, looping speed
  7654.     0                                    // Reaction time for this action
  7655.     0                                    // Sounds
  7656.     1                                    // Number of sequences for this action
  7657.         360,6                            // Max bearing, sequence index
  7658.  
  7659. // Action #4 - non-fatal car collision
  7660.  
  7661.     1000,0                                // Danger level, percentage chance
  7662.     0,0                                    // Initial speed, looping speed
  7663.     0                                    // Reaction time for this action
  7664.     1,4002                            // Sounds
  7665.     1                                    // Number of sequences for this action
  7666.         360,7                            // Max bearing, sequence index
  7667.  
  7668.  
  7669. // Action #5 - fatal ground collision
  7670.  
  7671.     1000,0                                // Danger level, percentage chance
  7672.     0,0                                    // Initial speed, looping speed
  7673.     0                                    // Reaction time for this action
  7674.     1,4014                            // Sounds
  7675.     1                                    // Number of sequences for this action
  7676.         360,5                            // Max bearing, sequence index
  7677.  
  7678. // Action #6 - non-fatal ground collision
  7679.  
  7680.     1000,0                                // Danger level, percentage chance
  7681.     0,0                                    // Initial speed, looping speed
  7682.     0                                    // Reaction time for this action
  7683.     1,4002                            // Sounds
  7684.     1                                    // Number of sequences for this action
  7685.         360,7                            // Max bearing, sequence index
  7686.  
  7687. 9                                        // Number of sequences
  7688.  
  7689. // Sequence #0 - turn frightened and run away to their right
  7690.  
  7691.     collide                                // Include this frame in collision calcs
  7692.     speed                                // Frame rate type
  7693.     0.08,8                                // Min frame rate, max frame rate,
  7694.     4                                    // Number of initial frames
  7695.         FM0SHK.PIX
  7696.         0,0,not flipped
  7697.         FM0STL.PIX
  7698.         0,0,not flipped
  7699.         FM0SHK.PIX
  7700.         0,0,flipped
  7701.         FM0TRN.PIX
  7702.         0,0,flipped
  7703.     4                                    // Number of looping frames
  7704.         FM0RUNA1.PIX
  7705.         0,0,not flipped
  7706.         FM0RUNA2.PIX
  7707.         0,0,not flipped
  7708.         FM0RUNA3.PIX
  7709.         0,0,not flipped
  7710.         FM0RUNA2.PIX
  7711.         0,0,not flipped
  7712.             
  7713. // Sequence #1 - turn frightened and run towards to their left
  7714.  
  7715.     collide                                // Include this frame in collision calcs
  7716.     speed                                // Frame rate type
  7717.     0.08,8                                // Min frame rate, max frame rate,
  7718.     4                                    // Number of initial frames
  7719.         FM0SHK.PIX
  7720.         0,0,not flipped
  7721.         FM0STL.PIX
  7722.         0,0,not flipped
  7723.         FM0SHK.PIX
  7724.         0,0,flipped
  7725.         FM0TRN.PIX
  7726.         0,0,flipped
  7727.     4                                    // Number of looping frames
  7728.         FM0RUNT1.PIX
  7729.         0,0,flipped
  7730.         FM0RUNT2.PIX
  7731.         0,0,flipped
  7732.         FM0RUNT3.PIX
  7733.         0,0,flipped
  7734.         FM0RUNT2.PIX
  7735.         0,0,flipped
  7736.             
  7737. // Sequence #2 - turn frightened and run towards to their right
  7738.  
  7739.     collide                                // Include this frame in collision calcs
  7740.     speed                                // Frame rate type
  7741.     0.08,8                                // Min frame rate, max frame rate,
  7742.     4                                    // Number of initial frames
  7743.         FM0SHK.PIX
  7744.         0,0,flipped
  7745.         FM0STL.PIX
  7746.         0,0,flipped
  7747.         FM0SHK.PIX
  7748.         0,0,not flipped
  7749.         FM0TRN.PIX
  7750.         0,0,not flipped
  7751.     4                                    // Number of looping frames
  7752.         FM0RUNT1.PIX
  7753.         0,0,not flipped
  7754.         FM0RUNT2.PIX
  7755.         0,0,not flipped
  7756.         FM0RUNT3.PIX
  7757.         0,0,not flipped
  7758.         FM0RUNT2.PIX
  7759.         0,0,not flipped
  7760.             
  7761. // Sequence #3 - turn frightened and run away to their left
  7762.  
  7763.     collide                                // Include this frame in collision calcs
  7764.     speed                                // Frame rate type
  7765.     0.08,8                                // Min frame rate, max frame rate,
  7766.     4                                    // Number of initial frames
  7767.         FM0SHK.PIX
  7768.         0,0,flipped
  7769.         FM0STL.PIX
  7770.         0,0,flipped
  7771.         FM0SHK.PIX
  7772.         0,0,not flipped
  7773.         FM0TRN.PIX
  7774.         0,0,not flipped
  7775.     4                                    // Number of looping frames
  7776.         FM0RUNA1.PIX
  7777.         0,0,flipped
  7778.         FM0RUNA2.PIX
  7779.         0,0,flipped
  7780.         FM0RUNA3.PIX
  7781.         0,0,flipped
  7782.         FM0RUNA2.PIX
  7783.         0,0,flipped
  7784.             
  7785. // Sequence #4 - stationary, looking from side to side
  7786.  
  7787.     collide                                // Include this frame in collision calcs
  7788.     variable                            // Frame rate type
  7789.     1,6                                    // Min frame rate, max frame rate,
  7790.     0                                    // Number of initial frames
  7791.     2                                    // Number of looping frames
  7792.         FM0STL.PIX
  7793.         0,0,not flipped
  7794.         FM0STL.PIX
  7795.         0,0,flipped
  7796.             
  7797.             
  7798. // Sequence #5 - fatal collision with car
  7799.  
  7800.     don't collide                        // Exclude this frame in collision calcs
  7801.     variable                                // Frame rate type
  7802.     12,12                                    // Min frame rate, max frame rate,
  7803.     5                                    // Number of initial frames
  7804.         FM0HIT1B.PIX
  7805.         0,0,not flipped
  7806.         FM0HIT2B.PIX
  7807.         0,0,not flipped
  7808.         FM0HIT3B.PIX
  7809.         0,0,not flipped
  7810.         FM0HIT4B.PIX
  7811.         0,0,not flipped
  7812.         FM0DEDB.PIX
  7813.         0,0,not flipped
  7814.     0                                    // Number of looping frames
  7815.             
  7816. // Sequence #6 - turning into giblets
  7817.  
  7818.     don't collide                        // Exclude this frame in collision calcs
  7819.     fixed                                // Frame rate type
  7820.     1                                    // Number of initial frames
  7821.         CHUNKS.PIX
  7822.         0,0,not flipped
  7823.     0                                    // Number of looping frames
  7824.             
  7825. // Sequence #7 - non-fatal collision with car
  7826.  
  7827.     collide                                // Include this frame in collision calcs
  7828.     variable                                // Frame rate type
  7829.     12,12                                    // Min frame rate, max frame rate,
  7830.     2                                    // Number of initial frames
  7831.         FM0HIT1B.PIX
  7832.         0,0,not flipped
  7833.         FM0HIT2B.PIX
  7834.         0,0,not flipped
  7835.     0                                    // Number of looping frames
  7836.             
  7837. // Sequence #8 - stationary, looking from side to side
  7838.  
  7839. collide                                // Include this frame in collision calcs
  7840. variable                            // Frame rate type
  7841. 1,6                                    // Min frame rate, max frame rate,
  7842. 0                                    // Number of initial frames
  7843. 2                                    // Number of looping frames
  7844.     FM0STL.PIX
  7845.     0,0,not flipped
  7846.     FM0STL.PIX
  7847.     0,0,flipped
  7848.             
  7849.             
  7850.  
  7851.  
  7852. NEXT PEDESTRIAN
  7853.  
  7854.  
  7855. // **************** MAN 2 ****************
  7856.  
  7857. 16                                        // Reference number
  7858. 0.25                                    // Height
  7859. 100                                        // Points value
  7860. 10                                        // Hit points
  7861. 2,4031,4030                                // Exploding noises
  7862. 4040                                    // Falling noise
  7863. 0.00002                                    // Acceleration
  7864. 1                                        // Image index
  7865. IDENTITY.TAB
  7866. MAN.PIX
  7867. STDPED.MAT
  7868. 2                                        // Index of fatal car-impact action
  7869. 4                                        // Index of non-fatal car-impact action
  7870. 1                                        // Index of after-non-fatal-impact action
  7871. 5                                        // Index of fatal falling action
  7872. 6                                        // Index of non-fatal falling action
  7873. 3                                        // Index of giblets action
  7874.  
  7875. 7                                        // Number of actions
  7876.  
  7877. // Action #0 - stand there, looking nervous
  7878.  
  7879.     0,100                                // Danger level, percentage chance
  7880.     0,0                                    // Initial speed, looping speed
  7881.     20.0                                    // Reaction time for this action
  7882.     0                                    // Sounds
  7883.     3                                    // Number of sequences for this action
  7884.         90,8                            // Max bearing, sequence index
  7885.         270,4                            // Max bearing, sequence index
  7886.         360,8                            // Max bearing, sequence index
  7887.     
  7888. // Action #1 - turn frightened and run like fuck
  7889.  
  7890.     1,100                                // Danger level, percentage chance
  7891.     0,0.0008                            // Initial speed, looping speed
  7892.     0.05                                // Reaction time for this action
  7893.     2,4001,4902                            // Sounds
  7894.     4                                    // Number of sequences for this action
  7895.         90,0                            // Max bearing, sequence index
  7896.         180,1                            // Max bearing, sequence index
  7897.         270,2                            // Max bearing, sequence index
  7898.         360,3                            // Max bearing, sequence index
  7899.     
  7900. // Action #2 - fatal car collision
  7901.  
  7902.     1000,0                                // Danger level, percentage chance
  7903.     0,0                                    // Initial speed, looping speed
  7904.     0                                    // Reaction time for this action
  7905.     2,4010,4907                            // Sounds
  7906.     1                                    // Number of sequences for this action
  7907.         360,5                            // Max bearing, sequence index
  7908.  
  7909. // Action #3 - turning into giblets
  7910.  
  7911.     1000,0                                // Danger level, percentage chance
  7912.     0,0                                    // Initial speed, looping speed
  7913.     0                                    // Reaction time for this action
  7914.     0                                    // Sounds
  7915.     1                                    // Number of sequences for this action
  7916.         360,6                            // Max bearing, sequence index
  7917.  
  7918. // Action #4 - non-fatal car collision
  7919.  
  7920.     1000,0                                // Danger level, percentage chance
  7921.     0,0                                    // Initial speed, looping speed
  7922.     0                                    // Reaction time for this action
  7923.     1,4001                            // Sounds
  7924.     1                                    // Number of sequences for this action
  7925.         360,7                            // Max bearing, sequence index
  7926.  
  7927.  
  7928. // Action #5 - fatal ground collision
  7929.  
  7930.     1000,0                                // Danger level, percentage chance
  7931.     0,0                                    // Initial speed, looping speed
  7932.     0                                    // Reaction time for this action
  7933.     1,4010                            // Sounds
  7934.     1                                    // Number of sequences for this action
  7935.         360,5                            // Max bearing, sequence index
  7936.  
  7937. // Action #6 - non-fatal ground collision
  7938.  
  7939.     1000,0                                // Danger level, percentage chance
  7940.     0,0                                    // Initial speed, looping speed
  7941.     0                                    // Reaction time for this action
  7942.     1,4001                            // Sounds
  7943.     1                                    // Number of sequences for this action
  7944.         360,7                            // Max bearing, sequence index
  7945.  
  7946. 9                                        // Number of sequences
  7947.  
  7948. // Sequence #0 - turn frightened and run away to their right
  7949.  
  7950.     collide                                // Include this frame in collision calcs
  7951.     speed                                // Frame rate type
  7952.     0.08,8                                // Min frame rate, max frame rate,
  7953.     4                                    // Number of initial frames
  7954.         MANSHK.PIX
  7955.         0,0,flipped
  7956.         MANSTL.PIX
  7957.         0,0,flipped
  7958.         MANSHK.PIX
  7959.         0,0,not flipped
  7960.         MANTRN.PIX
  7961.         0,0,not flipped
  7962.     4                                    // Number of looping frames
  7963.         MANRUNA1.PIX
  7964.         0,0,not flipped
  7965.         MANRUNA2.PIX
  7966.         0,0,not flipped
  7967.         MANRUNA3.PIX
  7968.         0,0,not flipped
  7969.         MANRUNA2.PIX
  7970.         0,0,not flipped
  7971.             
  7972. // Sequence #1 - turn frightened and run towards to their left
  7973.  
  7974.     collide                                // Include this frame in collision calcs
  7975.     speed                                // Frame rate type
  7976.     0.08,8                                // Min frame rate, max frame rate,
  7977.     4                                    // Number of initial frames
  7978.         MANSHK.PIX
  7979.         0,0,flipped
  7980.         MANSTL.PIX
  7981.         0,0,flipped
  7982.         MANSHK.PIX
  7983.         0,0,not flipped
  7984.         MANTRN.PIX
  7985.         0,0,not flipped
  7986.     4                                    // Number of looping frames
  7987.         MANRUNT1.PIX
  7988.         0,0,not flipped
  7989.         MANRUNT2.PIX
  7990.         0,0,not flipped
  7991.         MANRUNT3.PIX
  7992.         0,0,not flipped
  7993.         MANRUNT2.PIX
  7994.         0,0,not flipped
  7995.             
  7996. // Sequence #2 - turn frightened and run towards to their right
  7997.  
  7998.     collide                                // Include this frame in collision calcs
  7999.     speed                                // Frame rate type
  8000.     0.08,8                                // Min frame rate, max frame rate,
  8001.     4                                    // Number of initial frames
  8002.         MANSHK.PIX
  8003.         0,0,flipped
  8004.         MANSTL.PIX
  8005.         0,0,flipped
  8006.         MANSHK.PIX
  8007.         0,0,not flipped
  8008.         MANTRN.PIX
  8009.         0,0,not flipped
  8010.     4                                    // Number of looping frames
  8011.         MANRUNT1.PIX
  8012.         0,0,flipped
  8013.         MANRUNT2.PIX
  8014.         0,0,flipped
  8015.         MANRUNT3.PIX
  8016.         0,0,flipped
  8017.         MANRUNT2.PIX
  8018.         0,0,flipped
  8019.             
  8020. // Sequence #3 - turn frightened and run away to their left
  8021.  
  8022.     collide                                // Include this frame in collision calcs
  8023.     speed                                // Frame rate type
  8024.     0.08,8                                // Min frame rate, max frame rate,
  8025.     4                                    // Number of initial frames
  8026.         MANSHK.PIX
  8027.         0,0,flipped
  8028.         MANSTL.PIX
  8029.         0,0,flipped
  8030.         MANSHK.PIX
  8031.         0,0,not flipped
  8032.         MANTRN.PIX
  8033.         0,0,not flipped
  8034.     4                                    // Number of looping frames
  8035.         MANRUNA1.PIX
  8036.         0,0,flipped
  8037.         MANRUNA2.PIX
  8038.         0,0,flipped
  8039.         MANRUNA3.PIX
  8040.         0,0,flipped
  8041.         MANRUNA2.PIX
  8042.         0,0,flipped
  8043.             
  8044. // Sequence #4 - stationary, looking from side to side
  8045.  
  8046.     collide                                // Include this frame in collision calcs
  8047.     variable                            // Frame rate type
  8048.     1,6                                    // Min frame rate, max frame rate,
  8049.     0                                    // Number of initial frames
  8050.     2                                    // Number of looping frames
  8051.                 MANSTL.PIX
  8052.         0,0,flipped
  8053.                 MANSTL.PIX
  8054.                 0,0,not flipped
  8055.             
  8056.             
  8057. // Sequence #5 - fatal collision with car
  8058.  
  8059.     don't collide                        // Exclude this frame in collision calcs
  8060.     variable                                // Frame rate type
  8061.     12,12                                    // Min frame rate, max frame rate,
  8062.     5                                    // Number of initial frames
  8063.         MANHIT1B.PIX
  8064.         0,0,not flipped
  8065.         MANHIT2B.PIX
  8066.         0,0,not flipped
  8067.         MANHIT3B.PIX
  8068.         0,0,not flipped
  8069.         MANHIT4B.PIX
  8070.         0,0,not flipped
  8071.         MANDEDB.PIX
  8072.         0,0,not flipped
  8073.     0                                    // Number of looping frames
  8074.             
  8075. // Sequence #6 - turning into giblets
  8076.  
  8077.     don't collide                        // Exclude this frame in collision calcs
  8078.     fixed                                // Frame rate type
  8079.     1                                    // Number of initial frames
  8080.         CHUNKS.PIX
  8081.         0,0,not flipped
  8082.     0                                    // Number of looping frames
  8083.             
  8084. // Sequence #7 - non-fatal collision with car
  8085.  
  8086.     collide                                // Include this frame in collision calcs
  8087.     variable                                // Frame rate type
  8088.     12,12                                    // Min frame rate, max frame rate,
  8089.     2                                    // Number of initial frames
  8090.         MANHIT1B.PIX
  8091.         0,0,not flipped
  8092.         MANHIT2B.PIX
  8093.         0,0,not flipped
  8094.     0                                    // Number of looping frames
  8095.             
  8096. // Sequence #8 - stationary, looking the other way from side to side
  8097.  
  8098.     collide                                // Include this frame in collision calcs
  8099.     variable                            // Frame rate type
  8100.     1,6                                    // Min frame rate, max frame rate,
  8101.     0                                    // Number of initial frames
  8102.     2                                    // Number of looping frames
  8103.         MANSTL.PIX
  8104.         0,0,flipped
  8105.         MANSTL.PIX
  8106.         0,0,not flipped
  8107.             
  8108.     
  8109.  
  8110. NEXT PEDESTRIAN
  8111.  
  8112.  
  8113. // **************** MUS 2 ****************
  8114.  
  8115. 17                                        // Reference number
  8116. 0.275                                    // Height
  8117. 150                                        // Points value
  8118. 15                                        // Hit points
  8119. 2,4031,4030                                // Exploding noises
  8120. 4040                                    // Falling noise
  8121. 0.00002                                    // Acceleration
  8122. 1                                        // Image index
  8123. IDENTITY.TAB
  8124. MUS.PIX
  8125. STDPED.MAT
  8126. 2                                        // Index of fatal car-impact action
  8127. 4                                        // Index of non-fatal car-impact action
  8128. 1                                        // Index of after-non-fatal-impact action
  8129. 5                                        // Index of fatal falling action
  8130. 6                                        // Index of non-fatal falling action
  8131. 3                                        // Index of giblets action
  8132.  
  8133. 7                                        // Number of actions
  8134.  
  8135. // Action #0 - stand there, looking nervous
  8136.  
  8137.     0,100                                // Danger level, percentage chance
  8138.     0,0                                    // Initial speed, looping speed
  8139.     20.0                                    // Reaction time for this action
  8140.     0                                    // Sounds
  8141.     3                                    // Number of sequences for this action
  8142.         90,8                            // Max bearing, sequence index
  8143.         270,4                            // Max bearing, sequence index
  8144.         360,8                            // Max bearing, sequence index
  8145.     
  8146. // Action #1 - turn frightened and run like fuck
  8147.  
  8148.     1,100                                // Danger level, percentage chance
  8149.     0,0.0008                            // Initial speed, looping speed
  8150.     0.05                                // Reaction time for this action
  8151.     2,4001,4902                            // Sounds
  8152.     4                                    // Number of sequences for this action
  8153.         90,0                            // Max bearing, sequence index
  8154.         180,1                            // Max bearing, sequence index
  8155.         270,2                            // Max bearing, sequence index
  8156.         360,3                            // Max bearing, sequence index
  8157.     
  8158. // Action #2 - fatal car collision
  8159.  
  8160.     1000,0                                // Danger level, percentage chance
  8161.     0,0                                    // Initial speed, looping speed
  8162.     0                                    // Reaction time for this action
  8163.     3,4010,4010,4907                            // Sounds
  8164.     1                                    // Number of sequences for this action
  8165.         360,5                            // Max bearing, sequence index
  8166.  
  8167. // Action #3 - turning into giblets
  8168.  
  8169.     1000,0                                // Danger level, percentage chance
  8170.     0,0                                    // Initial speed, looping speed
  8171.     0                                    // Reaction time for this action
  8172.     0                                    // Sounds
  8173.     1                                    // Number of sequences for this action
  8174.         360,6                            // Max bearing, sequence index
  8175.  
  8176. // Action #4 - non-fatal car collision
  8177.  
  8178.     1000,0                                // Danger level, percentage chance
  8179.     0,0                                    // Initial speed, looping speed
  8180.     0                                    // Reaction time for this action
  8181.     1,4001                            // Sounds
  8182.     1                                    // Number of sequences for this action
  8183.         360,7                            // Max bearing, sequence index
  8184.  
  8185.  
  8186. // Action #5 - fatal ground collision
  8187.  
  8188.     1000,0                                // Danger level, percentage chance
  8189.     0,0                                    // Initial speed, looping speed
  8190.     0                                    // Reaction time for this action
  8191.     1,4010                            // Sounds
  8192.     1                                    // Number of sequences for this action
  8193.         360,5                            // Max bearing, sequence index
  8194.  
  8195. // Action #6 - non-fatal ground collision
  8196.  
  8197.     1000,0                                // Danger level, percentage chance
  8198.     0,0                                    // Initial speed, looping speed
  8199.     0                                    // Reaction time for this action
  8200.     1,4001                            // Sounds
  8201.     1                                    // Number of sequences for this action
  8202.         360,7                            // Max bearing, sequence index
  8203.  
  8204. 9                                        // Number of sequences
  8205.  
  8206. // Sequence #0 - turn frightened and run away to their right
  8207.  
  8208.     collide                                // Include this frame in collision calcs
  8209.     speed                                // Frame rate type
  8210.     0.08,8                                // Min frame rate, max frame rate,
  8211.     4                                    // Number of initial frames
  8212.         MUSSHK.PIX
  8213.         0,0,flipped
  8214.         MUSSTL1.PIX
  8215.         0,0,flipped
  8216.         MUSSHK.PIX
  8217.         0,0,not flipped
  8218.         MUSTRN.PIX
  8219.         0,0,not flipped
  8220.     4                                    // Number of looping frames
  8221.         MUSRUNA1.PIX
  8222.         0,0,not flipped
  8223.         MUSRUNA2.PIX
  8224.         0,0,not flipped
  8225.         MUSRUNA3.PIX
  8226.         0,0,not flipped
  8227.         MUSRUNA2.PIX
  8228.         0,0,not flipped
  8229.             
  8230. // Sequence #1 - turn frightened and run towards to their left
  8231.  
  8232.     collide                                // Include this frame in collision calcs
  8233.     speed                                // Frame rate type
  8234.     0.08,8                                // Min frame rate, max frame rate,
  8235.     4                                    // Number of initial frames
  8236.         MUSSHK.PIX
  8237.         0,0,flipped
  8238.         MUSSTL1.PIX
  8239.         0,0,flipped
  8240.         MUSSHK.PIX
  8241.         0,0,not flipped
  8242.         MUSTRN.PIX
  8243.         0,0,not flipped
  8244.     4                                    // Number of looping frames
  8245.         MUSRUNT1.PIX
  8246.         0,0,not flipped
  8247.         MUSRUNT2.PIX
  8248.         0,0,not flipped
  8249.         MUSRUNT3.PIX
  8250.         0,0,not flipped
  8251.         MUSRUNT2.PIX
  8252.         0,0,not flipped
  8253.             
  8254. // Sequence #2 - turn frightened and run towards to their right
  8255.  
  8256.     collide                                // Include this frame in collision calcs
  8257.     speed                                // Frame rate type
  8258.     0.08,8                                // Min frame rate, max frame rate,
  8259.     4                                    // Number of initial frames
  8260.         MUSSHK.PIX
  8261.         0,0,flipped
  8262.         MUSSTL1.PIX
  8263.         0,0,flipped
  8264.         MUSSHK.PIX
  8265.         0,0,not flipped
  8266.         MUSTRN.PIX
  8267.         0,0,not flipped
  8268.     4                                    // Number of looping frames
  8269.         MUSRUNT1.PIX
  8270.         0,0,flipped
  8271.         MUSRUNT2.PIX
  8272.         0,0,flipped
  8273.         MUSRUNT3.PIX
  8274.         0,0,flipped
  8275.         MUSRUNT2.PIX
  8276.         0,0,flipped
  8277.             
  8278. // Sequence #3 - turn frightened and run away to their left
  8279.  
  8280.     collide                                // Include this frame in collision calcs
  8281.     speed                                // Frame rate type
  8282.     0.08,8                                // Min frame rate, max frame rate,
  8283.     4                                    // Number of initial frames
  8284.         MUSSHK.PIX
  8285.         0,0,flipped
  8286.         MUSSTL1.PIX
  8287.         0,0,flipped
  8288.         MUSSHK.PIX
  8289.         0,0,not flipped
  8290.         MUSTRN.PIX
  8291.         0,0,not flipped
  8292.     4                                    // Number of looping frames
  8293.         MUSRUNA1.PIX
  8294.         0,0,flipped
  8295.         MUSRUNA2.PIX
  8296.         0,0,flipped
  8297.         MUSRUNA3.PIX
  8298.         0,0,flipped
  8299.         MUSRUNA2.PIX
  8300.         0,0,flipped
  8301.             
  8302. // Sequence #4 - stationary, looking from side to side
  8303.  
  8304.     collide                                // Include this frame in collision calcs
  8305.     variable                            // Frame rate type
  8306.     1,6                                    // Min frame rate, max frame rate,
  8307.     0                                    // Number of initial frames
  8308.     2                                    // Number of looping frames
  8309.         MUSSTL1.PIX
  8310.         0,0,flipped
  8311.         MUSSTL2.PIX
  8312.         0,0,flipped
  8313.             
  8314.             
  8315. // Sequence #5 - fatal collision with car
  8316.  
  8317.     don't collide                        // Exclude this frame in collision calcs
  8318.     variable                                // Frame rate type
  8319.     12,12                                    // Min frame rate, max frame rate,
  8320.     4                                    // Number of initial frames
  8321.         MUSHIT1B.PIX
  8322.         0,0,not flipped
  8323.         MUSHIT2B.PIX
  8324.         0,0,not flipped
  8325.         MUSHIT3B.PIX
  8326.         0,0,not flipped
  8327.         MUSDED.PIX
  8328.         0,0,not flipped
  8329.     0                                    // Number of looping frames
  8330.             
  8331. // Sequence #6 - turning into giblets
  8332.  
  8333.     don't collide                        // Exclude this frame in collision calcs
  8334.     fixed                                // Frame rate type
  8335.     1                                    // Number of initial frames
  8336.         CHUNKS.PIX
  8337.         0,0,not flipped
  8338.     0                                    // Number of looping frames
  8339.             
  8340. // Sequence #7 - non-fatal collision with car
  8341.  
  8342.     collide                                // Include this frame in collision calcs
  8343.     variable                                // Frame rate type
  8344.     12,12                                    // Min frame rate, max frame rate,
  8345.     2                                    // Number of initial frames
  8346.         MUSHIT1B.PIX
  8347.         0,0,not flipped
  8348.         MUSHIT2B.PIX
  8349.         0,0,not flipped
  8350.     0                                    // Number of looping frames
  8351.             
  8352. // Sequence #8 - stationary, looking the other way from side to side
  8353.  
  8354.     collide                                // Include this frame in collision calcs
  8355.     variable                            // Frame rate type
  8356.     1,6                                    // Min frame rate, max frame rate,
  8357.     0                                    // Number of initial frames
  8358.     2                                    // Number of looping frames
  8359.         MUSSTL2.PIX
  8360.         0,0,not flipped
  8361.         MUSSTL1.PIX
  8362.         0,0,not flipped
  8363.             
  8364.     
  8365.  
  8366. NEXT PEDESTRIAN
  8367.  
  8368. // **************** OLD 2 ****************
  8369.  
  8370. 18                                        // Reference number
  8371. 0.265                                    // Height
  8372. 200                                        // Points value
  8373. 30                                        // Hit points
  8374. 2,4031,4030                                // Exploding noises
  8375. 4040                                    // Falling noise
  8376. 0.00002                                    // Acceleration
  8377. 1                                        // Image index
  8378. IDENTITY.TAB
  8379. OLD.PIX
  8380. STDPED.MAT
  8381. 2                                        // Index of fatal car-impact action
  8382. 4                                        // Index of non-fatal car-impact action
  8383. 1                                        // Index of after-non-fatal-impact action
  8384. 5                                        // Index of fatal falling action
  8385. 6                                        // Index of non-fatal falling action
  8386. 3                                        // Index of giblets action
  8387.  
  8388. 7                                        // Number of actions
  8389.  
  8390. // Action #0 - stand there, looking nervous
  8391.  
  8392.     0,100                                // Danger level, percentage chance
  8393.     0,0                                    // Initial speed, looping speed
  8394.     20.0                                    // Reaction time for this action
  8395.     0                                    // Sounds
  8396.     3                                    // Number of sequences for this action
  8397.         90,8                            // Max bearing, sequence index
  8398.         270,4                            // Max bearing, sequence index
  8399.         360,8                            // Max bearing, sequence index
  8400.  
  8401. // Action #1 - turn frightened and run like fuck
  8402.  
  8403.     1,100                                // Danger level, percentage chance
  8404.     0,0.0008                            // Initial speed, looping speed
  8405.     0.05                                // Reaction time for this action
  8406.     1,4001,4909                            // Sounds
  8407.     4                                    // Number of sequences for this action
  8408.         90,3                            // Max bearing, sequence index
  8409.         180,1                            // Max bearing, sequence index
  8410.         270,2                            // Max bearing, sequence index
  8411.         360,0                            // Max bearing, sequence index
  8412.     
  8413. // Action #2 - fatal car collision
  8414.  
  8415.     1000,0                                // Danger level, percentage chance
  8416.     0,0                                    // Initial speed, looping speed
  8417.     0                                    // Reaction time for this action
  8418.     2,4907,4906                            // Sounds
  8419.     1                                    // Number of sequences for this action
  8420.         360,5                            // Max bearing, sequence index
  8421.  
  8422. // Action #3 - turning into giblets
  8423.  
  8424.     1000,0                                // Danger level, percentage chance
  8425.     0,0                                    // Initial speed, looping speed
  8426.     0                                    // Reaction time for this action
  8427.     0                                    // Sounds
  8428.     1                                    // Number of sequences for this action
  8429.         360,6                            // Max bearing, sequence index
  8430.  
  8431. // Action #4 - non-fatal car collision
  8432.  
  8433.     1000,0                                // Danger level, percentage chance
  8434.     0,0                                    // Initial speed, looping speed
  8435.     0                                    // Reaction time for this action
  8436.     1,4001                            // Sounds
  8437.     1                                    // Number of sequences for this action
  8438.         360,7                            // Max bearing, sequence index
  8439.  
  8440.  
  8441. // Action #5 - fatal ground collision
  8442.  
  8443.     1000,0                                // Danger level, percentage chance
  8444.     0,0                                    // Initial speed, looping speed
  8445.     0                                    // Reaction time for this action
  8446.     1,4011                            // Sounds
  8447.     1                                    // Number of sequences for this action
  8448.         360,5                            // Max bearing, sequence index
  8449.  
  8450. // Action #6 - non-fatal ground collision
  8451.  
  8452.     1000,0                                // Danger level, percentage chance
  8453.     0,0                                    // Initial speed, looping speed
  8454.     0                                    // Reaction time for this action
  8455.     1,4001                            // Sounds
  8456.     1                                    // Number of sequences for this action
  8457.         360,7                            // Max bearing, sequence index
  8458.  
  8459. 9                                        // Number of sequences
  8460.  
  8461. // Sequence #0 - turn frightened and run away to their right
  8462.  
  8463.     collide                                // Include this frame in collision calcs
  8464.     speed                                // Frame rate type
  8465.     0.08,8                                // Min frame rate, max frame rate,
  8466.     4                                    // Number of initial frames
  8467.         OLDSHK.PIX
  8468.         0,0,flipped
  8469.         OLDSTL1.PIX
  8470.         0,0,flipped
  8471.         OLDSHK.PIX
  8472.         0,0,not flipped
  8473.         OLDTRN.PIX
  8474.         0,0,not flipped
  8475.     4                                    // Number of looping frames
  8476.         OLDRUNA1.PIX
  8477.         0,0,flipped
  8478.         OLDRUNA2.PIX
  8479.         0,0,flipped
  8480.         OLDRUNA3.PIX
  8481.         0,0,flipped
  8482.         OLDRUNA2.PIX
  8483.         0,0,flipped
  8484.             
  8485. // Sequence #1 - turn frightened and run towards to their left
  8486.  
  8487.     collide                                // Include this frame in collision calcs
  8488.     speed                                // Frame rate type
  8489.     0.08,8                                // Min frame rate, max frame rate,
  8490.     4                                    // Number of initial frames
  8491.         OLDSHK.PIX
  8492.         0,0,flipped
  8493.         OLDSTL1.PIX
  8494.         0,0,flipped
  8495.         OLDSHK.PIX
  8496.         0,0,not flipped
  8497.         OLDTRN.PIX
  8498.         0,0,not flipped
  8499.     4                                    // Number of looping frames
  8500.         OLDRUNT1.PIX
  8501.         0,0,flipped
  8502.         OLDRUNT2.PIX
  8503.         0,0,flipped
  8504.         OLDRUNT3.PIX
  8505.         0,0,flipped
  8506.         OLDRUNT2.PIX
  8507.         0,0,flipped
  8508.             
  8509. // Sequence #2 - turn frightened and run towards to their right
  8510.  
  8511.     collide                                // Include this frame in collision calcs
  8512.     speed                                // Frame rate type
  8513.     0.08,8                                // Min frame rate, max frame rate,
  8514.     4                                    // Number of initial frames
  8515.         OLDSHK.PIX
  8516.         0,0,flipped
  8517.         OLDSTL1.PIX
  8518.         0,0,flipped
  8519.         OLDSHK.PIX
  8520.         0,0,not flipped
  8521.         OLDTRN.PIX
  8522.         0,0,not flipped
  8523.     4                                    // Number of looping frames
  8524.         OLDRUNT1.PIX
  8525.         0,0,not flipped
  8526.         OLDRUNT2.PIX
  8527.         0,0,not flipped
  8528.         OLDRUNT3.PIX
  8529.         0,0,not flipped
  8530.         OLDRUNT2.PIX
  8531.         0,0,not flipped
  8532.             
  8533. // Sequence #3 - turn frightened and run away to their left
  8534.  
  8535.     collide                                // Include this frame in collision calcs
  8536.     speed                                // Frame rate type
  8537.     0.08,8                                // Min frame rate, max frame rate,
  8538.     4                                    // Number of initial frames
  8539.         OLDSHK.PIX
  8540.         0,0,flipped
  8541.         OLDSTL1.PIX
  8542.         0,0,flipped
  8543.         OLDSHK.PIX
  8544.         0,0,not flipped
  8545.         OLDTRN.PIX
  8546.         0,0,not flipped
  8547.     4                                    // Number of looping frames
  8548.         OLDRUNA1.PIX
  8549.         0,0,not flipped
  8550.         OLDRUNA2.PIX
  8551.         0,0,not flipped
  8552.         OLDRUNA3.PIX
  8553.         0,0,not flipped
  8554.         OLDRUNA2.PIX
  8555.         0,0,not flipped
  8556.             
  8557. // Sequence #4 - stationary, looking from side to side
  8558.  
  8559.     collide                                // Include this frame in collision calcs
  8560.     variable                            // Frame rate type
  8561.     1,6                                    // Min frame rate, max frame rate,
  8562.     0                                    // Number of initial frames
  8563.     2                                    // Number of looping frames
  8564.         OLDSTL1.PIX
  8565.         0,0,not flipped
  8566.         OLDSTL2.PIX
  8567.         0,0,not flipped
  8568.             
  8569.             
  8570. // Sequence #5 - fatal collision with car
  8571.  
  8572.     don't collide                        // Exclude this frame in collision calcs
  8573.     variable                                // Frame rate type
  8574.     12,12                                    // Min frame rate, max frame rate,
  8575.     5                                    // Number of initial frames
  8576.         OLDHIT1B.PIX
  8577.         0,0,not flipped
  8578.         OLDHIT2B.PIX
  8579.         0,0,not flipped
  8580.         OLDHIT3B.PIX
  8581.         0,0,not flipped
  8582.         OLDHIT4B.PIX
  8583.         0,0,not flipped
  8584.         OLDDED.PIX
  8585.         0,0,not flipped
  8586.     0                                    // Number of looping frames
  8587.             
  8588. // Sequence #6 - turning into giblets
  8589.  
  8590.     don't collide                        // Exclude this frame in collision calcs
  8591.     fixed                                // Frame rate type
  8592.     1                                    // Number of initial frames
  8593.         CHUNKS.PIX
  8594.         0,0,not flipped
  8595.     0                                    // Number of looping frames
  8596.             
  8597. // Sequence #7 - non-fatal collision with car
  8598.  
  8599.     collide                                // Include this frame in collision calcs
  8600.     variable                                // Frame rate type
  8601.     12,12                                    // Min frame rate, max frame rate,
  8602.     2                                    // Number of initial frames
  8603.         OLDHIT1B.PIX
  8604.         0,0,not flipped
  8605.         OLDHIT2B.PIX
  8606.         0,0,not flipped
  8607.     0                                    // Number of looping frames
  8608.             
  8609. // Sequence #8 - stationary, looking the other way from side to side
  8610.  
  8611.     collide                                // Include this frame in collision calcs
  8612.     variable                            // Frame rate type
  8613.     1,6                                    // Min frame rate, max frame rate,
  8614.     0                                    // Number of initial frames
  8615.     2                                    // Number of looping frames
  8616.         OLDBAK.PIX
  8617.         0,0,not flipped
  8618.         OLDBAK.PIX
  8619.         0,0,flipped
  8620.             
  8621.     
  8622.  
  8623. NEXT PEDESTRIAN
  8624.  
  8625. // **************** RID 2 ****************
  8626.  
  8627. 19                                        // Reference number
  8628. 0.245                                    // Height
  8629. 100                                        // Points value
  8630. 10                                        // Hit points
  8631. 2,4031,4030                                // Exploding noises
  8632. -1                                        // Falling noise
  8633. 0.00002                                    // Acceleration
  8634. 1                                        // Image index
  8635. IDENTITY.TAB
  8636. RID.PIX
  8637. STDPED.MAT
  8638. 2                                        // Index of fatal car-impact action
  8639. 4                                        // Index of non-fatal car-impact action
  8640. 1                                        // Index of after-non-fatal-impact action
  8641. 5                                        // Index of fatal falling action
  8642. 6                                        // Index of non-fatal falling action
  8643. 3                                        // Index of giblets action
  8644.  
  8645. 7                                        // Number of actions
  8646.  
  8647. // Action #0 - stand there, looking nervous
  8648.  
  8649.     0,100                                // Danger level, percentage chance
  8650.     0,0                                    // Initial speed, looping speed
  8651.     20.0                                    // Reaction time for this action
  8652.     0                                    // Sounds
  8653.     3                                    // Number of sequences for this action
  8654.         90,8                            // Max bearing, sequence index
  8655.         270,4                            // Max bearing, sequence index
  8656.         360,8                            // Max bearing, sequence index
  8657.     
  8658. // Action #1 - turn frightened and run like fuck
  8659.  
  8660.     1,100                                // Danger level, percentage chance
  8661.     0,0.0008                            // Initial speed, looping speed
  8662.     0.05                                // Reaction time for this action
  8663.     3,4002,4904,4905                            // Sounds
  8664.     4                                    // Number of sequences for this action
  8665.         90,3                            // Max bearing, sequence index
  8666.         180,1                            // Max bearing, sequence index
  8667.         270,2                            // Max bearing, sequence index
  8668.         360,0                            // Max bearing, sequence index
  8669.     
  8670. // Action #2 - fatal car collision
  8671.  
  8672.     1000,0                                // Danger level, percentage chance
  8673.     0,0                                    // Initial speed, looping speed
  8674.     0                                    // Reaction time for this action
  8675.     1,4015                            // Sounds
  8676.     1                                    // Number of sequences for this action
  8677.         360,5                            // Max bearing, sequence index
  8678.  
  8679. // Action #3 - turning into giblets
  8680.  
  8681.     1000,0                                // Danger level, percentage chance
  8682.     0,0                                    // Initial speed, looping speed
  8683.     0                                    // Reaction time for this action
  8684.     0                                    // Sounds
  8685.     1                                    // Number of sequences for this action
  8686.         360,6                            // Max bearing, sequence index
  8687.  
  8688. // Action #4 - non-fatal car collision
  8689.  
  8690.     1000,0                                // Danger level, percentage chance
  8691.     0,0                                    // Initial speed, looping speed
  8692.     0                                    // Reaction time for this action
  8693.     1,4002                            // Sounds
  8694.     1                                    // Number of sequences for this action
  8695.         360,7                            // Max bearing, sequence index
  8696.  
  8697.  
  8698. // Action #5 - fatal ground collision
  8699.  
  8700.     1000,0                                // Danger level, percentage chance
  8701.     0,0                                    // Initial speed, looping speed
  8702.     0                                    // Reaction time for this action
  8703.     1,4015                            // Sounds
  8704.     1                                    // Number of sequences for this action
  8705.         360,5                            // Max bearing, sequence index
  8706.  
  8707. // Action #6 - non-fatal ground collision
  8708.  
  8709.     1000,0                                // Danger level, percentage chance
  8710.     0,0                                    // Initial speed, looping speed
  8711.     0                                    // Reaction time for this action
  8712.     1,4002                            // Sounds
  8713.     1                                    // Number of sequences for this action
  8714.         360,7                            // Max bearing, sequence index
  8715.  
  8716. 9                                        // Number of sequences
  8717.  
  8718. // Sequence #0 - turn frightened and run away to their right
  8719.  
  8720.     collide                                // Include this frame in collision calcs
  8721.     speed                                // Frame rate type
  8722.     0.08,8                                // Min frame rate, max frame rate,
  8723.     4                                    // Number of initial frames
  8724.         RIDSHK.PIX
  8725.         0,0,not flipped
  8726.         RIDSTL1B.PIX
  8727.         0,0,not flipped
  8728.         RIDSHK.PIX
  8729.         0,0,flipped
  8730.         RIDTRN.PIX
  8731.         0,0,flipped
  8732.     4                                    // Number of looping frames
  8733.         RIDRUNA1.PIX
  8734.         0,0,not flipped
  8735.         RIDRUNA2.PIX
  8736.         0,0,not flipped
  8737.         RIDRUNA3.PIX
  8738.         0,0,not flipped
  8739.         RIDRUNA2.PIX
  8740.         0,0,not flipped
  8741.             
  8742. // Sequence #1 - turn frightened and run towards to their left
  8743.  
  8744.     collide                                // Include this frame in collision calcs
  8745.     speed                                // Frame rate type
  8746.     0.08,8                                // Min frame rate, max frame rate,
  8747.     4                                    // Number of initial frames
  8748.         RIDSHK.PIX
  8749.         0,0,not flipped
  8750.         RIDSTL1B.PIX
  8751.         0,0,not flipped
  8752.         RIDSHK.PIX
  8753.         0,0,flipped
  8754.         RIDTRN.PIX
  8755.         0,0,flipped
  8756.     4                                    // Number of looping frames
  8757.         RIDRUNT1.PIX
  8758.         0,0,flipped
  8759.         RIDRUNT2.PIX
  8760.         0,0,flipped
  8761.         RIDRUNT3.PIX
  8762.         0,0,flipped
  8763.         RIDRUNT2.PIX
  8764.         0,0,flipped
  8765.             
  8766. // Sequence #2 - turn frightened and run towards to their right
  8767.  
  8768.     collide                                // Include this frame in collision calcs
  8769.     speed                                // Frame rate type
  8770.     0.08,8                                // Min frame rate, max frame rate,
  8771.     4                                    // Number of initial frames
  8772.         RIDSHK.PIX
  8773.         0,0,not flipped
  8774.         RIDSTL1A.PIX
  8775.         0,0,not flipped
  8776.         RIDSHK.PIX
  8777.         0,0,flipped
  8778.         RIDTRN.PIX
  8779.         0,0,flipped
  8780.     4                                    // Number of looping frames
  8781.         RIDRUNT1.PIX
  8782.         0,0,not flipped
  8783.         RIDRUNT2.PIX
  8784.         0,0,not flipped
  8785.         RIDRUNT3.PIX
  8786.         0,0,not flipped
  8787.         RIDRUNT2.PIX
  8788.         0,0,not flipped
  8789.             
  8790. // Sequence #3 - turn frightened and run away to their left
  8791.  
  8792.     collide                                // Include this frame in collision calcs
  8793.     speed                                // Frame rate type
  8794.     0.08,8                                // Min frame rate, max frame rate,
  8795.     4                                    // Number of initial frames
  8796.         RIDSHK.PIX
  8797.         0,0,not flipped
  8798.         RIDSTL1B.PIX
  8799.         0,0,not flipped
  8800.         RIDSHK.PIX
  8801.         0,0,flipped
  8802.         RIDTRN.PIX
  8803.         0,0,flipped
  8804.     4                                    // Number of looping frames
  8805.         RIDRUNA1.PIX
  8806.         0,0,flipped
  8807.         RIDRUNA2.PIX
  8808.         0,0,flipped
  8809.         RIDRUNA3.PIX
  8810.         0,0,flipped
  8811.         RIDRUNA2.PIX
  8812.         0,0,flipped
  8813.             
  8814. // Sequence #4 - stationary, looking from side to side
  8815.  
  8816.     collide                                // Include this frame in collision calcs
  8817.     variable                            // Frame rate type
  8818.     1,6                                    // Min frame rate, max frame rate,
  8819.     0                                    // Number of initial frames
  8820.     2                                    // Number of looping frames
  8821.         RIDSTL1A.PIX
  8822.         0,0,flipped
  8823.         RIDSTL1B.PIX
  8824.         0,0,flipped
  8825.             
  8826.             
  8827. // Sequence #5 - fatal collision with car
  8828.  
  8829.     don't collide                        // Exclude this frame in collision calcs
  8830.     variable                                // Frame rate type
  8831.     12,12                                    // Min frame rate, max frame rate,
  8832.     5                                    // Number of initial frames
  8833.         RIDHIT1B.PIX
  8834.         0,0,not flipped
  8835.         RIDHIT2B.PIX
  8836.         0,0,not flipped
  8837.         RIDHIT3B.PIX
  8838.         0,0,not flipped
  8839.         RIDHIT4B.PIX
  8840.         0,0,not flipped
  8841.         RIDDEDB.PIX
  8842.         0,0,not flipped
  8843.     0                                    // Number of looping frames
  8844.             
  8845. // Sequence #6 - turning into giblets
  8846.  
  8847.     don't collide                        // Exclude this frame in collision calcs
  8848.     fixed                                // Frame rate type
  8849.     1                                    // Number of initial frames
  8850.         CHUNKS.PIX
  8851.         0,0,not flipped
  8852.     0                                    // Number of looping frames
  8853.             
  8854. // Sequence #7 - non-fatal collision with car
  8855.  
  8856.     collide                                // Include this frame in collision calcs
  8857.     variable                                // Frame rate type
  8858.     12,12                                    // Min frame rate, max frame rate,
  8859.     2                                    // Number of initial frames
  8860.         RIDHIT1B.PIX
  8861.         0,0,not flipped
  8862.         RIDHIT2B.PIX
  8863.         0,0,not flipped
  8864.     0                                    // Number of looping frames
  8865.             
  8866. // Sequence #8 - SLINKING ACROSS THE TRACK WITH 'GET READY' BOARD
  8867.  
  8868.     collide                                // Include this frame in collision calcs
  8869.     variable                            // Frame rate type
  8870.     1,6                                    // Min frame rate, max frame rate,
  8871.     0                                    // Number of initial frames
  8872.     2                                    // Number of looping frames
  8873.         RIDSTIL2.PIX
  8874.         0,0,not flipped
  8875.         RIDSHK2.PIX
  8876.         0,0,not flipped
  8877.             
  8878.     
  8879. NEXT PEDESTRIAN
  8880.  
  8881.  
  8882. // **************** MOO 2 ****************
  8883.  
  8884. 26                                        // Reference number
  8885. 0.23                                    // Height
  8886. 150                                        // Points value
  8887. 30                                        // Hit points
  8888. 2,4051,4051                                // Exploding noises
  8889. 4050                                    // Falling noise
  8890. 0.00002                                    // Acceleration
  8891. 1                                        // Image index
  8892. IDENTITY.TAB
  8893. MOO.PIX
  8894. STDPED.MAT
  8895. 2                                        // Index of fatal car-impact action
  8896. 4                                        // Index of non-fatal car-impact action
  8897. 1                                        // Index of after-non-fatal-impact action
  8898. 5                                        // Index of fatal falling action
  8899. 6                                        // Index of non-fatal falling action
  8900. 3                                        // Index of giblets action
  8901.  
  8902. 7                                        // Number of actions
  8903.  
  8904. // Action #0 - stand there, looking nervous
  8905.  
  8906.     0,100                                // Danger level, percentage chance
  8907.     0,0                                    // Initial speed, looping speed
  8908.     20.0                                    // Reaction time for this action
  8909.     0                                    // Sounds
  8910.     1                                    // Number of sequences for this action
  8911.         360,4                            // Max bearing, sequence index
  8912.     
  8913. // Action #1 - turn frightened and run like fuck
  8914.  
  8915.     1,100                                // Danger level, percentage chance
  8916.     0,0.0008                            // Initial speed, looping speed
  8917.     0.05                                // Reaction time for this action
  8918.     1,4050                            // Sounds
  8919.     4                                    // Number of sequences for this action
  8920.         90,3                            // Max bearing, sequence index
  8921.         180,1                            // Max bearing, sequence index
  8922.         270,2                            // Max bearing, sequence index
  8923.         360,0                            // Max bearing, sequence index
  8924.     
  8925. // Action #2 - fatal car collision
  8926.  
  8927.     1000,0                                // Danger level, percentage chance
  8928.     0,0                                    // Initial speed, looping speed
  8929.     0                                    // Reaction time for this action
  8930.     1,4051                            // Sounds
  8931.     1                                    // Number of sequences for this action
  8932.         360,5                            // Max bearing, sequence index
  8933.  
  8934. // Action #3 - turning into giblets
  8935.  
  8936.     1000,0                                // Danger level, percentage chance
  8937.     0,0                                    // Initial speed, looping speed
  8938.     0                                    // Reaction time for this action
  8939.     0                                    // Sounds
  8940.     1                                    // Number of sequences for this action
  8941.         360,6                            // Max bearing, sequence index
  8942.  
  8943. // Action #4 - non-fatal car collision
  8944.  
  8945.     1000,0                                // Danger level, percentage chance
  8946.     0,0                                    // Initial speed, looping speed
  8947.     0                                    // Reaction time for this action
  8948.     1,4051                            // Sounds
  8949.     1                                    // Number of sequences for this action
  8950.         360,7                            // Max bearing, sequence index
  8951.  
  8952.  
  8953. // Action #5 - fatal ground collision
  8954.  
  8955.     1000,0                                // Danger level, percentage chance
  8956.     0,0                                    // Initial speed, looping speed
  8957.     0                                    // Reaction time for this action
  8958.     1,4051                            // Sounds
  8959.     1                                    // Number of sequences for this action
  8960.         360,5                            // Max bearing, sequence index
  8961.  
  8962. // Action #6 - non-fatal ground collision
  8963.  
  8964.     1000,0                                // Danger level, percentage chance
  8965.     0,0                                    // Initial speed, looping speed
  8966.     0                                    // Reaction time for this action
  8967.     1,4051                            // Sounds
  8968.     1                                    // Number of sequences for this action
  8969.         360,7                            // Max bearing, sequence index
  8970.  
  8971. 8                                        // Number of sequences
  8972.  
  8973. // Sequence #0 - turn frightened and run away to their right
  8974.  
  8975.     collide                                // Include this frame in collision calcs
  8976.     speed                                // Frame rate type
  8977.     0.08,8                                // Min frame rate, max frame rate,
  8978.     4                                    // Number of initial frames
  8979.         MOOSHK1.PIX
  8980.         0,0,not flipped
  8981.         MOOSHK3.PIX
  8982.         0,0,not flipped
  8983.         MOOSHK1.PIX
  8984.         0,0,not flipped
  8985.         MOOSHK3.PIX
  8986.         0,0,not flipped
  8987.         
  8988.     4                                    // Number of looping frames
  8989.         MOORUNA1.PIX
  8990.         0,0,flipped
  8991.         MOORUNA2.PIX
  8992.         0,0,flipped
  8993.         MOORUNA3.PIX
  8994.         0,0,flipped
  8995.         MOORUNA2.PIX
  8996.         0,0,flipped
  8997.             
  8998. // Sequence #1 - turn frightened and run towards to their left
  8999.  
  9000.     collide                                // Include this frame in collision calcs
  9001.     speed                                // Frame rate type
  9002.     0.08,8                                // Min frame rate, max frame rate,
  9003.     4                                    // Number of initial frames
  9004.         MOOSHK1.PIX
  9005.         0,0,not flipped
  9006.         MOOSHK3.PIX
  9007.         0,0,not flipped
  9008.         MOOSHK1.PIX
  9009.         0,0,not flipped
  9010.         MOOSHK3.PIX
  9011.         0,0,not flipped
  9012.         
  9013.     4                                    // Number of looping frames
  9014.         MOORUNT1.PIX
  9015.         0,0,not flipped
  9016.         MOORUNT2.PIX
  9017.         0,0,not flipped
  9018.         MOORUNT3.PIX
  9019.         0,0,not flipped
  9020.         MOORUNT2.PIX
  9021.         0,0,not flipped
  9022.             
  9023. // Sequence #2 - turn frightened and run towards to their right
  9024.  
  9025.     collide                                // Include this frame in collision calcs
  9026.     speed                                // Frame rate type
  9027.     0.08,8                                // Min frame rate, max frame rate,
  9028.     5                                    // Number of initial frames
  9029.         MOOSHK1.PIX
  9030.         0,0,not flipped
  9031.         MOOSHK3.PIX
  9032.         0,0,not flipped
  9033.         MOOSHK1.PIX
  9034.         0,0,not flipped
  9035.         MOOSHK3.PIX
  9036.         0,0,not flipped
  9037.         MOORUNT1.PIX
  9038.         0,0,not flipped
  9039.         
  9040.     4                                    // Number of looping frames
  9041.         MOORUNT1.PIX
  9042.         0,0,flipped
  9043.         MOORUNT2.PIX
  9044.         0,0,flipped
  9045.         MOORUNT3.PIX
  9046.         0,0,flipped
  9047.         MOORUNT2.PIX
  9048.         0,0,flipped
  9049.             
  9050. // Sequence #3 - turn frightened and run away to their left
  9051.  
  9052.     collide                                // Include this frame in collision calcs
  9053.     speed                                // Frame rate type
  9054.     0.08,8                                // Min frame rate, max frame rate,
  9055.     4                                    // Number of initial frames
  9056.         MOOSHK1.PIX
  9057.         0,0,flipped
  9058.         MOOSHK3.PIX
  9059.         0,0,flipped
  9060.         MOOSHK1.PIX
  9061.         0,0,flipped
  9062.         MOOSHK3.PIX
  9063.         0,0,flipped
  9064.         
  9065.     4                                    // Number of looping frames
  9066.         MOORUNA1.PIX
  9067.         0,0,not flipped
  9068.         MOORUNA2.PIX
  9069.         0,0,not flipped
  9070.         MOORUNA3.PIX
  9071.         0,0,not flipped
  9072.         MOORUNA2.PIX
  9073.         0,0,not flipped
  9074.  
  9075.             
  9076. // Sequence #4 - stationary, looking from side to side
  9077.  
  9078.     collide                                // Include this frame in collision calcs
  9079.     variable                            // Frame rate type
  9080.     1,6                                    // Min frame rate, max frame rate,
  9081.     0                                    // Number of initial frames
  9082.     2                                    // Number of looping frames
  9083.         MOZSTL1.PIX
  9084.         0,0,not flipped
  9085.         MOZSTL2.PIX
  9086.         0,0,not flipped
  9087.             
  9088.             
  9089. // Sequence #5 - fatal collision with car
  9090.  
  9091.     don't collide                        // Exclude this frame in collision calcs
  9092.     variable                                // Frame rate type
  9093.     12,12                                    // Min frame rate, max frame rate,
  9094.     5                                    // Number of initial frames
  9095.         MOOHIT1.PIX
  9096.         0,0,not flipped
  9097.         MOOHIT2.PIX
  9098.         0,0,not flipped
  9099.         MOOHIT3.PIX
  9100.         0,0,not flipped
  9101.         MOOHIT4.PIX
  9102.         0,0,not flipped
  9103.         MOODED.PIX
  9104.         0,0,not flipped
  9105.     0                                    // Number of looping frames
  9106.             
  9107. // Sequence #6 - turning into giblets
  9108.  
  9109.     don't collide                        // Exclude this frame in collision calcs
  9110.     fixed                                // Frame rate type
  9111.     1                                    // Number of initial frames
  9112.         MOODED.PIX
  9113.         0,0,not flipped
  9114.     0                                    // Number of looping frames
  9115.             
  9116. // Sequence #7 - non-fatal collision with car
  9117.  
  9118.     collide                                // Include this frame in collision calcs
  9119.     variable                                // Frame rate type
  9120.     12,12                                    // Min frame rate, max frame rate,
  9121.     2                                    // Number of initial frames
  9122.         MOOHIT1.PIX
  9123.         0,0,not flipped
  9124.         MOOHIT2.PIX
  9125.         0,0,not flipped
  9126.     0                                    // Number of looping frames
  9127.             
  9128. // Sequence #8 - stationary, looking the other way from side to side
  9129.  
  9130.     collide                                // Include this frame in collision calcs
  9131.     variable                            // Frame rate type
  9132.     1,6                                    // Min frame rate, max frame rate,
  9133.     0                                    // Number of initial frames
  9134.     2                                    // Number of looping frames
  9135.         MOZSTL2.PIX
  9136.         0,0,not flipped
  9137.         MOZSTL1.PIX
  9138.         0,0,not flipped
  9139.             
  9140. NEXT PEDESTRIAN
  9141.  
  9142. // **************** LTH ****************
  9143.  
  9144. 22                                        // Reference number
  9145. 0.26                                    // Height
  9146. 100                                        // Points value
  9147. 10                                        // Hit points
  9148. 2,4031,4030                                // Exploding noises
  9149. 4040                                    // Falling noise
  9150. 0.00002                                    // Acceleration
  9151. 1                                        // Image index
  9152. IDENTITY.TAB
  9153. LTH.PIX
  9154. STDPED.MAT
  9155. 2                                        // Index of fatal car-impact action
  9156. 4                                        // Index of non-fatal car-impact action
  9157. 1                                        // Index of after-non-fatal-impact action
  9158. 5                                        // Index of fatal falling action
  9159. 6                                        // Index of non-fatal falling action
  9160. 3                                        // Index of giblets action
  9161.  
  9162. 7                                        // Number of actions
  9163.  
  9164. // Action #0 - stand there, looking nervous
  9165.  
  9166.     0,100                                // Danger level, percentage chance
  9167.     0,0                                    // Initial speed, looping speed
  9168.     20.0                                    // Reaction time for this action
  9169.     0                                    // Sounds
  9170.     3                                    // Number of sequences for this action
  9171.         90,8                            // Max bearing, sequence index
  9172.         270,4                            // Max bearing, sequence index
  9173.         360,8                            // Max bearing, sequence index
  9174.  
  9175. // Action #1 - turn frightened and run like fuck
  9176.  
  9177.     1,100                                // Danger level, percentage chance
  9178.     0,0.0008                            // Initial speed, looping speed
  9179.     0.05                                // Reaction time for this action
  9180.     1,4002                            // Sounds
  9181.     4                                    // Number of sequences for this action
  9182.         90,3                            // Max bearing, sequence index
  9183.         180,1                            // Max bearing, sequence index
  9184.         270,2                            // Max bearing, sequence index
  9185.         360,0                            // Max bearing, sequence index
  9186.     
  9187. // Action #2 - fatal car collision
  9188.  
  9189.     1000,0                                // Danger level, percentage chance
  9190.     0,0                                    // Initial speed, looping speed
  9191.     0                                    // Reaction time for this action
  9192.     1,4012                            // Sounds
  9193.     1                                    // Number of sequences for this action
  9194.         360,5                            // Max bearing, sequence index
  9195.  
  9196. // Action #3 - turning into giblets
  9197.  
  9198.     1000,0                                // Danger level, percentage chance
  9199.     0,0                                    // Initial speed, looping speed
  9200.     0                                    // Reaction time for this action
  9201.     0                                    // Sounds
  9202.     1                                    // Number of sequences for this action
  9203.         360,6                            // Max bearing, sequence index
  9204.  
  9205. // Action #4 - non-fatal car collision
  9206.  
  9207.     1000,0                                // Danger level, percentage chance
  9208.     0,0                                    // Initial speed, looping speed
  9209.     0                                    // Reaction time for this action
  9210.     1,4002                            // Sounds
  9211.     1                                    // Number of sequences for this action
  9212.         360,7                            // Max bearing, sequence index
  9213.  
  9214.  
  9215. // Action #5 - fatal ground collision
  9216.  
  9217.     1000,0                                // Danger level, percentage chance
  9218.     0,0                                    // Initial speed, looping speed
  9219.     0                                    // Reaction time for this action
  9220.     1,4012                            // Sounds
  9221.     1                                    // Number of sequences for this action
  9222.         360,5                            // Max bearing, sequence index
  9223.  
  9224. // Action #6 - non-fatal ground collision
  9225.  
  9226.     1000,0                                // Danger level, percentage chance
  9227.     0,0                                    // Initial speed, looping speed
  9228.     0                                    // Reaction time for this action
  9229.     1,4002                            // Sounds
  9230.     1                                    // Number of sequences for this action
  9231.         360,7                            // Max bearing, sequence index
  9232.  
  9233. 9                                        // Number of sequences
  9234.  
  9235. // Sequence #0 - turn frightened and run away to their right
  9236.  
  9237.     collide                                // Include this frame in collision calcs
  9238.     speed                                // Frame rate type
  9239.     0.08,8                                // Min frame rate, max frame rate,
  9240.     4                                    // Number of initial frames
  9241.         LTHSHK.PIX
  9242.         0,0,flipped
  9243.         LTHSTL.PIX
  9244.         0,0,flipped
  9245.         LTHSHK.PIX
  9246.         0,0,not flipped
  9247.         LTHTRN.PIX
  9248.         0,0,not flipped
  9249.     4                                    // Number of looping frames
  9250.         LTHRUNA1.PIX
  9251.         0,0,flipped
  9252.         LTHRUNA2.PIX
  9253.         0,0,flipped
  9254.         LTHRUNA3.PIX
  9255.         0,0,flipped
  9256.         LTHRUNA2.PIX
  9257.         0,0,flipped
  9258.             
  9259. // Sequence #1 - turn frightened and run towards to their left
  9260.  
  9261.     collide                                // Include this frame in collision calcs
  9262.     speed                                // Frame rate type
  9263.     0.08,8                                // Min frame rate, max frame rate,
  9264.     4                                    // Number of initial frames
  9265.         LTHSHK.PIX
  9266.         0,0,flipped
  9267.         LTHSTL.PIX
  9268.         0,0,flipped
  9269.         LTHSHK.PIX
  9270.         0,0,not flipped
  9271.         LTHTRN.PIX
  9272.         0,0,not flipped
  9273.     4                                    // Number of looping frames
  9274.         LTHRUNT1.PIX
  9275.         0,0,flipped
  9276.         LTHRUNT2.PIX
  9277.         0,0,flipped
  9278.         LTHRUNT3.PIX
  9279.         0,0,flipped
  9280.         LTHRUNT2.PIX
  9281.         0,0,flipped
  9282.             
  9283. // Sequence #2 - turn frightened and run towards to their right
  9284.  
  9285.     collide                                // Include this frame in collision calcs
  9286.     speed                                // Frame rate type
  9287.     0.08,8                                // Min frame rate, max frame rate,
  9288.     4                                    // Number of initial frames
  9289.         LTHSHK.PIX
  9290.         0,0,flipped
  9291.         LTHSTL.PIX
  9292.         0,0,flipped
  9293.         LTHSHK.PIX
  9294.         0,0,not flipped
  9295.         LTHTRN.PIX
  9296.         0,0,not flipped
  9297.     4                                    // Number of looping frames
  9298.         LTHRUNT1.PIX
  9299.         0,0,not flipped
  9300.         LTHRUNT2.PIX
  9301.         0,0,not flipped
  9302.         LTHRUNT3.PIX
  9303.         0,0,not flipped
  9304.         LTHRUNT2.PIX
  9305.         0,0,not flipped
  9306.             
  9307. // Sequence #3 - turn frightened and run away to their left
  9308.  
  9309.     collide                                // Include this frame in collision calcs
  9310.     speed                                // Frame rate type
  9311.     0.08,8                                // Min frame rate, max frame rate,
  9312.     4                                    // Number of initial frames
  9313.         LTHSHK.PIX
  9314.         0,0,flipped
  9315.         LTHSTL.PIX
  9316.         0,0,flipped
  9317.         LTHSHK.PIX
  9318.         0,0,not flipped
  9319.         LTHTRN.PIX
  9320.         0,0,not flipped
  9321.     4                                    // Number of looping frames
  9322.         LTHRUNA1.PIX
  9323.         0,0,not flipped
  9324.         LTHRUNA2.PIX
  9325.         0,0,not flipped
  9326.         LTHRUNA3.PIX
  9327.         0,0,not flipped
  9328.         LTHRUNA2.PIX
  9329.         0,0,not flipped
  9330.             
  9331. // Sequence #4 - stationary, looking from side to side
  9332.  
  9333.     collide                                // Include this frame in collision calcs
  9334.     variable                            // Frame rate type
  9335.     1,6                                    // Min frame rate, max frame rate,
  9336.     0                                    // Number of initial frames
  9337.     2                                    // Number of looping frames
  9338.         LTHSTL.PIX
  9339.         0,0,not flipped
  9340.         LTHSTL.PIX
  9341.         0,0,flipped
  9342.             
  9343.             
  9344. // Sequence #5 - fatal collision with car
  9345.  
  9346.     don't collide                        // Exclude this frame in collision calcs
  9347.     variable                                // Frame rate type
  9348.     12,12                                    // Min frame rate, max frame rate,
  9349.     5                                    // Number of initial frames
  9350.         LTHHIT1.PIX
  9351.         0,0,not flipped
  9352.         LTHHIT2.PIX
  9353.         0,0,not flipped
  9354.         LTHHIT3.PIX
  9355.         0,0,not flipped
  9356.         LTHHIT4.PIX
  9357.         0,0,not flipped
  9358.         LTHDED.PIX
  9359.         0,0,not flipped
  9360.     0                                    // Number of looping frames
  9361.             
  9362. // Sequence #6 - turning into giblets
  9363.  
  9364.     don't collide                        // Exclude this frame in collision calcs
  9365.     fixed                                // Frame rate type
  9366.     1                                    // Number of initial frames
  9367.         CHUNKS.PIX
  9368.         0,0,not flipped
  9369.     0                                    // Number of looping frames
  9370.             
  9371. // Sequence #7 - non-fatal collision with car
  9372.  
  9373.     collide                                // Include this frame in collision calcs
  9374.     variable                                // Frame rate type
  9375.     12,12                                    // Min frame rate, max frame rate,
  9376.     2                                    // Number of initial frames
  9377.         LTHHIT1.PIX
  9378.         0,0,not flipped
  9379.         LTHHIT2.PIX
  9380.         0,0,not flipped
  9381.     0                                    // Number of looping frames
  9382.             
  9383. // Sequence #8 - stationary, looking the other way from side to side
  9384.  
  9385.     collide                                // Include this frame in collision calcs
  9386.     variable                            // Frame rate type
  9387.     1,6                                    // Min frame rate, max frame rate,
  9388.     0                                    // Number of initial frames
  9389.     2                                    // Number of looping frames
  9390.         LTHBAK.PIX
  9391.         0,0,not flipped
  9392.         LTHBAK.PIX
  9393.         0,0,flipped
  9394.             
  9395.     
  9396.  
  9397. NEXT PEDESTRIAN
  9398.  
  9399. // **************** TIA ****************
  9400.  
  9401. 24                                        // Reference number
  9402. 0.26                                    // Height
  9403. 100                                        // Points value
  9404. 10                                        // Hit points
  9405. 2,4031,4030                                // Exploding noises
  9406. 4040                                    // Falling noise
  9407. 0.00002                                    // Acceleration
  9408. 1                                        // Image index
  9409. IDENTITY.TAB
  9410. TIA.PIX
  9411. STDPED.MAT
  9412. 2                                        // Index of fatal car-impact action
  9413. 4                                        // Index of non-fatal car-impact action
  9414. 1                                        // Index of after-non-fatal-impact action
  9415. 5                                        // Index of fatal falling action
  9416. 6                                        // Index of non-fatal falling action
  9417. 3                                        // Index of giblets action
  9418.  
  9419. 7                                        // Number of actions
  9420.  
  9421. // Action #0 - stand there, looking nervous
  9422.  
  9423.     0,100                                // Danger level, percentage chance
  9424.     0,0                                    // Initial speed, looping speed
  9425.     20.0                                    // Reaction time for this action
  9426.     0                                    // Sounds
  9427.     3                                    // Number of sequences for this action
  9428.         90,8                            // Max bearing, sequence index
  9429.         270,4                            // Max bearing, sequence index
  9430.         360,8                            // Max bearing, sequence index
  9431.  
  9432. // Action #1 - turn frightened and run like fuck
  9433.  
  9434.     1,100                                // Danger level, percentage chance
  9435.     0,0.0008                            // Initial speed, looping speed
  9436.     0.05                                // Reaction time for this action
  9437.     1,4002                            // Sounds
  9438.     4                                    // Number of sequences for this action
  9439.         90,3                            // Max bearing, sequence index
  9440.         180,1                            // Max bearing, sequence index
  9441.         270,2                            // Max bearing, sequence index
  9442.         360,0                            // Max bearing, sequence index
  9443.     
  9444. // Action #2 - fatal car collision
  9445.  
  9446.     1000,0                                // Danger level, percentage chance
  9447.     0,0                                    // Initial speed, looping speed
  9448.     0                                    // Reaction time for this action
  9449.     1,4012                            // Sounds
  9450.     1                                    // Number of sequences for this action
  9451.         360,5                            // Max bearing, sequence index
  9452.  
  9453. // Action #3 - turning into giblets
  9454.  
  9455.     1000,0                                // Danger level, percentage chance
  9456.     0,0                                    // Initial speed, looping speed
  9457.     0                                    // Reaction time for this action
  9458.     0                                    // Sounds
  9459.     1                                    // Number of sequences for this action
  9460.         360,6                            // Max bearing, sequence index
  9461.  
  9462. // Action #4 - non-fatal car collision
  9463.  
  9464.     1000,0                                // Danger level, percentage chance
  9465.     0,0                                    // Initial speed, looping speed
  9466.     0                                    // Reaction time for this action
  9467.     1,4002                            // Sounds
  9468.     1                                    // Number of sequences for this action
  9469.         360,7                            // Max bearing, sequence index
  9470.  
  9471.  
  9472. // Action #5 - fatal ground collision
  9473.  
  9474.     1000,0                                // Danger level, percentage chance
  9475.     0,0                                    // Initial speed, looping speed
  9476.     0                                    // Reaction time for this action
  9477.     1,4012                            // Sounds
  9478.     1                                    // Number of sequences for this action
  9479.         360,5                            // Max bearing, sequence index
  9480.  
  9481. // Action #6 - non-fatal ground collision
  9482.  
  9483.     1000,0                                // Danger level, percentage chance
  9484.     0,0                                    // Initial speed, looping speed
  9485.     0                                    // Reaction time for this action
  9486.     1,4002                            // Sounds
  9487.     1                                    // Number of sequences for this action
  9488.         360,7                            // Max bearing, sequence index
  9489.  
  9490. 9                                        // Number of sequences
  9491.  
  9492. // Sequence #0 - turn frightened and run away to their right
  9493.  
  9494.     collide                                // Include this frame in collision calcs
  9495.     speed                                // Frame rate type
  9496.     0.08,8                                // Min frame rate, max frame rate,
  9497.     4                                    // Number of initial frames
  9498.         TIASHK.PIX
  9499.         0,0,flipped
  9500.         TIASTL.PIX
  9501.         0,0,flipped
  9502.         TIASHK.PIX
  9503.         0,0,not flipped
  9504.         TIATRN.PIX
  9505.         0,0,not flipped
  9506.     4                                    // Number of looping frames
  9507.         TIARUNA1.PIX
  9508.         0,0,flipped
  9509.         TIARUNA2.PIX
  9510.         0,0,flipped
  9511.         TIARUNA3.PIX
  9512.         0,0,flipped
  9513.         TIARUNA2.PIX
  9514.         0,0,flipped
  9515.             
  9516. // Sequence #1 - turn frightened and run towards to their left
  9517.  
  9518.     collide                                // Include this frame in collision calcs
  9519.     speed                                // Frame rate type
  9520.     0.08,8                                // Min frame rate, max frame rate,
  9521.     4                                    // Number of initial frames
  9522.         TIASHK.PIX
  9523.         0,0,flipped
  9524.         TIASTL.PIX
  9525.         0,0,flipped
  9526.         TIASHK.PIX
  9527.         0,0,not flipped
  9528.         TIATRN.PIX
  9529.         0,0,not flipped
  9530.     4                                    // Number of looping frames
  9531.         TIARUNT1.PIX
  9532.         0,0,flipped
  9533.         TIARUNT2.PIX
  9534.         0,0,flipped
  9535.         TIARUNT3.PIX
  9536.         0,0,flipped
  9537.         TIARUNT2.PIX
  9538.         0,0,flipped
  9539.             
  9540. // Sequence #2 - turn frightened and run towards to their right
  9541.  
  9542.     collide                                // Include this frame in collision calcs
  9543.     speed                                // Frame rate type
  9544.     0.08,8                                // Min frame rate, max frame rate,
  9545.     4                                    // Number of initial frames
  9546.         TIASHK.PIX
  9547.         0,0,flipped
  9548.         TIASTL.PIX
  9549.         0,0,flipped
  9550.         TIASHK.PIX
  9551.         0,0,not flipped
  9552.         TIATRN.PIX
  9553.         0,0,not flipped
  9554.     4                                    // Number of looping frames
  9555.         TIARUNT1.PIX
  9556.         0,0,not flipped
  9557.         TIARUNT2.PIX
  9558.         0,0,not flipped
  9559.         TIARUNT3.PIX
  9560.         0,0,not flipped
  9561.         TIARUNT2.PIX
  9562.         0,0,not flipped
  9563.             
  9564. // Sequence #3 - turn frightened and run away to their left
  9565.  
  9566.     collide                                // Include this frame in collision calcs
  9567.     speed                                // Frame rate type
  9568.     0.08,8                                // Min frame rate, max frame rate,
  9569.     4                                    // Number of initial frames
  9570.         TIASHK.PIX
  9571.         0,0,flipped
  9572.         TIASTL.PIX
  9573.         0,0,flipped
  9574.         TIASHK.PIX
  9575.         0,0,not flipped
  9576.         TIATRN.PIX
  9577.         0,0,not flipped
  9578.     4                                    // Number of looping frames
  9579.         TIARUNA1.PIX
  9580.         0,0,not flipped
  9581.         TIARUNA2.PIX
  9582.         0,0,not flipped
  9583.         TIARUNA3.PIX
  9584.         0,0,not flipped
  9585.         TIARUNA2.PIX
  9586.         0,0,not flipped
  9587.             
  9588. // Sequence #4 - stationary, looking from side to side
  9589.  
  9590.     collide                                // Include this frame in collision calcs
  9591.     variable                            // Frame rate type
  9592.     1,6                                    // Min frame rate, max frame rate,
  9593.     0                                    // Number of initial frames
  9594.     2                                    // Number of looping frames
  9595.         TIASTL.PIX
  9596.         0,0,not flipped
  9597.         TIASTL.PIX
  9598.         0,0,flipped
  9599.             
  9600.             
  9601. // Sequence #5 - fatal collision with car
  9602.  
  9603.     don't collide                        // Exclude this frame in collision calcs
  9604.     variable                                // Frame rate type
  9605.     12,12                                    // Min frame rate, max frame rate,
  9606.     5                                    // Number of initial frames
  9607.         TIAHIT1B.PIX
  9608.         0,0,not flipped
  9609.         TIAHIT2B.PIX
  9610.         0,0,not flipped
  9611.         TIAHIT3B.PIX
  9612.         0,0,not flipped
  9613.         TIAHIT4B.PIX
  9614.         0,0,not flipped
  9615.         TIADEDB.PIX
  9616.         0,0,not flipped
  9617.     0                                    // Number of looping frames
  9618.             
  9619. // Sequence #6 - turning into giblets
  9620.  
  9621.     don't collide                        // Exclude this frame in collision calcs
  9622.     fixed                                // Frame rate type
  9623.     1                                    // Number of initial frames
  9624.         CHUNKS.PIX
  9625.         0,0,not flipped
  9626.     0                                    // Number of looping frames
  9627.             
  9628. // Sequence #7 - non-fatal collision with car
  9629.  
  9630.     collide                                // Include this frame in collision calcs
  9631.     variable                                // Frame rate type
  9632.     12,12                                    // Min frame rate, max frame rate,
  9633.     2                                    // Number of initial frames
  9634.         TIAHIT1B.PIX
  9635.         0,0,not flipped
  9636.         TIAHIT2B.PIX
  9637.         0,0,not flipped
  9638.     0                                    // Number of looping frames
  9639.             
  9640. // Sequence #8 - stationary, looking the other way from side to side
  9641.  
  9642.     collide                                // Include this frame in collision calcs
  9643.     variable                            // Frame rate type
  9644.     1,6                                    // Min frame rate, max frame rate,
  9645.     0                                    // Number of initial frames
  9646.     2                                    // Number of looping frames
  9647.         TIABAK.PIX
  9648.         0,0,not flipped
  9649.         TIABAK.PIX
  9650.         0,0,flipped
  9651.             
  9652.     
  9653.  
  9654. NEXT PEDESTRIAN
  9655.  
  9656.  
  9657. // **************** ZIM ****************
  9658.  
  9659. 25                                        // Reference number
  9660. 0.265                                    // Height
  9661. 200                                        // Points value
  9662. 30                                        // Hit points
  9663. 2,4031,4030                                // Exploding noises
  9664. 4040                                    // Falling noise
  9665. 0.00001                                    // Acceleration
  9666. 1                                        // Image index
  9667. IDENTITY.TAB
  9668. ZIM.PIX
  9669. STDPED.MAT
  9670. 2                                        // Index of fatal car-impact action
  9671. 4                                        // Index of non-fatal car-impact action
  9672. 1                                        // Index of after-non-fatal-impact action
  9673. 5                                        // Index of fatal falling action
  9674. 6                                        // Index of non-fatal falling action
  9675. 3                                        // Index of giblets action
  9676.  
  9677. 7                                        // Number of actions
  9678.  
  9679. // Action #0 - stand there, looking nervous
  9680.  
  9681.     0,100                                // Danger level, percentage chance
  9682.     0,0                                    // Initial speed, looping speed
  9683.     20.0                                    // Reaction time for this action
  9684.     0                                    // Sounds
  9685.     3                                    // Number of sequences for this action
  9686.         90,8                            // Max bearing, sequence index
  9687.         270,4                            // Max bearing, sequence index
  9688.         360,8                            // Max bearing, sequence index
  9689.     
  9690. // Action #1 - turn frightened and run like fuck
  9691.  
  9692.     1,100                                // Danger level, percentage chance
  9693.     0,0.0008                            // Initial speed, looping speed
  9694.     0.05                                // Reaction time for this action
  9695.     1,8017                            // Sounds
  9696.     4                                    // Number of sequences for this action
  9697.         90,0                            // Max bearing, sequence index
  9698.         180,1                            // Max bearing, sequence index
  9699.         270,2                            // Max bearing, sequence index
  9700.         360,3                            // Max bearing, sequence index
  9701.     
  9702. // Action #2 - fatal car collision
  9703.  
  9704.     1000,0                                // Danger level, percentage chance
  9705.     0,0                                    // Initial speed, looping speed
  9706.     0                                    // Reaction time for this action
  9707.     1,4015                            // Sounds
  9708.     1                                    // Number of sequences for this action
  9709.         360,5                            // Max bearing, sequence index
  9710.  
  9711. // Action #3 - turning into giblets
  9712.  
  9713.     1000,0                                // Danger level, percentage chance
  9714.     0,0                                    // Initial speed, looping speed
  9715.     0                                    // Reaction time for this action
  9716.     0                                    // Sounds
  9717.     1                                    // Number of sequences for this action
  9718.         360,6                            // Max bearing, sequence index
  9719.  
  9720. // Action #4 - non-fatal car collision
  9721.  
  9722.     1000,0                                // Danger level, percentage chance
  9723.     0,0                                    // Initial speed, looping speed
  9724.     0                                    // Reaction time for this action
  9725.     1,4003                            // Sounds
  9726.     1                                    // Number of sequences for this action
  9727.         360,7                            // Max bearing, sequence index
  9728.  
  9729.  
  9730. // Action #5 - fatal ground collision
  9731.  
  9732.     1000,0                                // Danger level, percentage chance
  9733.     0,0                                    // Initial speed, looping speed
  9734.     0                                    // Reaction time for this action
  9735.     1,4015                            // Sounds
  9736.     1                                    // Number of sequences for this action
  9737.         360,5                            // Max bearing, sequence index
  9738.  
  9739. // Action #6 - non-fatal ground collision
  9740.  
  9741.     1000,0                                // Danger level, percentage chance
  9742.     0,0                                    // Initial speed, looping speed
  9743.     0                                    // Reaction time for this action
  9744.     1,4003                            // Sounds
  9745.     1                                    // Number of sequences for this action
  9746.         360,7                            // Max bearing, sequence index
  9747.  
  9748. 9                                        // Number of sequences
  9749.  
  9750. // Sequence #0 - turn frightened and run away to their right
  9751.  
  9752.     collide                                // Include this frame in collision calcs
  9753.     speed                                // Frame rate type
  9754.     0.08,8                                // Min frame rate, max frame rate,
  9755.     4                                    // Number of initial frames
  9756.         ZIMTRN.PIX
  9757.         0,0,flipped
  9758.         ZIMSTL.PIX
  9759.         0,0,flipped
  9760.         ZIMSTL.PIX
  9761.         0,0,not flipped
  9762.         ZIMTRN.PIX
  9763.         0,0,not flipped
  9764.     4                                    // Number of looping frames
  9765.         ZIMRUNA1.PIX
  9766.         0,0,flipped
  9767.         ZIMRUNA2.PIX
  9768.         0,0,flipped
  9769.         ZIMRUNA3.PIX
  9770.         0,0,flipped
  9771.         ZIMRUNA2.PIX
  9772.         0,0,flipped
  9773.             
  9774. // Sequence #1 - turn frightened and run towards to their left
  9775.  
  9776.     collide                                // Include this frame in collision calcs
  9777.     speed                                // Frame rate type
  9778.     0.08,8                                // Min frame rate, max frame rate,
  9779.     4                                    // Number of initial frames
  9780.         ZIMTRN.PIX
  9781.         0,0,flipped
  9782.         ZIMSTL.PIX
  9783.         0,0,flipped
  9784.         ZIMSTL.PIX
  9785.         0,0,not flipped
  9786.         ZIMTRN.PIX
  9787.         0,0,not flipped
  9788.     4                                    // Number of looping frames
  9789.         ZIMRUNT1.PIX
  9790.         0,0,not flipped
  9791.         ZIMRUNT2.PIX
  9792.         0,0,not flipped
  9793.         ZIMRUNT3.PIX
  9794.         0,0,not flipped
  9795.         ZIMRUNT2.PIX
  9796.         0,0,not flipped
  9797.             
  9798. // Sequence #2 - turn frightened and run towards to their right
  9799.  
  9800.     collide                                // Include this frame in collision calcs
  9801.     speed                                // Frame rate type
  9802.     0.08,8                                // Min frame rate, max frame rate,
  9803.     4                                    // Number of initial frames
  9804.         ZIMTRN.PIX
  9805.         0,0,flipped
  9806.         ZIMSTL.PIX
  9807.         0,0,flipped
  9808.         ZIMSTL.PIX
  9809.         0,0,not flipped
  9810.         ZIMTRN.PIX
  9811.         0,0,not flipped
  9812.     4                                    // Number of looping frames
  9813.         ZIMRUNT1.PIX
  9814.         0,0,flipped
  9815.         ZIMRUNT2.PIX
  9816.         0,0,flipped
  9817.         ZIMRUNT3.PIX
  9818.         0,0,flipped
  9819.         ZIMRUNT2.PIX
  9820.         0,0,flipped
  9821.             
  9822. // Sequence #3 - turn frightened and run away to their left
  9823.  
  9824.     collide                                // Include this frame in collision calcs
  9825.     speed                                // Frame rate type
  9826.     0.08,8                                // Min frame rate, max frame rate,
  9827.     4                                    // Number of initial frames
  9828.         ZIMTRN.PIX
  9829.         0,0,flipped
  9830.         ZIMSTL.PIX
  9831.         0,0,flipped
  9832.         ZIMSTL.PIX
  9833.         0,0,not flipped
  9834.         ZIMTRN.PIX
  9835.         0,0,not flipped
  9836.     4                                    // Number of looping frames
  9837.         ZIMRUNA1.PIX
  9838.         0,0,not flipped
  9839.         ZIMRUNA2.PIX
  9840.         0,0,not flipped
  9841.         ZIMRUNA3.PIX
  9842.         0,0,not flipped
  9843.         ZIMRUNA2.PIX
  9844.         0,0,not flipped
  9845.             
  9846. // Sequence #4 - stationary, looking from side to side
  9847.  
  9848.     collide                                // Include this frame in collision calcs
  9849.     variable                            // Frame rate type
  9850.     1,6                                    // Min frame rate, max frame rate,
  9851.     0                                    // Number of initial frames
  9852.     2                                    // Number of looping frames
  9853.         ZIMSTL.PIX
  9854.         0,0,not flipped
  9855.         ZIMSTL.PIX
  9856.         0,0,not flipped
  9857.             
  9858.             
  9859. // Sequence #5 - fatal collision with car
  9860.  
  9861.     don't collide                        // Exclude this frame in collision calcs
  9862.     variable                                // Frame rate type
  9863.     12,12                                    // Min frame rate, max frame rate,
  9864.     5                                    // Number of initial frames
  9865.         ZIMHIT1.PIX
  9866.         0,0,not flipped
  9867.         ZIMHIT2.PIX
  9868.         0,0,not flipped
  9869.         ZIMHIT3.PIX
  9870.         0,0,not flipped
  9871.         ZIMHIT4.PIX
  9872.         0,0,not flipped
  9873.         ZIMDED.PIX
  9874.         0,0,not flipped
  9875.     0                                    // Number of looping frames
  9876.             
  9877. // Sequence #6 - turning into giblets
  9878.  
  9879.     don't collide                        // Exclude this frame in collision calcs
  9880.     fixed                                // Frame rate type
  9881.     1                                    // Number of initial frames
  9882.         CHUNKS.PIX
  9883.         0,0,not flipped
  9884.     0                                    // Number of looping frames
  9885.             
  9886. // Sequence #7 - non-fatal collision with car
  9887.  
  9888.     collide                                // Include this frame in collision calcs
  9889.     variable                                // Frame rate type
  9890.     12,12                                    // Min frame rate, max frame rate,
  9891.     2                                    // Number of initial frames
  9892.         ZIMHIT1.PIX
  9893.         0,0,not flipped
  9894.         ZIMHIT2.PIX
  9895.         0,0,not flipped
  9896.     0                                    // Number of looping frames
  9897.             
  9898. // Sequence #8 - stationary, looking the other way from side to side
  9899.  
  9900.     collide                                // Include this frame in collision calcs
  9901.     variable                            // Frame rate type
  9902.     1,6                                    // Min frame rate, max frame rate,
  9903.     0                                    // Number of initial frames
  9904.     2                                    // Number of looping frames
  9905.         ZIMBAK.PIX
  9906.         0,0,not flipped
  9907.         ZIMBAK.PIX
  9908.         0,0,flipped
  9909.             
  9910.     
  9911.  
  9912. NEXT PEDESTRIAN
  9913.  
  9914. // **************** GRN 2 ****************
  9915.  
  9916. 27                                        // Reference number
  9917. 0.27                                    // Height
  9918. 100                                        // Points value
  9919. 10                                        // Hit points
  9920. 2,4031,4030                                // Exploding noises
  9921. -1                                        // Falling noise
  9922. 0.00002                                    // Acceleration
  9923. 1                                        // Image index
  9924. IDENTITY.TAB
  9925. GRN.PIX
  9926. STDPED.MAT
  9927. 2                                        // Index of fatal car-impact action
  9928. 4                                        // Index of non-fatal car-impact action
  9929. 1                                        // Index of after-non-fatal-impact action
  9930. 5                                        // Index of fatal falling action
  9931. 6                                        // Index of non-fatal falling action
  9932. 3                                        // Index of giblets action
  9933.  
  9934. 7                                        // Number of actions
  9935.  
  9936. // Action #0 - stand there, looking nervous
  9937.  
  9938.     0,100                                // Danger level, percentage chance
  9939.     0,0                                    // Initial speed, looping speed
  9940.     20.0                                    // Reaction time for this action
  9941.     0                                    // Sounds
  9942.     3                                    // Number of sequences for this action
  9943.         90,8                            // Max bearing, sequence index
  9944.         270,4                            // Max bearing, sequence index
  9945.         360,8                            // Max bearing, sequence index
  9946.  
  9947.     
  9948. // Action #1 - turn frightened and run like fuck
  9949.  
  9950.     1,100                                // Danger level, percentage chance
  9951.     0,0.0008                            // Initial speed, looping speed
  9952.     0.05                                // Reaction time for this action
  9953.     1,4002                            // Sounds
  9954.     4                                    // Number of sequences for this action
  9955.         90,0                            // Max bearing, sequence index
  9956.         180,1                            // Max bearing, sequence index
  9957.         270,2                            // Max bearing, sequence index
  9958.         360,3                            // Max bearing, sequence index
  9959.     
  9960. // Action #2 - fatal car collision
  9961.  
  9962.     1000,0                                // Danger level, percentage chance
  9963.     0,0                                    // Initial speed, looping speed
  9964.     0                                    // Reaction time for this action
  9965.     1,4014                            // Sounds
  9966.     1                                    // Number of sequences for this action
  9967.         360,5                            // Max bearing, sequence index
  9968.  
  9969. // Action #3 - turning into giblets
  9970.  
  9971.     1000,0                                // Danger level, percentage chance
  9972.     0,0                                    // Initial speed, looping speed
  9973.     0                                    // Reaction time for this action
  9974.     0                                    // Sounds
  9975.     1                                    // Number of sequences for this action
  9976.         360,6                            // Max bearing, sequence index
  9977.  
  9978. // Action #4 - non-fatal car collision
  9979.  
  9980.     1000,0                                // Danger level, percentage chance
  9981.     0,0                                    // Initial speed, looping speed
  9982.     0                                    // Reaction time for this action
  9983.     1,4002                            // Sounds
  9984.     1                                    // Number of sequences for this action
  9985.         360,7                            // Max bearing, sequence index
  9986.  
  9987.  
  9988. // Action #5 - fatal ground collision
  9989.  
  9990.     1000,0                                // Danger level, percentage chance
  9991.     0,0                                    // Initial speed, looping speed
  9992.     0                                    // Reaction time for this action
  9993.     1,4014                            // Sounds
  9994.     1                                    // Number of sequences for this action
  9995.         360,5                            // Max bearing, sequence index
  9996.  
  9997. // Action #6 - non-fatal ground collision
  9998.  
  9999.     1000,0                                // Danger level, percentage chance
  10000.     0,0                                    // Initial speed, looping speed
  10001.     0                                    // Reaction time for this action
  10002.     1,4002                            // Sounds
  10003.     1                                    // Number of sequences for this action
  10004.         360,7                            // Max bearing, sequence index
  10005.  
  10006. 9                                        // Number of sequences
  10007.  
  10008. // Sequence #0 - turn frightened and run away to their right
  10009.  
  10010.     collide                                // Include this frame in collision calcs
  10011.     speed                                // Frame rate type
  10012.     0.08,8                                // Min frame rate, max frame rate,
  10013.     4                                    // Number of initial frames
  10014.         GRNSHK.PIX
  10015.         0,0,not flipped
  10016.         GRNSTL.PIX
  10017.         0,0,not flipped
  10018.         GRNSHK.PIX
  10019.         0,0,flipped
  10020.         GRNTRN.PIX
  10021.         0,0,flipped
  10022.     4                                    // Number of looping frames
  10023.         GRNRUNA1.PIX
  10024.         0,0,not flipped
  10025.         GRNRUNA2.PIX
  10026.         0,0,not flipped
  10027.         GRNRUNA3.PIX
  10028.         0,0,not flipped
  10029.         GRNRUNA2.PIX
  10030.         0,0,not flipped
  10031.             
  10032. // Sequence #1 - turn frightened and run towards to their left
  10033.  
  10034.     collide                                // Include this frame in collision calcs
  10035.     speed                                // Frame rate type
  10036.     0.08,8                                // Min frame rate, max frame rate,
  10037.     4                                    // Number of initial frames
  10038.         GRNSHK.PIX
  10039.         0,0,not flipped
  10040.         GRNSTL.PIX
  10041.         0,0,not flipped
  10042.         GRNSHK.PIX
  10043.         0,0,flipped
  10044.         GRNTRN.PIX
  10045.         0,0,flipped
  10046.     4                                    // Number of looping frames
  10047.         GRNRUNT1.PIX
  10048.         0,0,flipped
  10049.         GRNRUNT2.PIX
  10050.         0,0,flipped
  10051.         GRNRUNT3.PIX
  10052.         0,0,flipped
  10053.         GRNRUNT2.PIX
  10054.         0,0,flipped
  10055.             
  10056. // Sequence #2 - turn frightened and run towards to their right
  10057.  
  10058.     collide                                // Include this frame in collision calcs
  10059.     speed                                // Frame rate type
  10060.     0.08,8                                // Min frame rate, max frame rate,
  10061.     4                                    // Number of initial frames
  10062.         GRNSHK.PIX
  10063.         0,0,flipped
  10064.         GRNSTL.PIX
  10065.         0,0,flipped
  10066.         GRNSHK.PIX
  10067.         0,0,not flipped
  10068.         GRNTRN.PIX
  10069.         0,0,not flipped
  10070.     4                                    // Number of looping frames
  10071.         GRNRUNT1.PIX
  10072.         0,0,not flipped
  10073.         GRNRUNT2.PIX
  10074.         0,0,not flipped
  10075.         GRNRUNT3.PIX
  10076.         0,0,not flipped
  10077.         GRNRUNT2.PIX
  10078.         0,0,not flipped
  10079.             
  10080. // Sequence #3 - turn frightened and run away to their left
  10081.  
  10082.     collide                                // Include this frame in collision calcs
  10083.     speed                                // Frame rate type
  10084.     0.08,8                                // Min frame rate, max frame rate,
  10085.     4                                    // Number of initial frames
  10086.         GRNSHK.PIX
  10087.         0,0,flipped
  10088.         GRNSTL.PIX
  10089.         0,0,flipped
  10090.         GRNSHK.PIX
  10091.         0,0,not flipped
  10092.         GRNTRN.PIX
  10093.         0,0,not flipped
  10094.     4                                    // Number of looping frames
  10095.         GRNRUNA1.PIX
  10096.         0,0,flipped
  10097.         GRNRUNA2.PIX
  10098.         0,0,flipped
  10099.         GRNRUNA3.PIX
  10100.         0,0,flipped
  10101.         GRNRUNA2.PIX
  10102.         0,0,flipped
  10103.             
  10104. // Sequence #4 - stationary, looking from side to side
  10105.  
  10106.     collide                                // Include this frame in collision calcs
  10107.     variable                            // Frame rate type
  10108.     1,6                                    // Min frame rate, max frame rate,
  10109.     0                                    // Number of initial frames
  10110.     2                                    // Number of looping frames
  10111.         GRNSTL.PIX
  10112.         0,0,not flipped
  10113.         GRNSTL.PIX
  10114.         0,0,flipped
  10115.             
  10116.             
  10117. // Sequence #5 - fatal collision with car
  10118.  
  10119.     don't collide                        // Exclude this frame in collision calcs
  10120.     variable                                // Frame rate type
  10121.     12,12                                    // Min frame rate, max frame rate,
  10122.     5                                    // Number of initial frames
  10123.         GRNHIT4.PIX
  10124.         0,0,not flipped
  10125.         GRNHIT3.PIX
  10126.         0,0,not flipped
  10127.         GRNHIT2.PIX
  10128.         0,0,not flipped
  10129.         GRNHIT1.PIX
  10130.         0,0,not flipped
  10131.         GRNDED.PIX
  10132.         0,0,not flipped
  10133.     0                                    // Number of looping frames
  10134.             
  10135. // Sequence #6 - turning into giblets
  10136.  
  10137.     don't collide                        // Exclude this frame in collision calcs
  10138.     fixed                                // Frame rate type
  10139.     1                                    // Number of initial frames
  10140.         CHUNKS.PIX
  10141.         0,0,not flipped
  10142.     0                                    // Number of looping frames
  10143.             
  10144. // Sequence #7 - non-fatal collision with car
  10145.  
  10146.     collide                                // Include this frame in collision calcs
  10147.     variable                                // Frame rate type
  10148.     12,12                                    // Min frame rate, max frame rate,
  10149.     2                                    // Number of initial frames
  10150.         GRNHIT1.PIX
  10151.         0,0,not flipped
  10152.         GRNHIT2.PIX
  10153.         0,0,not flipped
  10154.     0                                    // Number of looping frames
  10155.             
  10156. // Sequence #8 - stationary, looking the other way from side to side
  10157.  
  10158. collide                                // Include this frame in collision calcs
  10159. variable                            // Frame rate type
  10160. 1,6                                    // Min frame rate, max frame rate,
  10161. 0                                    // Number of initial frames
  10162. 2                                    // Number of looping frames
  10163.     GRNBAK.PIX
  10164.     0,0,not flipped
  10165.     GRNBAK.PIX
  10166.     0,0,flipped
  10167.             
  10168.             
  10169.  
  10170. NEXT PEDESTRIAN
  10171.  
  10172. // **************** GOD 2 ****************
  10173.  
  10174. 28                                        // Reference number
  10175. 0.26                                    // Height
  10176. 100                                        // Points value
  10177. 10                                        // Hit points
  10178. 2,4031,4030                                // Exploding noises
  10179. 4040                                    // Falling noise
  10180. 0.00002                                    // Acceleration
  10181. 1                                        // Image index
  10182. IDENTITY.TAB
  10183. GOD.PIX
  10184. STDPED.MAT
  10185. 2                                        // Index of fatal car-impact action
  10186. 4                                        // Index of non-fatal car-impact action
  10187. 1                                        // Index of after-non-fatal-impact action
  10188. 5                                        // Index of fatal falling action
  10189. 6                                        // Index of non-fatal falling action
  10190. 3                                        // Index of giblets action
  10191.  
  10192. 7                                        // Number of actions
  10193.  
  10194. // Action #0 - stand there, looking nervous
  10195.  
  10196.     0,100                                // Danger level, percentage chance
  10197.     0,0                                    // Initial speed, looping speed
  10198.     20.0                                    // Reaction time for this action
  10199.     0                                    // Sounds
  10200.     3                                    // Number of sequences for this action
  10201.         90,8                            // Max bearing, sequence index
  10202.         270,4                            // Max bearing, sequence index
  10203.         360,8                            // Max bearing, sequence index
  10204.  
  10205. // Action #1 - turn frightened and run like fuck
  10206.  
  10207.     1,100                                // Danger level, percentage chance
  10208.     0,0.0008                            // Initial speed, looping speed
  10209.     0.05                                // Reaction time for this action
  10210.     1,4001                            // Sounds
  10211.     4                                    // Number of sequences for this action
  10212.         90,3                            // Max bearing, sequence index
  10213.         180,1                            // Max bearing, sequence index
  10214.         270,2                            // Max bearing, sequence index
  10215.         360,0                            // Max bearing, sequence index
  10216.     
  10217. // Action #2 - fatal car collision
  10218.  
  10219.     1000,0                                // Danger level, percentage chance
  10220.     0,0                                    // Initial speed, looping speed
  10221.     0                                    // Reaction time for this action
  10222.     1,4011                            // Sounds
  10223.     1                                    // Number of sequences for this action
  10224.         360,5                            // Max bearing, sequence index
  10225.  
  10226. // Action #3 - turning into giblets
  10227.  
  10228.     1000,0                                // Danger level, percentage chance
  10229.     0,0                                    // Initial speed, looping speed
  10230.     0                                    // Reaction time for this action
  10231.     0                                    // Sounds
  10232.     1                                    // Number of sequences for this action
  10233.         360,6                            // Max bearing, sequence index
  10234.  
  10235. // Action #4 - non-fatal car collision
  10236.  
  10237.     1000,0                                // Danger level, percentage chance
  10238.     0,0                                    // Initial speed, looping speed
  10239.     0                                    // Reaction time for this action
  10240.     1,4001                            // Sounds
  10241.     1                                    // Number of sequences for this action
  10242.         360,7                            // Max bearing, sequence index
  10243.  
  10244.  
  10245. // Action #5 - fatal ground collision
  10246.  
  10247.     1000,0                                // Danger level, percentage chance
  10248.     0,0                                    // Initial speed, looping speed
  10249.     0                                    // Reaction time for this action
  10250.     1,4011                            // Sounds
  10251.     1                                    // Number of sequences for this action
  10252.         360,5                            // Max bearing, sequence index
  10253.  
  10254. // Action #6 - non-fatal ground collision
  10255.  
  10256.     1000,0                                // Danger level, percentage chance
  10257.     0,0                                    // Initial speed, looping speed
  10258.     0                                    // Reaction time for this action
  10259.     1,4001                            // Sounds
  10260.     1                                    // Number of sequences for this action
  10261.         360,7                            // Max bearing, sequence index
  10262.  
  10263. 9                                        // Number of sequences
  10264.  
  10265. // Sequence #0 - turn frightened and run away to their right
  10266.  
  10267.     collide                                // Include this frame in collision calcs
  10268.     speed                                // Frame rate type
  10269.     0.08,8                                // Min frame rate, max frame rate,
  10270.     4                                    // Number of initial frames
  10271.         GODSHK.PIX
  10272.         0,0,flipped
  10273.         GODSTL.PIX
  10274.         0,0,flipped
  10275.         GODSHK.PIX
  10276.         0,0,not flipped
  10277.         GODTRN.PIX
  10278.         0,0,not flipped
  10279.     4                                    // Number of looping frames
  10280.         GODRUNA1.PIX
  10281.         0,0,flipped
  10282.         GODRUNA2.PIX
  10283.         0,0,flipped
  10284.         GODRUNA3.PIX
  10285.         0,0,flipped
  10286.         GODRUNA2.PIX
  10287.         0,0,flipped
  10288.             
  10289. // Sequence #1 - turn frightened and run towards to their left
  10290.  
  10291.     collide                                // Include this frame in collision calcs
  10292.     speed                                // Frame rate type
  10293.     0.08,8                                // Min frame rate, max frame rate,
  10294.     4                                    // Number of initial frames
  10295.         GODSHK.PIX
  10296.         0,0,flipped
  10297.         GODSTL.PIX
  10298.         0,0,flipped
  10299.         GODSHK.PIX
  10300.         0,0,not flipped
  10301.         GODTRN.PIX
  10302.         0,0,not flipped
  10303.     4                                    // Number of looping frames
  10304.         GODRUNT1.PIX
  10305.         0,0,not flipped
  10306.         GODRUNT2.PIX
  10307.         0,0,not flipped
  10308.         GODRUNT3.PIX
  10309.         0,0,not flipped
  10310.         GODRUNT2.PIX
  10311.         0,0,not flipped
  10312.             
  10313. // Sequence #2 - turn frightened and run towards to their right
  10314.  
  10315.     collide                                // Include this frame in collision calcs
  10316.     speed                                // Frame rate type
  10317.     0.08,8                                // Min frame rate, max frame rate,
  10318.     4                                    // Number of initial frames
  10319.         GODSHK.PIX
  10320.         0,0,flipped
  10321.         GODSTL.PIX
  10322.         0,0,flipped
  10323.         GODSHK.PIX
  10324.         0,0,not flipped
  10325.         GODTRN.PIX
  10326.         0,0,not flipped
  10327.     4                                    // Number of looping frames
  10328.         GODRUNT1.PIX
  10329.         0,0,flipped
  10330.         GODRUNT2.PIX
  10331.         0,0,flipped
  10332.         GODRUNT3.PIX
  10333.         0,0,flipped
  10334.         GODRUNT2.PIX
  10335.         0,0,flipped
  10336.             
  10337. // Sequence #3 - turn frightened and run away to their left
  10338.  
  10339.     collide                                // Include this frame in collision calcs
  10340.     speed                                // Frame rate type
  10341.     0.08,8                                // Min frame rate, max frame rate,
  10342.     4                                    // Number of initial frames
  10343.         GODSHK.PIX
  10344.         0,0,flipped
  10345.         GODSTL.PIX
  10346.         0,0,flipped
  10347.         GODSHK.PIX
  10348.         0,0,not flipped
  10349.         GODTRN.PIX
  10350.         0,0,not flipped
  10351.     4                                    // Number of looping frames
  10352.         GODRUNA1.PIX
  10353.         0,0,not flipped
  10354.         GODRUNA2.PIX
  10355.         0,0,not flipped
  10356.         GODRUNA3.PIX
  10357.         0,0,not flipped
  10358.         GODRUNA2.PIX
  10359.         0,0,not flipped
  10360.             
  10361. // Sequence #4 - stationary, looking from side to side
  10362.  
  10363.     collide                                // Include this frame in collision calcs
  10364.     variable                            // Frame rate type
  10365.     1,6                                    // Min frame rate, max frame rate,
  10366.     0                                    // Number of initial frames
  10367.     2                                    // Number of looping frames
  10368.         GODSTL.PIX
  10369.         0,0,not flipped
  10370.         GODSTL.PIX
  10371.         0,0,flipped
  10372.             
  10373.             
  10374. // Sequence #5 - fatal collision with car
  10375.  
  10376.     don't collide                        // Exclude this frame in collision calcs
  10377.     variable                                // Frame rate type
  10378.     12,12                                    // Min frame rate, max frame rate,
  10379.     5                                    // Number of initial frames
  10380.         GODHIT1.PIX
  10381.         0,0,not flipped
  10382.         GODHIT2.PIX
  10383.         0,0,not flipped
  10384.         GODHIT3.PIX
  10385.         0,0,not flipped
  10386.         GODHIT4.PIX
  10387.         0,0,not flipped
  10388.         GODDED.PIX
  10389.         0,0,not flipped
  10390.     0                                    // Number of looping frames
  10391.             
  10392. // Sequence #6 - turning into giblets
  10393.  
  10394.     don't collide                        // Exclude this frame in collision calcs
  10395.     fixed                                // Frame rate type
  10396.     1                                    // Number of initial frames
  10397.         CHUNKS.PIX
  10398.         0,0,not flipped
  10399.     0                                    // Number of looping frames
  10400.             
  10401. // Sequence #7 - non-fatal collision with car
  10402.  
  10403.     collide                                // Include this frame in collision calcs
  10404.     variable                                // Frame rate type
  10405.     12,12                                    // Min frame rate, max frame rate,
  10406.     2                                    // Number of initial frames
  10407.         GODHIT1.PIX
  10408.         0,0,not flipped
  10409.         GODHIT2.PIX
  10410.         0,0,not flipped
  10411.     0                                    // Number of looping frames
  10412.             
  10413.  
  10414. // Sequence #8 - stationary, looking the other way from side to side
  10415.  
  10416. collide                                // Include this frame in collision calcs
  10417. variable                            // Frame rate type
  10418. 1,6                                    // Min frame rate, max frame rate,
  10419. 0                                    // Number of initial frames
  10420. 2                                    // Number of looping frames
  10421.     GODSTL.PIX
  10422.     0,0,not flipped
  10423.     GODSTL.PIX
  10424.     0,0,flipped
  10425.             
  10426.             
  10427.  
  10428. NEXT PEDESTRIAN
  10429.  
  10430. // **************** RED 2 ****************
  10431.  
  10432. 30                                        // Reference number
  10433. 0.26                                    // Height
  10434. 100                                        // Points value
  10435. 10                                        // Hit points
  10436. 2,4031,4030                                // Exploding noises
  10437. 4040                                    // Falling noise
  10438. 0.00002                                    // Acceleration
  10439. 1                                        // Image index
  10440. IDENTITY.TAB
  10441. RED.PIX
  10442. STDPED.MAT
  10443. 2                                        // Index of fatal car-impact action
  10444. 4                                        // Index of non-fatal car-impact action
  10445. 1                                        // Index of after-non-fatal-impact action
  10446. 5                                        // Index of fatal falling action
  10447. 6                                        // Index of non-fatal falling action
  10448. 3                                        // Index of giblets action
  10449.  
  10450. 7                                        // Number of actions
  10451.  
  10452. // Action #0 - stand there, looking nervous
  10453.  
  10454.     0,100                                // Danger level, percentage chance
  10455.     0,0                                    // Initial speed, looping speed
  10456.     20.0                                    // Reaction time for this action
  10457.     0                                    // Sounds
  10458.     3                                    // Number of sequences for this action
  10459.         90,8                            // Max bearing, sequence index
  10460.         270,4                            // Max bearing, sequence index
  10461.         360,8                            // Max bearing, sequence index
  10462.  
  10463. // Action #1 - turn frightened and run like fuck
  10464.  
  10465.     1,100                                // Danger level, percentage chance
  10466.     0,0.0008                            // Initial speed, looping speed
  10467.     0.05                                // Reaction time for this action
  10468.     3,4001,4000,4902                            // Sounds
  10469.     4                                    // Number of sequences for this action
  10470.         90,3                            // Max bearing, sequence index
  10471.         180,1                            // Max bearing, sequence index
  10472.         270,2                            // Max bearing, sequence index
  10473.         360,0                            // Max bearing, sequence index
  10474.     
  10475. // Action #2 - fatal car collision
  10476.  
  10477.     1000,0                                // Danger level, percentage chance
  10478.     0,0                                    // Initial speed, looping speed
  10479.     0                                    // Reaction time for this action
  10480.     2,4011,4907                            // Sounds
  10481.     1                                    // Number of sequences for this action
  10482.         360,5                            // Max bearing, sequence index
  10483.  
  10484. // Action #3 - turning into giblets
  10485.  
  10486.     1000,0                                // Danger level, percentage chance
  10487.     0,0                                    // Initial speed, looping speed
  10488.     0                                    // Reaction time for this action
  10489.     0                                    // Sounds
  10490.     1                                    // Number of sequences for this action
  10491.         360,6                            // Max bearing, sequence index
  10492.  
  10493. // Action #4 - non-fatal car collision
  10494.  
  10495.     1000,0                                // Danger level, percentage chance
  10496.     0,0                                    // Initial speed, looping speed
  10497.     0                                    // Reaction time for this action
  10498.     1,4001                            // Sounds
  10499.     1                                    // Number of sequences for this action
  10500.         360,7                            // Max bearing, sequence index
  10501.  
  10502.  
  10503. // Action #5 - fatal ground collision
  10504.  
  10505.     1000,0                                // Danger level, percentage chance
  10506.     0,0                                    // Initial speed, looping speed
  10507.     0                                    // Reaction time for this action
  10508.     1,4011                            // Sounds
  10509.     1                                    // Number of sequences for this action
  10510.         360,5                            // Max bearing, sequence index
  10511.  
  10512. // Action #6 - non-fatal ground collision
  10513.  
  10514.     1000,0                                // Danger level, percentage chance
  10515.     0,0                                    // Initial speed, looping speed
  10516.     0                                    // Reaction time for this action
  10517.     1,4001                            // Sounds
  10518.     1                                    // Number of sequences for this action
  10519.         360,7                            // Max bearing, sequence index
  10520.  
  10521. 9                                        // Number of sequences
  10522.  
  10523. // Sequence #0 - turn frightened and run away to their right
  10524.  
  10525.     collide                                // Include this frame in collision calcs
  10526.     speed                                // Frame rate type
  10527.     0.08,8                                // Min frame rate, max frame rate,
  10528.     4                                    // Number of initial frames
  10529.         REDSHK.PIX
  10530.         0,0,flipped
  10531.         REDSTL.PIX
  10532.         0,0,flipped
  10533.         REDSHK.PIX
  10534.         0,0,not flipped
  10535.         REDSTL.PIX
  10536.         0,0,not flipped
  10537.     4                                    // Number of looping frames
  10538.         REDRUNA1.PIX
  10539.         0,0,flipped
  10540.         REDRUNA2.PIX
  10541.         0,0,flipped
  10542.         REDRUNA3.PIX
  10543.         0,0,flipped
  10544.         REDRUNA2.PIX
  10545.         0,0,flipped
  10546.             
  10547. // Sequence #1 - turn frightened and run towards to their left
  10548.  
  10549.     collide                                // Include this frame in collision calcs
  10550.     speed                                // Frame rate type
  10551.     0.08,8                                // Min frame rate, max frame rate,
  10552.     4                                    // Number of initial frames
  10553.         REDSHK.PIX
  10554.         0,0,flipped
  10555.         REDSTL.PIX
  10556.         0,0,flipped
  10557.         REDSHK.PIX
  10558.         0,0,not flipped
  10559.         REDSTL.PIX
  10560.         0,0,not flipped
  10561.     4                                    // Number of looping frames
  10562.         REDRUNT1.PIX
  10563.         0,0,not flipped
  10564.         REDRUNT2.PIX
  10565.         0,0,not flipped
  10566.         REDRUNT3.PIX
  10567.         0,0,not flipped
  10568.         REDRUNT2.PIX
  10569.         0,0,not flipped
  10570.             
  10571. // Sequence #2 - turn frightened and run towards to their right
  10572.  
  10573.     collide                                // Include this frame in collision calcs
  10574.     speed                                // Frame rate type
  10575.     0.08,8                                // Min frame rate, max frame rate,
  10576.     4                                    // Number of initial frames
  10577.         REDSHK.PIX
  10578.         0,0,flipped
  10579.         REDSTL.PIX
  10580.         0,0,flipped
  10581.         REDSHK.PIX
  10582.         0,0,not flipped
  10583.         REDSTL.PIX
  10584.         0,0,not flipped
  10585.     4                                    // Number of looping frames
  10586.         REDRUNT1.PIX
  10587.         0,0,flipped
  10588.         REDRUNT2.PIX
  10589.         0,0,flipped
  10590.         REDRUNT3.PIX
  10591.         0,0,flipped
  10592.         REDRUNT2.PIX
  10593.         0,0,flipped
  10594.             
  10595. // Sequence #3 - turn frightened and run away to their left
  10596.  
  10597.     collide                                // Include this frame in collision calcs
  10598.     speed                                // Frame rate type
  10599.     0.08,8                                // Min frame rate, max frame rate,
  10600.     4                                    // Number of initial frames
  10601.         REDSHK.PIX
  10602.         0,0,flipped
  10603.         REDSTL.PIX
  10604.         0,0,flipped
  10605.         REDSHK.PIX
  10606.         0,0,not flipped
  10607.         REDSTL.PIX
  10608.         0,0,not flipped
  10609.     4                                    // Number of looping frames
  10610.         REDRUNA1.PIX
  10611.         0,0,not flipped
  10612.         REDRUNA2.PIX
  10613.         0,0,not flipped
  10614.         REDRUNA3.PIX
  10615.         0,0,not flipped
  10616.         REDRUNA2.PIX
  10617.         0,0,not flipped
  10618.             
  10619. // Sequence #4 - stationary, looking from side to side
  10620.  
  10621.     collide                                // Include this frame in collision calcs
  10622.     variable                            // Frame rate type
  10623.     1,6                                    // Min frame rate, max frame rate,
  10624.     0                                    // Number of initial frames
  10625.     2                                    // Number of looping frames
  10626.         REDSTL.PIX
  10627.         0,0,not flipped
  10628.         REDSTL.PIX
  10629.         0,0,flipped
  10630.             
  10631.             
  10632. // Sequence #5 - fatal collision with car
  10633.  
  10634.     don't collide                        // Exclude this frame in collision calcs
  10635.     variable                                // Frame rate type
  10636.     12,12                                    // Min frame rate, max frame rate,
  10637.     5                                    // Number of initial frames
  10638.         REDHIT1.PIX
  10639.         0,0,not flipped
  10640.         REDHIT2.PIX
  10641.         0,0,not flipped
  10642.         REDHIT3.PIX
  10643.         0,0,not flipped
  10644.         REDHIT4.PIX
  10645.         0,0,not flipped
  10646.         REDDED.PIX
  10647.         0,0,not flipped
  10648.     0                                    // Number of looping frames
  10649.             
  10650. // Sequence #6 - turning into giblets
  10651.  
  10652.     don't collide                        // Exclude this frame in collision calcs
  10653.     fixed                                // Frame rate type
  10654.     1                                    // Number of initial frames
  10655.         CHUNKS.PIX
  10656.         0,0,not flipped
  10657.     0                                    // Number of looping frames
  10658.             
  10659. // Sequence #7 - non-fatal collision with car
  10660.  
  10661.     collide                                // Include this frame in collision calcs
  10662.     variable                                // Frame rate type
  10663.     12,12                                    // Min frame rate, max frame rate,
  10664.     2                                    // Number of initial frames
  10665.         REDHIT1.PIX
  10666.         0,0,not flipped
  10667.         REDHIT2.PIX
  10668.         0,0,not flipped
  10669.     0                                    // Number of looping frames
  10670.             
  10671. // Sequence #8 - stationary, looking the other way from side to side
  10672.  
  10673.     collide                                // Include this frame in collision calcs
  10674.     variable                            // Frame rate type
  10675.     1,6                                    // Min frame rate, max frame rate,
  10676.     0                                    // Number of initial frames
  10677.     2                                    // Number of looping frames
  10678.         REDBAK.PIX
  10679.         0,0,not flipped
  10680.         REDBAK.PIX
  10681.         0,0,flipped
  10682.             
  10683.  
  10684. NEXT PEDESTRIAN
  10685.  
  10686. // **************** KEL 2 ****************
  10687.  
  10688. 31                                        // Reference number
  10689. 0.26                                    // Height
  10690. 100                                        // Points value
  10691. 10                                        // Hit points
  10692. 2,4031,4030                                // Exploding noises
  10693. 4003                                    // Falling noise
  10694. 0.00002                                    // Acceleration
  10695. 1                                        // Image index
  10696. IDENTITY.TAB
  10697. KEL.PIX
  10698. STDPED.MAT
  10699. 2                                        // Index of fatal car-impact action
  10700. 4                                        // Index of non-fatal car-impact action
  10701. 1                                        // Index of after-non-fatal-impact action
  10702. 5                                        // Index of fatal falling action
  10703. 6                                        // Index of non-fatal falling action
  10704. 3                                        // Index of giblets action
  10705.  
  10706. 7                                        // Number of actions
  10707.  
  10708. // Action #0 - stand there, looking nervous
  10709.  
  10710.     0,100                                // Danger level, percentage chance
  10711.     0,0                                    // Initial speed, looping speed
  10712.     20.0                                    // Reaction time for this action
  10713.     0                                    // Sounds
  10714.     3                                    // Number of sequences for this action
  10715.         90,8                            // Max bearing, sequence index
  10716.         270,4                            // Max bearing, sequence index
  10717.         360,8                            // Max bearing, sequence index
  10718.  
  10719. // Action #1 - turn frightened and run like fuck
  10720.  
  10721.     1,100                                // Danger level, percentage chance
  10722.     0,0.0008                            // Initial speed, looping speed
  10723.     0.05                                // Reaction time for this action
  10724.     1,4002                            // Sounds
  10725.     4                                    // Number of sequences for this action
  10726.         90,3                            // Max bearing, sequence index
  10727.         180,1                            // Max bearing, sequence index
  10728.         270,2                            // Max bearing, sequence index
  10729.         360,0                            // Max bearing, sequence index
  10730.     
  10731. // Action #2 - fatal car collision
  10732.  
  10733.     1000,0                                // Danger level, percentage chance
  10734.     0,0                                    // Initial speed, looping speed
  10735.     0                                    // Reaction time for this action
  10736.     1,4014                            // Sounds
  10737.     1                                    // Number of sequences for this action
  10738.         360,5                            // Max bearing, sequence index
  10739.  
  10740. // Action #3 - turning into giblets
  10741.  
  10742.     1000,0                                // Danger level, percentage chance
  10743.     0,0                                    // Initial speed, looping speed
  10744.     0                                    // Reaction time for this action
  10745.     0                                    // Sounds
  10746.     1                                    // Number of sequences for this action
  10747.         360,6                            // Max bearing, sequence index
  10748.  
  10749. // Action #4 - non-fatal car collision
  10750.  
  10751.     1000,0                                // Danger level, percentage chance
  10752.     0,0                                    // Initial speed, looping speed
  10753.     0                                    // Reaction time for this action
  10754.     1,4002                            // Sounds
  10755.     1                                    // Number of sequences for this action
  10756.         360,7                            // Max bearing, sequence index
  10757.  
  10758.  
  10759. // Action #5 - fatal ground collision
  10760.  
  10761.     1000,0                                // Danger level, percentage chance
  10762.     0,0                                    // Initial speed, looping speed
  10763.     0                                    // Reaction time for this action
  10764.     1,4014                            // Sounds
  10765.     1                                    // Number of sequences for this action
  10766.         360,5                            // Max bearing, sequence index
  10767.  
  10768. // Action #6 - non-fatal ground collision
  10769.  
  10770.     1000,0                                // Danger level, percentage chance
  10771.     0,0                                    // Initial speed, looping speed
  10772.     0                                    // Reaction time for this action
  10773.     1,4002                            // Sounds
  10774.     1                                    // Number of sequences for this action
  10775.         360,7                            // Max bearing, sequence index
  10776.  
  10777. 9                                        // Number of sequences
  10778.  
  10779. // Sequence #0 - turn frightened and run away to their right
  10780.  
  10781.     collide                                // Include this frame in collision calcs
  10782.     speed                                // Frame rate type
  10783.     0.08,8                                // Min frame rate, max frame rate,
  10784.     4                                    // Number of initial frames
  10785.         KELSHK.PIX
  10786.         0,0,flipped
  10787.         KELSTL.PIX
  10788.         0,0,flipped
  10789.         KELSHK.PIX
  10790.         0,0,not flipped
  10791.         KELTRN.PIX
  10792.         0,0,not flipped
  10793.     4                                    // Number of looping frames
  10794.         KELRUNA1.PIX
  10795.         0,0,flipped
  10796.         KELRUNA2.PIX
  10797.         0,0,flipped
  10798.         KELRUNA3.PIX
  10799.         0,0,flipped
  10800.         KELRUNA2.PIX
  10801.         0,0,flipped
  10802.             
  10803. // Sequence #1 - turn frightened and run towards to their left
  10804.  
  10805.     collide                                // Include this frame in collision calcs
  10806.     speed                                // Frame rate type
  10807.     0.08,8                                // Min frame rate, max frame rate,
  10808.     4                                    // Number of initial frames
  10809.         KELSHK.PIX
  10810.         0,0,flipped
  10811.         KELSTL.PIX
  10812.         0,0,flipped
  10813.         KELSHK.PIX
  10814.         0,0,not flipped
  10815.         KELTRN.PIX
  10816.         0,0,not flipped
  10817.     4                                    // Number of looping frames
  10818.         KELRUNT1.PIX
  10819.         0,0,not flipped
  10820.         KELRUNT2.PIX
  10821.         0,0,not flipped
  10822.         KELRUNT3.PIX
  10823.         0,0,not flipped
  10824.         KELRUNT2.PIX
  10825.         0,0,not flipped
  10826.             
  10827. // Sequence #2 - turn frightened and run towards to their right
  10828.  
  10829.     collide                                // Include this frame in collision calcs
  10830.     speed                                // Frame rate type
  10831.     0.08,8                                // Min frame rate, max frame rate,
  10832.     4                                    // Number of initial frames
  10833.         KELSHK.PIX
  10834.         0,0,flipped
  10835.         KELSTL.PIX
  10836.         0,0,flipped
  10837.         KELSHK.PIX
  10838.         0,0,not flipped
  10839.         KELTRN.PIX
  10840.         0,0,not flipped
  10841.     4                                    // Number of looping frames
  10842.         KELRUNT1.PIX
  10843.         0,0,flipped
  10844.         KELRUNT2.PIX
  10845.         0,0,flipped
  10846.         KELRUNT3.PIX
  10847.         0,0,flipped
  10848.         KELRUNT2.PIX
  10849.         0,0,flipped
  10850.             
  10851. // Sequence #3 - turn frightened and run away to their left
  10852.  
  10853.     collide                                // Include this frame in collision calcs
  10854.     speed                                // Frame rate type
  10855.     0.08,8                                // Min frame rate, max frame rate,
  10856.     4                                    // Number of initial frames
  10857.         KELSHK.PIX
  10858.         0,0,flipped
  10859.         KELSTL.PIX
  10860.         0,0,flipped
  10861.         KELSHK.PIX
  10862.         0,0,not flipped
  10863.         KELTRN.PIX
  10864.         0,0,not flipped
  10865.     4                                    // Number of looping frames
  10866.         KELRUNA1.PIX
  10867.         0,0,not flipped
  10868.         KELRUNA2.PIX
  10869.         0,0,not flipped
  10870.         KELRUNA3.PIX
  10871.         0,0,not flipped
  10872.         KELRUNA2.PIX
  10873.         0,0,not flipped
  10874.             
  10875. // Sequence #4 - stationary, looking from side to side
  10876.  
  10877.     collide                                // Include this frame in collision calcs
  10878.     variable                            // Frame rate type
  10879.     1,6                                    // Min frame rate, max frame rate,
  10880.     0                                    // Number of initial frames
  10881.     2                                    // Number of looping frames
  10882.         KELSTL.PIX
  10883.         0,0,not flipped
  10884.         KELSTL.PIX
  10885.         0,0,flipped
  10886.             
  10887.             
  10888. // Sequence #5 - fatal collision with car
  10889.  
  10890.     don't collide                        // Exclude this frame in collision calcs
  10891.     variable                                // Frame rate type
  10892.     12,12                                    // Min frame rate, max frame rate,
  10893.     5                                    // Number of initial frames
  10894.         KELHIT1.PIX
  10895.         0,0,not flipped
  10896.         KELHIT2.PIX
  10897.         0,0,not flipped
  10898.         KELHIT3.PIX
  10899.         0,0,not flipped
  10900.         KELHIT4.PIX
  10901.         0,0,not flipped
  10902.         KELDED.PIX
  10903.         0,0,not flipped
  10904.     0                                    // Number of looping frames
  10905.             
  10906. // Sequence #6 - turning into giblets
  10907.  
  10908.     don't collide                        // Exclude this frame in collision calcs
  10909.     fixed                                // Frame rate type
  10910.     1                                    // Number of initial frames
  10911.         CHUNKS.PIX
  10912.         0,0,not flipped
  10913.     0                                    // Number of looping frames
  10914.             
  10915. // Sequence #7 - non-fatal collision with car
  10916.  
  10917.     collide                                // Include this frame in collision calcs
  10918.     variable                                // Frame rate type
  10919.     12,12                                    // Min frame rate, max frame rate,
  10920.     2                                    // Number of initial frames
  10921.         KELHIT1.PIX
  10922.         0,0,not flipped
  10923.         KELHIT2.PIX
  10924.         0,0,not flipped
  10925.     0                                    // Number of looping frames
  10926.             
  10927. // Sequence #8 - stationary, looking the other way from side to side
  10928.  
  10929.     collide                                // Include this frame in collision calcs
  10930.     variable                            // Frame rate type
  10931.     1,6                                    // Min frame rate, max frame rate,
  10932.     0                                    // Number of initial frames
  10933.     2                                    // Number of looping frames
  10934.         KELBAK.PIX
  10935.         0,0,not flipped
  10936.         KELBAK.PIX
  10937.         0,0,flipped
  10938.             
  10939.     
  10940.  
  10941. NEXT PEDESTRIAN
  10942.  
  10943.  
  10944. // **************** BAT 2 ****************
  10945.  
  10946. 29                                        // Reference number
  10947. 0.25                                    // Height
  10948. 110                                        // Points value
  10949. 10                                        // Hit points
  10950. 2,4031,4030                                // Exploding noises
  10951. 4040                                    // Falling noise
  10952. 0.00002                                    // Acceleration
  10953. 1                                        // Image index
  10954. IDENTITY.TAB
  10955. BAT.PIX
  10956. STDPED.MAT
  10957. 2                                        // Index of fatal car-impact action
  10958. 4                                        // Index of non-fatal car-impact action
  10959. 1                                        // Index of after-non-fatal-impact action
  10960. 5                                        // Index of fatal falling action
  10961. 6                                        // Index of non-fatal falling action
  10962. 3                                        // Index of giblets action
  10963.  
  10964. 7                                        // Number of actions
  10965.  
  10966. // Action #0 - stand there, looking nervous
  10967.  
  10968.     0,100                                // Danger level, percentage chance
  10969.     0,0                                    // Initial speed, looping speed
  10970.     20.0                                    // Reaction time for this action
  10971.     0                                    // Sounds
  10972.     1                                    // Number of sequences for this action
  10973.         360,4                            // Max bearing, sequence index
  10974.  
  10975. // Action #1 - turn frightened and run like fuck
  10976.  
  10977.     1,100                                // Danger level, percentage chance
  10978.     0,0.0008                            // Initial speed, looping speed
  10979.     0.05                                // Reaction time for this action
  10980.     2,4000,4902                            // Sounds
  10981.     4                                    // Number of sequences for this action
  10982.         90,0                            // Max bearing, sequence index
  10983.         180,2                            // Max bearing, sequence index
  10984.         270,1                            // Max bearing, sequence index
  10985.         360,3                            // Max bearing, sequence index
  10986.     
  10987. // Action #2 - fatal car collision
  10988.  
  10989.     1000,0                                // Danger level, percentage chance
  10990.     0,0                                    // Initial speed, looping speed
  10991.     0                                    // Reaction time for this action
  10992.     1,4010                            // Sounds
  10993.     1                                    // Number of sequences for this action
  10994.         360,5                            // Max bearing, sequence index
  10995.  
  10996. // Action #3 - turning into giblets
  10997.  
  10998.     1000,0                                // Danger level, percentage chance
  10999.     0,0                                    // Initial speed, looping speed
  11000.     0                                    // Reaction time for this action
  11001.     0                                    // Sounds
  11002.     1                                    // Number of sequences for this action
  11003.         360,6                            // Max bearing, sequence index
  11004.  
  11005. // Action #4 - non-fatal car collision
  11006.  
  11007.     1000,0                                // Danger level, percentage chance
  11008.     0,0                                    // Initial speed, looping speed
  11009.     0                                    // Reaction time for this action
  11010.     1,4000                            // Sounds
  11011.     1                                    // Number of sequences for this action
  11012.         360,7                            // Max bearing, sequence index
  11013.  
  11014.  
  11015. // Action #5 - fatal ground collision
  11016.  
  11017.     1000,0                                // Danger level, percentage chance
  11018.     0,0                                    // Initial speed, looping speed
  11019.     0                                    // Reaction time for this action
  11020.     1,4010                            // Sounds
  11021.     1                                    // Number of sequences for this action
  11022.         360,5                            // Max bearing, sequence index
  11023.  
  11024. // Action #6 - non-fatal ground collision
  11025.  
  11026.     1000,0                                // Danger level, percentage chance
  11027.     0,0                                    // Initial speed, looping speed
  11028.     0                                    // Reaction time for this action
  11029.     1,4000                            // Sounds
  11030.     1                                    // Number of sequences for this action
  11031.         360,7                            // Max bearing, sequence index
  11032.  
  11033. 8                                        // Number of sequences
  11034.  
  11035. // Sequence #0 - turn frightened and run away to their right
  11036.  
  11037.     collide                                // Include this frame in collision calcs
  11038.     speed                                // Frame rate type
  11039.     0.08,8                                // Min frame rate, max frame rate,
  11040.     4                                    // Number of initial frames
  11041.         BATSHK.PIX
  11042.         0,0,flipped
  11043.         BATSTL.PIX
  11044.         0,0,flipped
  11045.         BATSHK.PIX
  11046.         0,0,not flipped
  11047.         BATTRN.PIX
  11048.         0,0,not flipped
  11049.     4                                    // Number of looping frames
  11050.         BATRUNA1.PIX
  11051.         0,0,not flipped
  11052.         BATRUNA2.PIX
  11053.         0,0,not flipped
  11054.         BATRUNA3.PIX
  11055.         0,0,not flipped
  11056.         BATRUNA2.PIX
  11057.         0,0,not flipped
  11058.             
  11059. // Sequence #1 - turn frightened and run towards to their left
  11060.  
  11061.     collide                                // Include this frame in collision calcs
  11062.     speed                                // Frame rate type
  11063.     0.08,8                                // Min frame rate, max frame rate,
  11064.     4                                    // Number of initial frames
  11065.         BATSHK.PIX
  11066.         0,0,flipped
  11067.         BATSTL.PIX
  11068.         0,0,flipped
  11069.         BATSHK.PIX
  11070.         0,0,not flipped
  11071.         BATTRN.PIX
  11072.         0,0,not flipped
  11073.     4                                    // Number of looping frames
  11074.         BATRUNT1.PIX
  11075.         0,0,not flipped
  11076.         BATRUNT2.PIX
  11077.         0,0,not flipped
  11078.         BATRUNT3.PIX
  11079.         0,0,not flipped
  11080.         BATRUNT2.PIX
  11081.         0,0,not flipped
  11082.             
  11083. // Sequence #2 - turn frightened and run towards to their right
  11084.  
  11085.     collide                                // Include this frame in collision calcs
  11086.     speed                                // Frame rate type
  11087.     0.08,8                                // Min frame rate, max frame rate,
  11088.     4                                    // Number of initial frames
  11089.         BATSHK.PIX
  11090.         0,0,flipped
  11091.         BATSTL.PIX
  11092.         0,0,flipped
  11093.         BATSHK.PIX
  11094.         0,0,not flipped
  11095.         BATTRN.PIX
  11096.         0,0,not flipped
  11097.     4                                    // Number of looping frames
  11098.         BATRUNT1.PIX
  11099.         0,0,flipped
  11100.         BATRUNT2.PIX
  11101.         0,0,flipped
  11102.         BATRUNT3.PIX
  11103.         0,0,flipped
  11104.         BATRUNT2.PIX
  11105.         0,0,flipped
  11106.             
  11107. // Sequence #3 - turn frightened and run away to their left
  11108.  
  11109.     collide                                // Include this frame in collision calcs
  11110.     speed                                // Frame rate type
  11111.     0.08,8                                // Min frame rate, max frame rate,
  11112.     4                                    // Number of initial frames
  11113.         BATSHK.PIX
  11114.         0,0,flipped
  11115.         BATSTL.PIX
  11116.         0,0,flipped
  11117.         BATSHK.PIX
  11118.         0,0,not flipped
  11119.         BATTRN.PIX
  11120.         0,0,not flipped
  11121.     4                                    // Number of looping frames
  11122.         BATRUNA1.PIX
  11123.         0,0,flipped
  11124.         BATRUNA2.PIX
  11125.         0,0,flipped
  11126.         BATRUNA3.PIX
  11127.         0,0,flipped
  11128.         BATRUNA2.PIX
  11129.         0,0,flipped
  11130.             
  11131. // Sequence #4 - stationary, looking from side to side
  11132.  
  11133.     collide                                // Include this frame in collision calcs
  11134.     variable                            // Frame rate type
  11135.     1,6                                    // Min frame rate, max frame rate,
  11136.     0                                    // Number of initial frames
  11137.     2                                    // Number of looping frames
  11138.         BATSTL.PIX
  11139.         0,0,not flipped
  11140.         BATSTL.PIX
  11141.         0,0,flipped
  11142.             
  11143.             
  11144. // Sequence #5 - fatal collision with car
  11145.  
  11146.     don't collide                        // Exclude this frame in collision calcs
  11147.     variable                                // Frame rate type
  11148.     12,12                                    // Min frame rate, max frame rate,
  11149.     5                                    // Number of initial frames
  11150.         BATHIT1.PIX
  11151.         0,0,not flipped
  11152.         BATHIT2.PIX
  11153.         0,0,not flipped
  11154.         BATHIT3.PIX
  11155.         0,0,not flipped
  11156.         BATHIT4.PIX
  11157.         0,0,not flipped
  11158.         BATDED.PIX
  11159.         0,0,not flipped
  11160.     0                                    // Number of looping frames
  11161.             
  11162. // Sequence #6 - turning into giblets
  11163.  
  11164.     don't collide                        // Exclude this frame in collision calcs
  11165.     fixed                                // Frame rate type
  11166.     1                                    // Number of initial frames
  11167.         CHUNKS.PIX
  11168.         0,0,not flipped
  11169.     0                                    // Number of looping frames
  11170.             
  11171. // Sequence #7 - non-fatal collision with car
  11172.  
  11173.     collide                                // Include this frame in collision calcs
  11174.     variable                                // Frame rate type
  11175.     12,12                                    // Min frame rate, max frame rate,
  11176.     2                                    // Number of initial frames
  11177.         BATHIT1.PIX
  11178.         0,0,not flipped
  11179.         BATHIT2.PIX
  11180.         0,0,not flipped
  11181.     0                                    // Number of looping frames
  11182.             
  11183.     
  11184. NEXT PEDESTRIAN
  11185.         
  11186.  
  11187. // **************** BARREL ****************
  11188.  
  11189. 100                                        // Reference number
  11190. 0.19                                    // Height
  11191. 0                                        // Points value
  11192. 0.0001                                    // Hit points
  11193. 1,5400                                    // Exploding noises
  11194. -1                                        // Falling noise
  11195. 0                                        // Acceleration
  11196. -1                                        // Image index
  11197. IDENTITY.TAB
  11198. BARREL.PIX
  11199. STDPED.MAT
  11200. 1                                        // Index of fatal car-impact action
  11201. -1                                        // Index of non-fatal car-impact action
  11202. -1                                        // Index of after-non-fatal-impact action
  11203. -1                                        // Index of fatal falling action
  11204. -1                                        // Index of non-fatal falling action
  11205. -1                                        // Index of giblets action
  11206.  
  11207. 2                                        // Number of actions
  11208.  
  11209. // Action #0 - standing there
  11210.  
  11211.     0,100                                // Danger level, percentage chance
  11212.     0,0                                    // Initial speed, looping speed
  11213.     0                                    // Reaction time for this action
  11214.     0                                    // Sounds
  11215.     3                                    // Number of sequences for this action
  11216.         10,0                            // Max bearing, sequence index
  11217.         350,1                            // Max bearing, sequence index
  11218.         360,0                            // Max bearing, sequence index
  11219.         
  11220.  
  11221. // Action #1 - exploding
  11222.  
  11223.     1000,0                                // Danger level, percentage chance
  11224.     0,0                                    // Initial speed, looping speed
  11225.     0                                    // Reaction time for this action
  11226.     0                                    // Sounds
  11227.     1                                    // Number of sequences for this action
  11228.         360,2                            // Max bearing, sequence index
  11229.  
  11230.  
  11231. 3                                        // Number of sequences
  11232.  
  11233. // Sequence #0 - standing there
  11234.  
  11235.     collide                                // Include this frame in collision calcs
  11236.     fixed                                // Frame rate type
  11237.     1                                    // Number of initial frames
  11238.         OGDRUM1.PIX
  11239.         0,0,flipped
  11240.     0                                    // Number of looping frames
  11241.             
  11242. // Sequence #1 - standing there
  11243.  
  11244.     collide                                // Include this frame in collision calcs
  11245.     fixed                                // Frame rate type
  11246.     1                                    // Number of initial frames
  11247.         OGDRUM2.PIX
  11248.         0,0,flipped
  11249.     0                                    // Number of looping frames
  11250.             
  11251. // Sequence #2 - exploding
  11252.  
  11253.     don't collide                        // Exclude this frame in collision calcs
  11254.     variable                            // Frame rate type
  11255.     10,10
  11256.     7                                    // Number of initial frames
  11257.         EXP1.PIX
  11258.         -0.02,0.11,flipped
  11259.         EXP2.PIX
  11260.         -0.03357,0.1492,flipped
  11261.         EXP3.PIX
  11262.         -0.05222,0.16039,flipped
  11263.         EXP4.PIX
  11264.         -0.05968,0.18277,flipped
  11265.         EXP5.PIX
  11266.         -0.05222,0.20515,flipped
  11267.         EXP6.PIX
  11268.         -0.05222,0.22007,flipped
  11269.         EXP7.PIX
  11270.         -0.05595,0.2238,flipped
  11271.     0                                    // Number of looping frames
  11272.             
  11273. NEXT PEDESTRIAN
  11274.  
  11275. 101                                        // Reference number
  11276. 0.19                                    // Height
  11277. 0                                        // Points value
  11278. 0.0001                                    // Hit points
  11279. 1,5400                                    // Exploding noises
  11280. -1                                        // Falling noise
  11281. 0                                        // Acceleration
  11282. -1                                        // Image index
  11283. IDENTITY.TAB
  11284. BARREL.PIX
  11285. STDPED.MAT
  11286. 1                                        // Index of fatal car-impact action
  11287. -1                                        // Index of non-fatal car-impact action
  11288. -1                                        // Index of after-non-fatal-impact action
  11289. -1                                        // Index of fatal falling action
  11290. -1                                        // Index of non-fatal falling action
  11291. -1                                        // Index of giblets action
  11292.  
  11293. 2                                        // Number of actions
  11294.  
  11295. // Action #0 - standing there
  11296.  
  11297.     0,100                                // Danger level, percentage chance
  11298.     0,0                                    // Initial speed, looping speed
  11299.     0                                    // Reaction time for this action
  11300.     0                                    // Sounds
  11301.     3                                    // Number of sequences for this action
  11302.         10,0                            // Max bearing, sequence index
  11303.         350,1                            // Max bearing, sequence index
  11304.         360,0                            // Max bearing, sequence index
  11305.         
  11306.  
  11307. // Action #1 - exploding
  11308.  
  11309.     1000,0                                // Danger level, percentage chance
  11310.     0,0                                    // Initial speed, looping speed
  11311.     0                                    // Reaction time for this action
  11312.     0                                    // Sounds
  11313.     1                                    // Number of sequences for this action
  11314.         360,2                            // Max bearing, sequence index
  11315.  
  11316.  
  11317. 3                                        // Number of sequences
  11318.  
  11319. // Sequence #0 - standing there
  11320.  
  11321.     collide                                // Include this frame in collision calcs
  11322.     fixed                                // Frame rate type
  11323.     1                                    // Number of initial frames
  11324.         OGDRUM1.PIX
  11325.         0,0,flipped
  11326.     0                                    // Number of looping frames
  11327.             
  11328. // Sequence #1 - standing there
  11329.  
  11330.     collide                                // Include this frame in collision calcs
  11331.     fixed                                // Frame rate type
  11332.     1                                    // Number of initial frames
  11333.         OGDRUM2.PIX
  11334.         0,0,flipped
  11335.     0                                    // Number of looping frames
  11336.             
  11337. // Sequence #2 - exploding
  11338.  
  11339.     don't collide                        // Exclude this frame in collision calcs
  11340.     variable                            // Frame rate type
  11341.     10,10
  11342.     7                                    // Number of initial frames
  11343.         EXP1.PIX
  11344.         -0.02,0.11,flipped
  11345.         EXP2.PIX
  11346.         -0.03357,0.1492,flipped
  11347.         EXP3.PIX
  11348.         -0.05222,0.16039,flipped
  11349.         EXP4.PIX
  11350.         -0.05968,0.18277,flipped
  11351.         EXP5.PIX
  11352.         -0.05222,0.20515,flipped
  11353.         EXP6.PIX
  11354.         -0.05222,0.22007,flipped
  11355.         EXP7.PIX
  11356.         -0.05595,0.2238,flipped
  11357.     0                                    // Number of looping frames
  11358.             
  11359. NEXT PEDESTRIAN
  11360.  
  11361. 102                                        // Reference number
  11362. 0.19                                    // Height
  11363. 0                                        // Points value
  11364. 0.0001                                    // Hit points
  11365. 1,5400                                    // Exploding noises
  11366. -1                                        // Falling noise
  11367. 0                                        // Acceleration
  11368. -1                                        // Image index
  11369. IDENTITY.TAB
  11370. BARREL.PIX
  11371. STDPED.MAT
  11372. 1                                        // Index of fatal car-impact action
  11373. -1                                        // Index of non-fatal car-impact action
  11374. -1                                        // Index of after-non-fatal-impact action
  11375. -1                                        // Index of fatal falling action
  11376. -1                                        // Index of non-fatal falling action
  11377. -1                                        // Index of giblets action
  11378.  
  11379. 2                                        // Number of actions
  11380.  
  11381. // Action #0 - standing there
  11382.  
  11383.     0,100                                // Danger level, percentage chance
  11384.     0,0                                    // Initial speed, looping speed
  11385.     0                                    // Reaction time for this action
  11386.     0                                    // Sounds
  11387.     3                                    // Number of sequences for this action
  11388.         10,0                            // Max bearing, sequence index
  11389.         350,1                            // Max bearing, sequence index
  11390.         360,0                            // Max bearing, sequence index
  11391.         
  11392.  
  11393. // Action #1 - exploding
  11394.  
  11395.     1000,0                                // Danger level, percentage chance
  11396.     0,0                                    // Initial speed, looping speed
  11397.     0                                    // Reaction time for this action
  11398.     0                                    // Sounds
  11399.     1                                    // Number of sequences for this action
  11400.         360,2                            // Max bearing, sequence index
  11401.  
  11402.  
  11403. 3                                        // Number of sequences
  11404.  
  11405. // Sequence #0 - standing there
  11406.  
  11407.     collide                                // Include this frame in collision calcs
  11408.     fixed                                // Frame rate type
  11409.     1                                    // Number of initial frames
  11410.         ORDRUM1.PIX
  11411.         0,0,flipped
  11412.     0                                    // Number of looping frames
  11413.             
  11414. // Sequence #1 - standing there
  11415.  
  11416.     collide                                // Include this frame in collision calcs
  11417.     fixed                                // Frame rate type
  11418.     1                                    // Number of initial frames
  11419.         ORDRUM2.PIX
  11420.         0,0,flipped
  11421.     0                                    // Number of looping frames
  11422.             
  11423. // Sequence #2 - exploding
  11424.  
  11425.     don't collide                        // Exclude this frame in collision calcs
  11426.     variable                            // Frame rate type
  11427.     10,10
  11428.     7                                    // Number of initial frames
  11429.         EXP1.PIX
  11430.         -0.02,0.11,flipped
  11431.         EXP2.PIX
  11432.         -0.03357,0.1492,flipped
  11433.         EXP3.PIX
  11434.         -0.05222,0.16039,flipped
  11435.         EXP4.PIX
  11436.         -0.05968,0.18277,flipped
  11437.         EXP5.PIX
  11438.         -0.05222,0.20515,flipped
  11439.         EXP6.PIX
  11440.         -0.05222,0.22007,flipped
  11441.         EXP7.PIX
  11442.         -0.05595,0.2238,flipped
  11443.     0                                    // Number of looping frames
  11444.             
  11445. NEXT PEDESTRIAN
  11446.  
  11447. 103                                        // Reference number
  11448. 0.19                                    // Height
  11449. 0                                        // Points value
  11450. 0.0001                                    // Hit points
  11451. 1,5400                                    // Exploding noises
  11452. -1                                        // Falling noise
  11453. 0                                        // Acceleration
  11454. -1                                        // Image index
  11455. IDENTITY.TAB
  11456. BARREL.PIX
  11457. STDPED.MAT
  11458. 1                                        // Index of fatal car-impact action
  11459. -1                                        // Index of non-fatal car-impact action
  11460. -1                                        // Index of after-non-fatal-impact action
  11461. -1                                        // Index of fatal falling action
  11462. -1                                        // Index of non-fatal falling action
  11463. -1                                        // Index of giblets action
  11464.  
  11465. 2                                        // Number of actions
  11466.  
  11467. // Action #0 - standing there
  11468.  
  11469.     0,100                                // Danger level, percentage chance
  11470.     0,0                                    // Initial speed, looping speed
  11471.     0                                    // Reaction time for this action
  11472.     0                                    // Sounds
  11473.     3                                    // Number of sequences for this action
  11474.         10,0                            // Max bearing, sequence index
  11475.         350,1                            // Max bearing, sequence index
  11476.         360,0                            // Max bearing, sequence index
  11477.         
  11478.  
  11479. // Action #1 - exploding
  11480.  
  11481.     1000,0                                // Danger level, percentage chance
  11482.     0,0                                    // Initial speed, looping speed
  11483.     0                                    // Reaction time for this action
  11484.     0                                    // Sounds
  11485.     1                                    // Number of sequences for this action
  11486.         360,2                            // Max bearing, sequence index
  11487.  
  11488.  
  11489. 3                                        // Number of sequences
  11490.  
  11491. // Sequence #0 - standing there
  11492.  
  11493.     collide                                // Include this frame in collision calcs
  11494.     fixed                                // Frame rate type
  11495.     1                                    // Number of initial frames
  11496.         ORDRUM1.PIX
  11497.         0,0,flipped
  11498.     0                                    // Number of looping frames
  11499.             
  11500. // Sequence #1 - standing there
  11501.  
  11502.     collide                                // Include this frame in collision calcs
  11503.     fixed                                // Frame rate type
  11504.     1                                    // Number of initial frames
  11505.         ORDRUM2.PIX
  11506.         0,0,flipped
  11507.     0                                    // Number of looping frames
  11508.             
  11509. // Sequence #2 - exploding
  11510.  
  11511.     don't collide                        // Exclude this frame in collision calcs
  11512.     variable                            // Frame rate type
  11513.     10,10
  11514.     7                                    // Number of initial frames
  11515.         EXP1.PIX
  11516.         -0.02,0.11,flipped
  11517.         EXP2.PIX
  11518.         -0.03357,0.1492,flipped
  11519.         EXP3.PIX
  11520.         -0.05222,0.16039,flipped
  11521.         EXP4.PIX
  11522.         -0.05968,0.18277,flipped
  11523.         EXP5.PIX
  11524.         -0.05222,0.20515,flipped
  11525.         EXP6.PIX
  11526.         -0.05222,0.22007,flipped
  11527.         EXP7.PIX
  11528.         -0.05595,0.2238,flipped
  11529.     0                                    // Number of looping frames
  11530.             
  11531. NEXT PEDESTRIAN
  11532.  
  11533. 104                                        // Reference number
  11534. 0.19                                    // Height
  11535. 0                                        // Points value
  11536. 0.0001                                    // Hit points
  11537. 1,5400                                    // Exploding noises
  11538. -1                                        // Falling noise
  11539. 0                                        // Acceleration
  11540. -1                                        // Image index
  11541. IDENTITY.TAB
  11542. BARREL.PIX
  11543. STDPED.MAT
  11544. 1                                        // Index of fatal car-impact action
  11545. -1                                        // Index of non-fatal car-impact action
  11546. -1                                        // Index of after-non-fatal-impact action
  11547. -1                                        // Index of fatal falling action
  11548. -1                                        // Index of non-fatal falling action
  11549. -1                                        // Index of giblets action
  11550.  
  11551. 2                                        // Number of actions
  11552.  
  11553. // Action #0 - standing there
  11554.  
  11555.     0,100                                // Danger level, percentage chance
  11556.     0,0                                    // Initial speed, looping speed
  11557.     0                                    // Reaction time for this action
  11558.     0                                    // Sounds
  11559.     3                                    // Number of sequences for this action
  11560.         10,0                            // Max bearing, sequence index
  11561.         350,1                            // Max bearing, sequence index
  11562.         360,0                            // Max bearing, sequence index
  11563.         
  11564.  
  11565. // Action #1 - exploding
  11566.  
  11567.     1000,0                                // Danger level, percentage chance
  11568.     0,0                                    // Initial speed, looping speed
  11569.     0                                    // Reaction time for this action
  11570.     0                                    // Sounds
  11571.     1                                    // Number of sequences for this action
  11572.         360,2                            // Max bearing, sequence index
  11573.  
  11574.  
  11575. 3                                        // Number of sequences
  11576.  
  11577. // Sequence #0 - standing there
  11578.  
  11579.     collide                                // Include this frame in collision calcs
  11580.     fixed                                // Frame rate type
  11581.     1                                    // Number of initial frames
  11582.         ORDRUM1.PIX
  11583.         0,0,flipped
  11584.     0                                    // Number of looping frames
  11585.             
  11586. // Sequence #1 - standing there
  11587.  
  11588.     collide                                // Include this frame in collision calcs
  11589.     fixed                                // Frame rate type
  11590.     1                                    // Number of initial frames
  11591.         ORDRUM2.PIX
  11592.         0,0,flipped
  11593.     0                                    // Number of looping frames
  11594.             
  11595. // Sequence #2 - exploding
  11596.  
  11597.     don't collide                        // Exclude this frame in collision calcs
  11598.     variable                            // Frame rate type
  11599.     10,10
  11600.     7                                    // Number of initial frames
  11601.         EXP1.PIX
  11602.         -0.02,0.11,flipped
  11603.         EXP2.PIX
  11604.         -0.03357,0.1492,flipped
  11605.         EXP3.PIX
  11606.         -0.05222,0.16039,flipped
  11607.         EXP4.PIX
  11608.         -0.05968,0.18277,flipped
  11609.         EXP5.PIX
  11610.         -0.05222,0.20515,flipped
  11611.         EXP6.PIX
  11612.         -0.05222,0.22007,flipped
  11613.         EXP7.PIX
  11614.         -0.05595,0.2238,flipped
  11615.     0                                    // Number of looping frames
  11616.             
  11617. NEXT PEDESTRIAN
  11618.  
  11619. 105                                        // Reference number
  11620. 0.19                                    // Height
  11621. 0                                        // Points value
  11622. 0.0001                                    // Hit points
  11623. 1,5400                                    // Exploding noises
  11624. -1                                        // Falling noise
  11625. 0                                        // Acceleration
  11626. -1                                        // Image index
  11627. IDENTITY.TAB
  11628. BARREL.PIX
  11629. STDPED.MAT
  11630. 1                                        // Index of fatal car-impact action
  11631. -1                                        // Index of non-fatal car-impact action
  11632. -1                                        // Index of after-non-fatal-impact action
  11633. -1                                        // Index of fatal falling action
  11634. -1                                        // Index of non-fatal falling action
  11635. -1                                        // Index of giblets action
  11636.  
  11637. 2                                        // Number of actions
  11638.  
  11639. // Action #0 - standing there
  11640.  
  11641.     0,100                                // Danger level, percentage chance
  11642.     0,0                                    // Initial speed, looping speed
  11643.     0                                    // Reaction time for this action
  11644.     0                                    // Sounds
  11645.     3                                    // Number of sequences for this action
  11646.         10,0                            // Max bearing, sequence index
  11647.         350,1                            // Max bearing, sequence index
  11648.         360,0                            // Max bearing, sequence index
  11649.         
  11650.  
  11651. // Action #1 - exploding
  11652.  
  11653.     1000,0                                // Danger level, percentage chance
  11654.     0,0                                    // Initial speed, looping speed
  11655.     0                                    // Reaction time for this action
  11656.     0                                    // Sounds
  11657.     1                                    // Number of sequences for this action
  11658.         360,2                            // Max bearing, sequence index
  11659.  
  11660.  
  11661. 3                                        // Number of sequences
  11662.  
  11663. // Sequence #0 - standing there
  11664.  
  11665.     collide                                // Include this frame in collision calcs
  11666.     fixed                                // Frame rate type
  11667.     1                                    // Number of initial frames
  11668.         OCYLNDR1.PIX
  11669.         0,0,flipped
  11670.     0                                    // Number of looping frames
  11671.             
  11672. // Sequence #1 - standing there
  11673.  
  11674.     collide                                // Include this frame in collision calcs
  11675.     fixed                                // Frame rate type
  11676.     1                                    // Number of initial frames
  11677.         OCYLNDR2.PIX
  11678.         0,0,flipped
  11679.     0                                    // Number of looping frames
  11680.             
  11681. // Sequence #2 - exploding
  11682.  
  11683.     don't collide                        // Exclude this frame in collision calcs
  11684.     variable                            // Frame rate type
  11685.     10,10
  11686.     7                                    // Number of initial frames
  11687.         EXP1.PIX
  11688.         -0.02,0.11,flipped
  11689.         EXP2.PIX
  11690.         -0.03357,0.1492,flipped
  11691.         EXP3.PIX
  11692.         -0.05222,0.16039,flipped
  11693.         EXP4.PIX
  11694.         -0.05968,0.18277,flipped
  11695.         EXP5.PIX
  11696.         -0.05222,0.20515,flipped
  11697.         EXP6.PIX
  11698.         -0.05222,0.22007,flipped
  11699.         EXP7.PIX
  11700.         -0.05595,0.2238,flipped
  11701.     0                                    // Number of looping frames
  11702.             
  11703. NEXT PEDESTRIAN
  11704.  
  11705. 106                                        // Reference number
  11706. 0.19                                    // Height
  11707. 0                                        // Points value
  11708. 0.0001                                    // Hit points
  11709. 1,5400                                    // Exploding noises
  11710. -1                                        // Falling noise
  11711. 0                                        // Acceleration
  11712. -1                                        // Image index
  11713. IDENTITY.TAB
  11714. BARREL.PIX
  11715. STDPED.MAT
  11716. 1                                        // Index of fatal car-impact action
  11717. -1                                        // Index of non-fatal car-impact action
  11718. -1                                        // Index of after-non-fatal-impact action
  11719. -1                                        // Index of fatal falling action
  11720. -1                                        // Index of non-fatal falling action
  11721. -1                                        // Index of giblets action
  11722.  
  11723. 2                                        // Number of actions
  11724.  
  11725. // Action #0 - standing there
  11726.  
  11727.     0,100                                // Danger level, percentage chance
  11728.     0,0                                    // Initial speed, looping speed
  11729.     0                                    // Reaction time for this action
  11730.     0                                    // Sounds
  11731.     3                                    // Number of sequences for this action
  11732.         10,0                            // Max bearing, sequence index
  11733.         350,1                            // Max bearing, sequence index
  11734.         360,0                            // Max bearing, sequence index
  11735.         
  11736.  
  11737. // Action #1 - exploding
  11738.  
  11739.     1000,0                                // Danger level, percentage chance
  11740.     0,0                                    // Initial speed, looping speed
  11741.     0                                    // Reaction time for this action
  11742.     0                                    // Sounds
  11743.     1                                    // Number of sequences for this action
  11744.         360,2                            // Max bearing, sequence index
  11745.  
  11746.  
  11747. 3                                        // Number of sequences
  11748.  
  11749. // Sequence #0 - standing there
  11750.  
  11751.     collide                                // Include this frame in collision calcs
  11752.     fixed                                // Frame rate type
  11753.     1                                    // Number of initial frames
  11754.         OCYLNDR1.PIX
  11755.         0,0,flipped
  11756.     0                                    // Number of looping frames
  11757.             
  11758. // Sequence #1 - standing there
  11759.  
  11760.     collide                                // Include this frame in collision calcs
  11761.     fixed                                // Frame rate type
  11762.     1                                    // Number of initial frames
  11763.         OCYLNDR2.PIX
  11764.         0,0,flipped
  11765.     0                                    // Number of looping frames
  11766.             
  11767. // Sequence #2 - exploding
  11768.  
  11769.     don't collide                        // Exclude this frame in collision calcs
  11770.     variable                            // Frame rate type
  11771.     10,10
  11772.     7                                    // Number of initial frames
  11773.         EXP1.PIX
  11774.         -0.02,0.11,flipped
  11775.         EXP2.PIX
  11776.         -0.03357,0.1492,flipped
  11777.         EXP3.PIX
  11778.         -0.05222,0.16039,flipped
  11779.         EXP4.PIX
  11780.         -0.05968,0.18277,flipped
  11781.         EXP5.PIX
  11782.         -0.05222,0.20515,flipped
  11783.         EXP6.PIX
  11784.         -0.05222,0.22007,flipped
  11785.         EXP7.PIX
  11786.         -0.05595,0.2238,flipped
  11787.     0                                    // Number of looping frames
  11788.             
  11789. NEXT PEDESTRIAN
  11790.  
  11791. 107                                        // Reference number
  11792. 0.19                                    // Height
  11793. 0                                        // Points value
  11794. 0.0001                                    // Hit points
  11795. 1,5400                                    // Exploding noises
  11796. -1                                        // Falling noise
  11797. 0                                        // Acceleration
  11798. -1                                        // Image index
  11799. IDENTITY.TAB
  11800. BARREL.PIX
  11801. STDPED.MAT
  11802. 1                                        // Index of fatal car-impact action
  11803. -1                                        // Index of non-fatal car-impact action
  11804. -1                                        // Index of after-non-fatal-impact action
  11805. -1                                        // Index of fatal falling action
  11806. -1                                        // Index of non-fatal falling action
  11807. -1                                        // Index of giblets action
  11808.  
  11809. 2                                        // Number of actions
  11810.  
  11811. // Action #0 - standing there
  11812.  
  11813.     0,100                                // Danger level, percentage chance
  11814.     0,0                                    // Initial speed, looping speed
  11815.     0                                    // Reaction time for this action
  11816.     0                                    // Sounds
  11817.     3                                    // Number of sequences for this action
  11818.         10,0                            // Max bearing, sequence index
  11819.         350,1                            // Max bearing, sequence index
  11820.         360,0                            // Max bearing, sequence index
  11821.         
  11822.  
  11823. // Action #1 - exploding
  11824.  
  11825.     1000,0                                // Danger level, percentage chance
  11826.     0,0                                    // Initial speed, looping speed
  11827.     0                                    // Reaction time for this action
  11828.     0                                    // Sounds
  11829.     1                                    // Number of sequences for this action
  11830.         360,2                            // Max bearing, sequence index
  11831.  
  11832.  
  11833. 3                                        // Number of sequences
  11834.  
  11835. // Sequence #0 - standing there
  11836.  
  11837.     collide                                // Include this frame in collision calcs
  11838.     fixed                                // Frame rate type
  11839.     1                                    // Number of initial frames
  11840.         OTYRES1.PIX
  11841.         0,0,flipped
  11842.     0                                    // Number of looping frames
  11843.             
  11844. // Sequence #1 - standing there
  11845.  
  11846.     collide                                // Include this frame in collision calcs
  11847.     fixed                                // Frame rate type
  11848.     1                                    // Number of initial frames
  11849.         OTYRES2.PIX
  11850.         0,0,flipped
  11851.     0                                    // Number of looping frames
  11852.             
  11853. // Sequence #2 - exploding
  11854.  
  11855.     don't collide                        // Exclude this frame in collision calcs
  11856.     variable                            // Frame rate type
  11857.     10,10
  11858.     7                                    // Number of initial frames
  11859.         EXP1.PIX
  11860.         -0.02,0.11,flipped
  11861.         EXP2.PIX
  11862.         -0.03357,0.1492,flipped
  11863.         EXP3.PIX
  11864.         -0.05222,0.16039,flipped
  11865.         EXP4.PIX
  11866.         -0.05968,0.18277,flipped
  11867.         EXP5.PIX
  11868.         -0.05222,0.20515,flipped
  11869.         EXP6.PIX
  11870.         -0.05222,0.22007,flipped
  11871.         EXP7.PIX
  11872.         -0.05595,0.2238,flipped
  11873.     0                                    // Number of looping frames
  11874.             
  11875. NEXT PEDESTRIAN
  11876.  
  11877. 108                                        // Reference number
  11878. 0.19                                    // Height
  11879. 0                                        // Points value
  11880. 0.0001                                    // Hit points
  11881. 1,5400                                    // Exploding noises
  11882. -1                                        // Falling noise
  11883. 0                                        // Acceleration
  11884. -1                                        // Image index
  11885. IDENTITY.TAB
  11886. BARREL.PIX
  11887. STDPED.MAT
  11888. 1                                        // Index of fatal car-impact action
  11889. -1                                        // Index of non-fatal car-impact action
  11890. -1                                        // Index of after-non-fatal-impact action
  11891. -1                                        // Index of fatal falling action
  11892. -1                                        // Index of non-fatal falling action
  11893. -1                                        // Index of giblets action
  11894.  
  11895. 2                                        // Number of actions
  11896.  
  11897. // Action #0 - standing there
  11898.  
  11899.     0,100                                // Danger level, percentage chance
  11900.     0,0                                    // Initial speed, looping speed
  11901.     0                                    // Reaction time for this action
  11902.     0                                    // Sounds
  11903.     3                                    // Number of sequences for this action
  11904.         10,0                            // Max bearing, sequence index
  11905.         350,1                            // Max bearing, sequence index
  11906.         360,0                            // Max bearing, sequence index
  11907.         
  11908.  
  11909. // Action #1 - exploding
  11910.  
  11911.     1000,0                                // Danger level, percentage chance
  11912.     0,0                                    // Initial speed, looping speed
  11913.     0                                    // Reaction time for this action
  11914.     0                                    // Sounds
  11915.     1                                    // Number of sequences for this action
  11916.         360,2                            // Max bearing, sequence index
  11917.  
  11918.  
  11919. 3                                        // Number of sequences
  11920.  
  11921. // Sequence #0 - standing there
  11922.  
  11923.     collide                                // Include this frame in collision calcs
  11924.     fixed                                // Frame rate type
  11925.     1                                    // Number of initial frames
  11926.         OYDRUM1.PIX
  11927.         0,0,flipped
  11928.     0                                    // Number of looping frames
  11929.             
  11930. // Sequence #1 - standing there
  11931.  
  11932.     collide                                // Include this frame in collision calcs
  11933.     fixed                                // Frame rate type
  11934.     1                                    // Number of initial frames
  11935.         OYDRUM2.PIX
  11936.         0,0,flipped
  11937.     0                                    // Number of looping frames
  11938.             
  11939. // Sequence #2 - exploding
  11940.  
  11941.     don't collide                        // Exclude this frame in collision calcs
  11942.     variable                            // Frame rate type
  11943.     10,10
  11944.     7                                    // Number of initial frames
  11945.         EXP1.PIX
  11946.         -0.02,0.11,flipped
  11947.         EXP2.PIX
  11948.         -0.03357,0.1492,flipped
  11949.         EXP3.PIX
  11950.         -0.05222,0.16039,flipped
  11951.         EXP4.PIX
  11952.         -0.05968,0.18277,flipped
  11953.         EXP5.PIX
  11954.         -0.05222,0.20515,flipped
  11955.         EXP6.PIX
  11956.         -0.05222,0.22007,flipped
  11957.         EXP7.PIX
  11958.         -0.05595,0.2238,flipped
  11959.     0                                    // Number of looping frames
  11960.             
  11961. NEXT PEDESTRIAN
  11962.  
  11963. 109                                        // Reference number
  11964. 0.19                                    // Height
  11965. 0                                        // Points value
  11966. 0.0001                                    // Hit points
  11967. 1,5400                                    // Exploding noises
  11968. -1                                        // Falling noise
  11969. 0                                        // Acceleration
  11970. -1                                        // Image index
  11971. IDENTITY.TAB
  11972. BARREL.PIX
  11973. STDPED.MAT
  11974. 1                                        // Index of fatal car-impact action
  11975. -1                                        // Index of non-fatal car-impact action
  11976. -1                                        // Index of after-non-fatal-impact action
  11977. -1                                        // Index of fatal falling action
  11978. -1                                        // Index of non-fatal falling action
  11979. -1                                        // Index of giblets action
  11980.  
  11981. 2                                        // Number of actions
  11982.  
  11983. // Action #0 - standing there
  11984.  
  11985.     0,100                                // Danger level, percentage chance
  11986.     0,0                                    // Initial speed, looping speed
  11987.     0                                    // Reaction time for this action
  11988.     0                                    // Sounds
  11989.     3                                    // Number of sequences for this action
  11990.         10,0                            // Max bearing, sequence index
  11991.         350,1                            // Max bearing, sequence index
  11992.         360,0                            // Max bearing, sequence index
  11993.         
  11994.  
  11995. // Action #1 - exploding
  11996.  
  11997.     1000,0                                // Danger level, percentage chance
  11998.     0,0                                    // Initial speed, looping speed
  11999.     0                                    // Reaction time for this action
  12000.     0                                    // Sounds
  12001.     1                                    // Number of sequences for this action
  12002.         360,2                            // Max bearing, sequence index
  12003.  
  12004.  
  12005. 3                                        // Number of sequences
  12006.  
  12007. // Sequence #0 - standing there
  12008.  
  12009.     collide                                // Include this frame in collision calcs
  12010.     fixed                                // Frame rate type
  12011.     1                                    // Number of initial frames
  12012.         OYDRUM1.PIX
  12013.         0,0,flipped
  12014.     0                                    // Number of looping frames
  12015.             
  12016. // Sequence #1 - standing there
  12017.  
  12018.     collide                                // Include this frame in collision calcs
  12019.     fixed                                // Frame rate type
  12020.     1                                    // Number of initial frames
  12021.         OYDRUM2.PIX
  12022.         0,0,flipped
  12023.     0                                    // Number of looping frames
  12024.             
  12025. // Sequence #2 - exploding
  12026.  
  12027.     don't collide                        // Exclude this frame in collision calcs
  12028.     variable                            // Frame rate type
  12029.     10,10
  12030.     7                                    // Number of initial frames
  12031.         EXP1.PIX
  12032.         -0.02,0.11,flipped
  12033.         EXP2.PIX
  12034.         -0.03357,0.1492,flipped
  12035.         EXP3.PIX
  12036.         -0.05222,0.16039,flipped
  12037.         EXP4.PIX
  12038.         -0.05968,0.18277,flipped
  12039.         EXP5.PIX
  12040.         -0.05222,0.20515,flipped
  12041.         EXP6.PIX
  12042.         -0.05222,0.22007,flipped
  12043.         EXP7.PIX
  12044.         -0.05595,0.2238,flipped
  12045.     0                                    // Number of looping frames
  12046.  
  12047. NEXT PEDESTRIAN
  12048.  
  12049. 110                                        // Reference number
  12050. 0.19                                    // Height
  12051. 0                                        // Points value
  12052. 0.0001                                    // Hit points
  12053. 1,5400
  12054. -1                                        // Falling noise
  12055. 0                                        // Acceleration
  12056. -1                                        // Image index
  12057. IDENTITY.TAB
  12058. BARREL.PIX
  12059. STDPED.MAT
  12060. 1                                        // Index of fatal car-impact action
  12061. -1                                        // Index of non-fatal car-impact action
  12062. -1                                        // Index of after-non-fatal-impact action
  12063. -1                                        // Index of fatal falling action
  12064. -1                                        // Index of non-fatal falling action
  12065. -1                                        // Index of giblets action
  12066.  
  12067. 2                                        // Number of actions
  12068.  
  12069. // Action #0 - standing there
  12070.  
  12071.     0,100                                // Danger level, percentage chance
  12072.     0,0                                    // Initial speed, looping speed
  12073.     0                                    // Reaction time for this action
  12074.     0                                    // Sounds
  12075.     3                                    // Number of sequences for this action
  12076.         10,0                            // Max bearing, sequence index
  12077.         350,1                            // Max bearing, sequence index
  12078.         360,0                            // Max bearing, sequence index
  12079.         
  12080.  
  12081. // Action #1 - exploding
  12082.  
  12083.     1000,0                                // Danger level, percentage chance
  12084.     0,0                                    // Initial speed, looping speed
  12085.     0                                    // Reaction time for this action
  12086.     0                                    // Sounds
  12087.     1                                    // Number of sequences for this action
  12088.         360,2                            // Max bearing, sequence index
  12089.  
  12090.  
  12091. 3                                        // Number of sequences
  12092.  
  12093. // Sequence #0 - standing there
  12094.  
  12095.     collide                                // Include this frame in collision calcs
  12096.     fixed                                // Frame rate type
  12097.     1                                    // Number of initial frames
  12098.         OGDRUM1.PIX
  12099.         0,0,flipped
  12100.     0                                    // Number of looping frames
  12101.             
  12102. // Sequence #1 - standing there
  12103.  
  12104.     collide                                // Include this frame in collision calcs
  12105.     fixed                                // Frame rate type
  12106.     1                                    // Number of initial frames
  12107.         OGDRUM1.PIX
  12108.         0,0,flipped
  12109.     0                                    // Number of looping frames
  12110.             
  12111. // Sequence #2 - exploding
  12112.  
  12113.     don't collide                        // Exclude this frame in collision calcs
  12114.     variable                            // Frame rate type
  12115.     10,10
  12116.     7                                    // Number of initial frames
  12117.         EXP1.PIX
  12118.         -0.02,0.11,flipped
  12119.         EXP2.PIX
  12120.         -0.03357,0.1492,flipped
  12121.         EXP3.PIX
  12122.         -0.05222,0.16039,flipped
  12123.         EXP4.PIX
  12124.         -0.05968,0.18277,flipped
  12125.         EXP5.PIX
  12126.         -0.05222,0.20515,flipped
  12127.         EXP6.PIX
  12128.         -0.05222,0.22007,flipped
  12129.         EXP7.PIX
  12130.         -0.05595,0.2238,flipped
  12131.     0                                    // Number of looping frames
  12132.  
  12133. NEXT PEDESTRIAN
  12134.  
  12135. 111                                        // Reference number
  12136. 0.19                                    // Height
  12137. 0                                        // Points value
  12138. 0.0001                                    // Hit points
  12139. 1,5400
  12140. -1                                        // Falling noise
  12141. 0                                        // Acceleration
  12142. -1                                        // Image index
  12143. IDENTITY.TAB
  12144. BARREL.PIX
  12145. STDPED.MAT
  12146. 1                                        // Index of fatal car-impact action
  12147. -1                                        // Index of non-fatal car-impact action
  12148. -1                                        // Index of after-non-fatal-impact action
  12149. -1                                        // Index of fatal falling action
  12150. -1                                        // Index of non-fatal falling action
  12151. -1                                        // Index of giblets action
  12152.  
  12153. 2                                        // Number of actions
  12154.  
  12155. // Action #0 - standing there
  12156.  
  12157.     0,100                                // Danger level, percentage chance
  12158.     0,0                                    // Initial speed, looping speed
  12159.     0                                    // Reaction time for this action
  12160.     0                                    // Sounds
  12161.     3                                    // Number of sequences for this action
  12162.         10,0                            // Max bearing, sequence index
  12163.         350,1                            // Max bearing, sequence index
  12164.         360,0                            // Max bearing, sequence index
  12165.         
  12166.  
  12167. // Action #1 - exploding
  12168.  
  12169.     1000,0                                // Danger level, percentage chance
  12170.     0,0                                    // Initial speed, looping speed
  12171.     0                                    // Reaction time for this action
  12172.     0                                    // Sounds
  12173.     1                                    // Number of sequences for this action
  12174.         360,2                            // Max bearing, sequence index
  12175.  
  12176.  
  12177. 3                                        // Number of sequences
  12178.  
  12179. // Sequence #0 - standing there
  12180.  
  12181.     collide                                // Include this frame in collision calcs
  12182.     fixed                                // Frame rate type
  12183.     1                                    // Number of initial frames
  12184.         OCYLNDR1.PIX
  12185.         0,0,flipped
  12186.     0                                    // Number of looping frames
  12187.             
  12188. // Sequence #1 - standing there
  12189.  
  12190.     collide                                // Include this frame in collision calcs
  12191.     fixed                                // Frame rate type
  12192.     1                                    // Number of initial frames
  12193.         OCYLNDR2.PIX
  12194.         0,0,flipped
  12195.     0                                    // Number of looping frames
  12196.             
  12197. // Sequence #2 - exploding
  12198.  
  12199.     don't collide                        // Exclude this frame in collision calcs
  12200.     variable                            // Frame rate type
  12201.     10,10
  12202.     7                                    // Number of initial frames
  12203.         EXP1.PIX
  12204.         -0.02,0.11,flipped
  12205.         EXP2.PIX
  12206.         -0.03357,0.1492,flipped
  12207.         EXP3.PIX
  12208.         -0.05222,0.16039,flipped
  12209.         EXP4.PIX
  12210.         -0.05968,0.18277,flipped
  12211.         EXP5.PIX
  12212.         -0.05222,0.20515,flipped
  12213.         EXP6.PIX
  12214.         -0.05222,0.22007,flipped
  12215.         EXP7.PIX
  12216.         -0.05595,0.2238,flipped
  12217.     0                                    // Number of looping frames
  12218.  
  12219. NEXT PEDESTRIAN
  12220.  
  12221. 112                                        // Reference number
  12222. 0.19                                    // Height
  12223. 0                                        // Points value
  12224. 0.0001                                    // Hit points
  12225. 1,5400
  12226. -1                                        // Falling noise
  12227. 0                                        // Acceleration
  12228. -1                                        // Image index
  12229. IDENTITY.TAB
  12230. BARREL.PIX
  12231. STDPED.MAT
  12232. 1                                        // Index of fatal car-impact action
  12233. -1                                        // Index of non-fatal car-impact action
  12234. -1                                        // Index of after-non-fatal-impact action
  12235. -1                                        // Index of fatal falling action
  12236. -1                                        // Index of non-fatal falling action
  12237. -1                                        // Index of giblets action
  12238.  
  12239. 2                                        // Number of actions
  12240.  
  12241. // Action #0 - standing there
  12242.  
  12243.     0,100                                // Danger level, percentage chance
  12244.     0,0                                    // Initial speed, looping speed
  12245.     0                                    // Reaction time for this action
  12246.     0                                    // Sounds
  12247.     3                                    // Number of sequences for this action
  12248.         10,0                            // Max bearing, sequence index
  12249.         350,1                            // Max bearing, sequence index
  12250.         360,0                            // Max bearing, sequence index
  12251.         
  12252.  
  12253. // Action #1 - exploding
  12254.  
  12255.     1000,0                                // Danger level, percentage chance
  12256.     0,0                                    // Initial speed, looping speed
  12257.     0                                    // Reaction time for this action
  12258.     0                                    // Sounds
  12259.     1                                    // Number of sequences for this action
  12260.         360,2                            // Max bearing, sequence index
  12261.  
  12262.  
  12263. 3                                        // Number of sequences
  12264.  
  12265. // Sequence #0 - standing there
  12266.  
  12267.     collide                                // Include this frame in collision calcs
  12268.     fixed                                // Frame rate type
  12269.     1                                    // Number of initial frames
  12270.         OGDRUM1.PIX
  12271.         0,0,flipped
  12272.     0                                    // Number of looping frames
  12273.             
  12274. // Sequence #1 - standing there
  12275.  
  12276.     collide                                // Include this frame in collision calcs
  12277.     fixed                                // Frame rate type
  12278.     1                                    // Number of initial frames
  12279.         OGDRUM2.PIX
  12280.         0,0,flipped
  12281.     0                                    // Number of looping frames
  12282.             
  12283. // Sequence #2 - exploding
  12284.  
  12285.     don't collide                        // Exclude this frame in collision calcs
  12286.     variable                            // Frame rate type
  12287.     10,10
  12288.     7                                    // Number of initial frames
  12289.         EXP1.PIX
  12290.         -0.02,0.11,flipped
  12291.         EXP2.PIX
  12292.         -0.03357,0.1492,flipped
  12293.         EXP3.PIX
  12294.         -0.05222,0.16039,flipped
  12295.         EXP4.PIX
  12296.         -0.05968,0.18277,flipped
  12297.         EXP5.PIX
  12298.         -0.05222,0.20515,flipped
  12299.         EXP6.PIX
  12300.         -0.05222,0.22007,flipped
  12301.         EXP7.PIX
  12302.         -0.05595,0.2238,flipped
  12303.     0                                    // Number of looping frames
  12304.  
  12305. NEXT PEDESTRIAN
  12306.  
  12307. 113                                        // Reference number
  12308. 0.19                                    // Height
  12309. 0                                        // Points value
  12310. 0.0001                                    // Hit points
  12311. 1,5400
  12312. -1                                        // Falling noise
  12313. 0                                        // Acceleration
  12314. -1                                        // Image index
  12315. IDENTITY.TAB
  12316. BARREL.PIX
  12317. STDPED.MAT
  12318. 1                                        // Index of fatal car-impact action
  12319. -1                                        // Index of non-fatal car-impact action
  12320. -1                                        // Index of after-non-fatal-impact action
  12321. -1                                        // Index of fatal falling action
  12322. -1                                        // Index of non-fatal falling action
  12323. -1                                        // Index of giblets action
  12324.  
  12325. 2                                        // Number of actions
  12326.  
  12327. // Action #0 - standing there
  12328.  
  12329.     0,100                                // Danger level, percentage chance
  12330.     0,0                                    // Initial speed, looping speed
  12331.     0                                    // Reaction time for this action
  12332.     0                                    // Sounds
  12333.     3                                    // Number of sequences for this action
  12334.         10,0                            // Max bearing, sequence index
  12335.         350,1                            // Max bearing, sequence index
  12336.         360,0                            // Max bearing, sequence index
  12337.         
  12338.  
  12339. // Action #1 - exploding
  12340.  
  12341.     1000,0                                // Danger level, percentage chance
  12342.     0,0                                    // Initial speed, looping speed
  12343.     0                                    // Reaction time for this action
  12344.     0                                    // Sounds
  12345.     1                                    // Number of sequences for this action
  12346.         360,2                            // Max bearing, sequence index
  12347.  
  12348.  
  12349. 3                                        // Number of sequences
  12350.  
  12351. // Sequence #0 - standing there
  12352.  
  12353.     collide                                // Include this frame in collision calcs
  12354.     fixed                                // Frame rate type
  12355.     1                                    // Number of initial frames
  12356.         OGDRUM1.PIX
  12357.         0,0,flipped
  12358.     0                                    // Number of looping frames
  12359.             
  12360. // Sequence #1 - standing there
  12361.  
  12362.     collide                                // Include this frame in collision calcs
  12363.     fixed                                // Frame rate type
  12364.     1                                    // Number of initial frames
  12365.         OGDRUM2.PIX
  12366.         0,0,flipped
  12367.     0                                    // Number of looping frames
  12368.             
  12369. // Sequence #2 - exploding
  12370.  
  12371.     don't collide                        // Exclude this frame in collision calcs
  12372.     variable                            // Frame rate type
  12373.     10,10
  12374.     7                                    // Number of initial frames
  12375.         EXP1.PIX
  12376.         -0.02,0.11,flipped
  12377.         EXP2.PIX
  12378.         -0.03357,0.1492,flipped
  12379.         EXP3.PIX
  12380.         -0.05222,0.16039,flipped
  12381.         EXP4.PIX
  12382.         -0.05968,0.18277,flipped
  12383.         EXP5.PIX
  12384.         -0.05222,0.20515,flipped
  12385.         EXP6.PIX
  12386.         -0.05222,0.22007,flipped
  12387.         EXP7.PIX
  12388.         -0.05595,0.2238,flipped
  12389.     0                                    // Number of looping frames
  12390.  
  12391. NEXT PEDESTRIAN
  12392.  
  12393. 114                                        // Reference number
  12394. 0.35                                    // Height
  12395. 0                                        // Points value
  12396. 0.0001                                    // Hit points
  12397. 1,5400
  12398. -1                                        // Falling noise
  12399. 0                                        // Acceleration
  12400. -1                                        // Image index
  12401. IDENTITY.TAB
  12402. MINE.PIX
  12403. STDPED.MAT
  12404. 1                                        // Index of fatal car-impact action
  12405. -1                                        // Index of non-fatal car-impact action
  12406. -1                                        // Index of after-non-fatal-impact action
  12407. -1                                        // Index of fatal falling action
  12408. -1                                        // Index of non-fatal falling action
  12409. -1                                        // Index of giblets action
  12410.  
  12411. 2                                        // Number of actions
  12412.  
  12413. // Action #0 - standing there
  12414.  
  12415.     0,100                                // Danger level, percentage chance
  12416.     0,0                                    // Initial speed, looping speed
  12417.     0                                    // Reaction time for this action
  12418.     0                                    // Sounds
  12419.     3                                    // Number of sequences for this action
  12420.         10,0                            // Max bearing, sequence index
  12421.         350,1                            // Max bearing, sequence index
  12422.         360,0                            // Max bearing, sequence index
  12423.         
  12424.  
  12425. // Action #1 - exploding
  12426.  
  12427.     1000,0                                // Danger level, percentage chance
  12428.     0,0                                    // Initial speed, looping speed
  12429.     0                                    // Reaction time for this action
  12430.     0                                    // Sounds
  12431.     1                                    // Number of sequences for this action
  12432.         360,2                            // Max bearing, sequence index
  12433.  
  12434.  
  12435. 3                                        // Number of sequences
  12436.  
  12437. // Sequence #0 - standing there
  12438.  
  12439.     collide                                // Include this frame in collision calcs
  12440.     variable                                // Frame rate type
  12441.     4,4
  12442.     0                                    // Number of initial frames
  12443.         
  12444.     10                                    // Number of looping frames
  12445.         
  12446.         MINER0.PIX
  12447.         0,0,flipped
  12448.         MINER1.PIX
  12449.         0,0,flipped
  12450.         MINER2.PIX
  12451.         0,0,flipped
  12452.         MINER3.PIX
  12453.         0,0,flipped
  12454.         MINER4.PIX
  12455.         0,0,flipped
  12456.         MINER5.PIX
  12457.         0,0,flipped
  12458.         MINER4.PIX
  12459.         0,0,flipped
  12460.         MINER3.PIX
  12461.         0,0,flipped
  12462.         MINER2.PIX
  12463.         0,0,flipped
  12464.         MINER1.PIX
  12465.         0,0,flipped
  12466.     
  12467. // Sequence #1 - standing there
  12468.  
  12469.     collide                                // Include this frame in collision calcs
  12470.     variable                                // Frame rate type
  12471.     4,4
  12472.     0                                    // Number of initial frames
  12473.         
  12474.     10                                    // Number of looping frames
  12475.         
  12476.         MINER0.PIX
  12477.         0,0,flipped
  12478.         MINER1.PIX
  12479.         0,0,flipped
  12480.         MINER2.PIX
  12481.         0,0,flipped
  12482.         MINER3.PIX
  12483.         0,0,flipped
  12484.         MINER4.PIX
  12485.         0,0,flipped
  12486.         MINER5.PIX
  12487.         0,0,flipped
  12488.         MINER4.PIX
  12489.         0,0,flipped
  12490.         MINER3.PIX
  12491.         0,0,flipped
  12492.         MINER2.PIX
  12493.         0,0,flipped
  12494.         MINER1.PIX
  12495.         0,0,flipped
  12496.     
  12497. // Sequence #2 - exploding
  12498.  
  12499.     don't collide                        // Exclude this frame in collision calcs
  12500.     variable                            // Frame rate type
  12501.     10,10
  12502.     7                                    // Number of initial frames
  12503.         EXP1.PIX
  12504.         -0.02,0.11,flipped
  12505.         EXP2.PIX
  12506.         -0.03357,0.1492,flipped
  12507.         EXP3.PIX
  12508.         -0.05222,0.16039,flipped
  12509.         EXP4.PIX
  12510.         -0.05968,0.18277,flipped
  12511.         EXP5.PIX
  12512.         -0.05222,0.20515,flipped
  12513.         EXP6.PIX
  12514.         -0.05222,0.22007,flipped
  12515.         EXP7.PIX
  12516.         -0.05595,0.2238,flipped
  12517.     0                                    // Number of looping frames
  12518.  
  12519. NEXT PEDESTRIAN
  12520.  
  12521. 115                                        // Reference number
  12522. 0.19                                    // Height
  12523. 0                                        // Points value
  12524. 0.0001                                    // Hit points
  12525. 1,5400
  12526. -1                                        // Falling noise
  12527. 0                                        // Acceleration
  12528. -1                                        // Image index
  12529. IDENTITY.TAB
  12530. BARREL.PIX
  12531. STDPED.MAT
  12532. 1                                        // Index of fatal car-impact action
  12533. -1                                        // Index of non-fatal car-impact action
  12534. -1                                        // Index of after-non-fatal-impact action
  12535. -1                                        // Index of fatal falling action
  12536. -1                                        // Index of non-fatal falling action
  12537. -1                                        // Index of giblets action
  12538.  
  12539. 2                                        // Number of actions
  12540.  
  12541. // Action #0 - standing there
  12542.  
  12543.     0,100                                // Danger level, percentage chance
  12544.     0,0                                    // Initial speed, looping speed
  12545.     0                                    // Reaction time for this action
  12546.     0                                    // Sounds
  12547.     3                                    // Number of sequences for this action
  12548.         10,0                            // Max bearing, sequence index
  12549.         350,1                            // Max bearing, sequence index
  12550.         360,0                            // Max bearing, sequence index
  12551.         
  12552.  
  12553. // Action #1 - exploding
  12554.  
  12555.     1000,0                                // Danger level, percentage chance
  12556.     0,0                                    // Initial speed, looping speed
  12557.     0                                    // Reaction time for this action
  12558.     0                                    // Sounds
  12559.     1                                    // Number of sequences for this action
  12560.         360,2                            // Max bearing, sequence index
  12561.  
  12562.  
  12563. 3                                        // Number of sequences
  12564.  
  12565. // Sequence #0 - standing there
  12566.  
  12567.     collide                                // Include this frame in collision calcs
  12568.     fixed                                // Frame rate type
  12569.     1                                    // Number of initial frames
  12570.         ORDRUM1.PIX
  12571.         0,0,flipped
  12572.     0                                    // Number of looping frames
  12573.             
  12574. // Sequence #1 - standing there
  12575.  
  12576.     collide                                // Include this frame in collision calcs
  12577.     fixed                                // Frame rate type
  12578.     1                                    // Number of initial frames
  12579.         ORDRUM2.PIX
  12580.         0,0,flipped
  12581.     0                                    // Number of looping frames
  12582.             
  12583. // Sequence #2 - exploding
  12584.  
  12585.     don't collide                        // Exclude this frame in collision calcs
  12586.     variable                            // Frame rate type
  12587.     10,10
  12588.     7                                    // Number of initial frames
  12589.         EXP1.PIX
  12590.         -0.02,0.11,flipped
  12591.         EXP2.PIX
  12592.         -0.03357,0.1492,flipped
  12593.         EXP3.PIX
  12594.         -0.05222,0.16039,flipped
  12595.         EXP4.PIX
  12596.         -0.05968,0.18277,flipped
  12597.         EXP5.PIX
  12598.         -0.05222,0.20515,flipped
  12599.         EXP6.PIX
  12600.         -0.05222,0.22007,flipped
  12601.         EXP7.PIX
  12602.         -0.05595,0.2238,flipped
  12603.     0                                    // Number of looping frames
  12604.  
  12605. NEXT PEDESTRIAN
  12606.  
  12607. 116                                        // Reference number
  12608. 0.19                                    // Height
  12609. 0                                        // Points value
  12610. 0.0001                                    // Hit points
  12611. 1,5400
  12612. -1                                        // Falling noise
  12613. 0                                        // Acceleration
  12614. -1                                        // Image index
  12615. IDENTITY.TAB
  12616. BARREL.PIX
  12617. STDPED.MAT
  12618. 1                                        // Index of fatal car-impact action
  12619. -1                                        // Index of non-fatal car-impact action
  12620. -1                                        // Index of after-non-fatal-impact action
  12621. -1                                        // Index of fatal falling action
  12622. -1                                        // Index of non-fatal falling action
  12623. -1                                        // Index of giblets action
  12624.  
  12625. 2                                        // Number of actions
  12626.  
  12627. // Action #0 - standing there
  12628.  
  12629.     0,100                                // Danger level, percentage chance
  12630.     0,0                                    // Initial speed, looping speed
  12631.     0                                    // Reaction time for this action
  12632.     0                                    // Sounds
  12633.     3                                    // Number of sequences for this action
  12634.         10,0                            // Max bearing, sequence index
  12635.         350,1                            // Max bearing, sequence index
  12636.         360,0                            // Max bearing, sequence index
  12637.         
  12638.  
  12639. // Action #1 - exploding
  12640.  
  12641.     1000,0                                // Danger level, percentage chance
  12642.     0,0                                    // Initial speed, looping speed
  12643.     0                                    // Reaction time for this action
  12644.     0                                    // Sounds
  12645.     1                                    // Number of sequences for this action
  12646.         360,2                            // Max bearing, sequence index
  12647.  
  12648.  
  12649. 3                                        // Number of sequences
  12650.  
  12651. // Sequence #0 - standing there
  12652.  
  12653.     collide                                // Include this frame in collision calcs
  12654.     fixed                                // Frame rate type
  12655.     1                                    // Number of initial frames
  12656.         ORDRUM1.PIX
  12657.         0,0,flipped
  12658.     0                                    // Number of looping frames
  12659.             
  12660. // Sequence #1 - standing there
  12661.  
  12662.     collide                                // Include this frame in collision calcs
  12663.     fixed                                // Frame rate type
  12664.     1                                    // Number of initial frames
  12665.         ORDRUM2.PIX
  12666.         0,0,flipped
  12667.     0                                    // Number of looping frames
  12668.             
  12669. // Sequence #2 - exploding
  12670.  
  12671.     don't collide                        // Exclude this frame in collision calcs
  12672.     variable                            // Frame rate type
  12673.     10,10
  12674.     7                                    // Number of initial frames
  12675.         EXP1.PIX
  12676.         -0.02,0.11,flipped
  12677.         EXP2.PIX
  12678.         -0.03357,0.1492,flipped
  12679.         EXP3.PIX
  12680.         -0.05222,0.16039,flipped
  12681.         EXP4.PIX
  12682.         -0.05968,0.18277,flipped
  12683.         EXP5.PIX
  12684.         -0.05222,0.20515,flipped
  12685.         EXP6.PIX
  12686.         -0.05222,0.22007,flipped
  12687.         EXP7.PIX
  12688.         -0.05595,0.2238,flipped
  12689.     0                                    // Number of looping frames
  12690.  
  12691. NEXT PEDESTRIAN
  12692.  
  12693. 117                                        // Reference number
  12694. 0.19                                    // Height
  12695. 0                                        // Points value
  12696. 0.0001                                    // Hit points
  12697. 1,5400
  12698. -1                                        // Falling noise
  12699. 0                                        // Acceleration
  12700. -1                                        // Image index
  12701. IDENTITY.TAB
  12702. BARREL.PIX
  12703. STDPED.MAT
  12704. 1                                        // Index of fatal car-impact action
  12705. -1                                        // Index of non-fatal car-impact action
  12706. -1                                        // Index of after-non-fatal-impact action
  12707. -1                                        // Index of fatal falling action
  12708. -1                                        // Index of non-fatal falling action
  12709. -1                                        // Index of giblets action
  12710.  
  12711. 2                                        // Number of actions
  12712.  
  12713. // Action #0 - standing there
  12714.  
  12715.     0,100                                // Danger level, percentage chance
  12716.     0,0                                    // Initial speed, looping speed
  12717.     0                                    // Reaction time for this action
  12718.     0                                    // Sounds
  12719.     3                                    // Number of sequences for this action
  12720.         10,0                            // Max bearing, sequence index
  12721.         350,1                            // Max bearing, sequence index
  12722.         360,0                            // Max bearing, sequence index
  12723.         
  12724.  
  12725. // Action #1 - exploding
  12726.  
  12727.     1000,0                                // Danger level, percentage chance
  12728.     0,0                                    // Initial speed, looping speed
  12729.     0                                    // Reaction time for this action
  12730.     0                                    // Sounds
  12731.     1                                    // Number of sequences for this action
  12732.         360,2                            // Max bearing, sequence index
  12733.  
  12734.  
  12735. 3                                        // Number of sequences
  12736.  
  12737. // Sequence #0 - standing there
  12738.  
  12739.     collide                                // Include this frame in collision calcs
  12740.     fixed                                // Frame rate type
  12741.     1                                    // Number of initial frames
  12742.         ORDRUM1.PIX
  12743.         0,0,flipped
  12744.     0                                    // Number of looping frames
  12745.             
  12746. // Sequence #1 - standing there
  12747.  
  12748.     collide                                // Include this frame in collision calcs
  12749.     fixed                                // Frame rate type
  12750.     1                                    // Number of initial frames
  12751.         ORDRUM2.PIX
  12752.         0,0,flipped
  12753.     0                                    // Number of looping frames
  12754.             
  12755. // Sequence #2 - exploding
  12756.  
  12757.     don't collide                        // Exclude this frame in collision calcs
  12758.     variable                            // Frame rate type
  12759.     10,10
  12760.     7                                    // Number of initial frames
  12761.         EXP1.PIX
  12762.         -0.02,0.11,flipped
  12763.         EXP2.PIX
  12764.         -0.03357,0.1492,flipped
  12765.         EXP3.PIX
  12766.         -0.05222,0.16039,flipped
  12767.         EXP4.PIX
  12768.         -0.05968,0.18277,flipped
  12769.         EXP5.PIX
  12770.         -0.05222,0.20515,flipped
  12771.         EXP6.PIX
  12772.         -0.05222,0.22007,flipped
  12773.         EXP7.PIX
  12774.         -0.05595,0.2238,flipped
  12775.     0                                    // Number of looping frames
  12776.  
  12777. NEXT PEDESTRIAN
  12778.  
  12779. 118                                        // Reference number
  12780. 0.19                                    // Height
  12781. 0                                        // Points value
  12782. 0.0001                                    // Hit points
  12783. 1,5400
  12784. -1                                        // Falling noise
  12785. 0                                        // Acceleration
  12786. -1                                        // Image index
  12787. IDENTITY.TAB
  12788. BARREL.PIX
  12789. STDPED.MAT
  12790. 1                                        // Index of fatal car-impact action
  12791. -1                                        // Index of non-fatal car-impact action
  12792. -1                                        // Index of after-non-fatal-impact action
  12793. -1                                        // Index of fatal falling action
  12794. -1                                        // Index of non-fatal falling action
  12795. -1                                        // Index of giblets action
  12796.  
  12797. 2                                        // Number of actions
  12798.  
  12799. // Action #0 - standing there
  12800.  
  12801.     0,100                                // Danger level, percentage chance
  12802.     0,0                                    // Initial speed, looping speed
  12803.     0                                    // Reaction time for this action
  12804.     0                                    // Sounds
  12805.     3                                    // Number of sequences for this action
  12806.         10,0                            // Max bearing, sequence index
  12807.         350,1                            // Max bearing, sequence index
  12808.         360,0                            // Max bearing, sequence index
  12809.         
  12810.  
  12811. // Action #1 - exploding
  12812.  
  12813.     1000,0                                // Danger level, percentage chance
  12814.     0,0                                    // Initial speed, looping speed
  12815.     0                                    // Reaction time for this action
  12816.     0                                    // Sounds
  12817.     1                                    // Number of sequences for this action
  12818.         360,2                            // Max bearing, sequence index
  12819.  
  12820.  
  12821. 3                                        // Number of sequences
  12822.  
  12823. // Sequence #0 - standing there
  12824.  
  12825.     collide                                // Include this frame in collision calcs
  12826.     fixed                                // Frame rate type
  12827.     1                                    // Number of initial frames
  12828.         ORDRUM1.PIX
  12829.         0,0,flipped
  12830.     0                                    // Number of looping frames
  12831.             
  12832. // Sequence #1 - standing there
  12833.  
  12834.     collide                                // Include this frame in collision calcs
  12835.     fixed                                // Frame rate type
  12836.     1                                    // Number of initial frames
  12837.         ORDRUM2.PIX
  12838.         0,0,flipped
  12839.     0                                    // Number of looping frames
  12840.             
  12841. // Sequence #2 - exploding
  12842.  
  12843.     don't collide                        // Exclude this frame in collision calcs
  12844.     variable                            // Frame rate type
  12845.     10,10
  12846.     7                                    // Number of initial frames
  12847.         EXP1.PIX
  12848.         -0.02,0.11,flipped
  12849.         EXP2.PIX
  12850.         -0.03357,0.1492,flipped
  12851.         EXP3.PIX
  12852.         -0.05222,0.16039,flipped
  12853.         EXP4.PIX
  12854.         -0.05968,0.18277,flipped
  12855.         EXP5.PIX
  12856.         -0.05222,0.20515,flipped
  12857.         EXP6.PIX
  12858.         -0.05222,0.22007,flipped
  12859.         EXP7.PIX
  12860.         -0.05595,0.2238,flipped
  12861.     0                                    // Number of looping frames
  12862.  
  12863. NEXT PEDESTRIAN
  12864.  
  12865. 119                                        // Reference number
  12866. 0.19                                    // Height
  12867. 0                                        // Points value
  12868. 0.0001                                    // Hit points
  12869. 1,5400
  12870. -1                                        // Falling noise
  12871. 0                                        // Acceleration
  12872. -1                                        // Image index
  12873. IDENTITY.TAB
  12874. BARREL.PIX
  12875. STDPED.MAT
  12876. 1                                        // Index of fatal car-impact action
  12877. -1                                        // Index of non-fatal car-impact action
  12878. -1                                        // Index of after-non-fatal-impact action
  12879. -1                                        // Index of fatal falling action
  12880. -1                                        // Index of non-fatal falling action
  12881. -1                                        // Index of giblets action
  12882.  
  12883. 2                                        // Number of actions
  12884.  
  12885. // Action #0 - standing there
  12886.  
  12887.     0,100                                // Danger level, percentage chance
  12888.     0,0                                    // Initial speed, looping speed
  12889.     0                                    // Reaction time for this action
  12890.     0                                    // Sounds
  12891.     3                                    // Number of sequences for this action
  12892.         10,0                            // Max bearing, sequence index
  12893.         350,1                            // Max bearing, sequence index
  12894.         360,0                            // Max bearing, sequence index
  12895.         
  12896.  
  12897. // Action #1 - exploding
  12898.  
  12899.     1000,0                                // Danger level, percentage chance
  12900.     0,0                                    // Initial speed, looping speed
  12901.     0                                    // Reaction time for this action
  12902.     0                                    // Sounds
  12903.     1                                    // Number of sequences for this action
  12904.         360,2                            // Max bearing, sequence index
  12905.  
  12906.  
  12907. 3                                        // Number of sequences
  12908.  
  12909. // Sequence #0 - standing there
  12910.  
  12911.     collide                                // Include this frame in collision calcs
  12912.     fixed                                // Frame rate type
  12913.     1                                    // Number of initial frames
  12914.         ORDRUM1.PIX
  12915.         0,0,flipped
  12916.     0                                    // Number of looping frames
  12917.             
  12918. // Sequence #1 - standing there
  12919.  
  12920.     collide                                // Include this frame in collision calcs
  12921.     fixed                                // Frame rate type
  12922.     1                                    // Number of initial frames
  12923.         ORDRUM2.PIX
  12924.         0,0,flipped
  12925.     0                                    // Number of looping frames
  12926.             
  12927. // Sequence #2 - exploding
  12928.  
  12929.     don't collide                        // Exclude this frame in collision calcs
  12930.     variable                            // Frame rate type
  12931.     10,10
  12932.     7                                    // Number of initial frames
  12933.         EXP1.PIX
  12934.         -0.02,0.11,flipped
  12935.         EXP2.PIX
  12936.         -0.03357,0.1492,flipped
  12937.         EXP3.PIX
  12938.         -0.05222,0.16039,flipped
  12939.         EXP4.PIX
  12940.         -0.05968,0.18277,flipped
  12941.         EXP5.PIX
  12942.         -0.05222,0.20515,flipped
  12943.         EXP6.PIX
  12944.         -0.05222,0.22007,flipped
  12945.         EXP7.PIX
  12946.         -0.05595,0.2238,flipped
  12947.     0                                    // Number of looping frames
  12948.  
  12949. NEXT PEDESTRIAN
  12950.  
  12951. 120                                        // Reference number
  12952. 0.19                                    // Height
  12953. 0                                        // Points value
  12954. 0.0001                                    // Hit points
  12955. 1,5400
  12956. -1                                        // Falling noise
  12957. 0                                        // Acceleration
  12958. -1                                        // Image index
  12959. IDENTITY.TAB
  12960. BARREL.PIX
  12961. STDPED.MAT
  12962. 1                                        // Index of fatal car-impact action
  12963. -1                                        // Index of non-fatal car-impact action
  12964. -1                                        // Index of after-non-fatal-impact action
  12965. -1                                        // Index of fatal falling action
  12966. -1                                        // Index of non-fatal falling action
  12967. -1                                        // Index of giblets action
  12968.  
  12969. 2                                        // Number of actions
  12970.  
  12971. // Action #0 - standing there
  12972.  
  12973.     0,100                                // Danger level, percentage chance
  12974.     0,0                                    // Initial speed, looping speed
  12975.     0                                    // Reaction time for this action
  12976.     0                                    // Sounds
  12977.     3                                    // Number of sequences for this action
  12978.         10,0                            // Max bearing, sequence index
  12979.         350,1                            // Max bearing, sequence index
  12980.         360,0                            // Max bearing, sequence index
  12981.         
  12982.  
  12983. // Action #1 - exploding
  12984.  
  12985.     1000,0                                // Danger level, percentage chance
  12986.     0,0                                    // Initial speed, looping speed
  12987.     0                                    // Reaction time for this action
  12988.     0                                    // Sounds
  12989.     1                                    // Number of sequences for this action
  12990.         360,2                            // Max bearing, sequence index
  12991.  
  12992.  
  12993. 3                                        // Number of sequences
  12994.  
  12995. // Sequence #0 - standing there
  12996.  
  12997.     collide                                // Include this frame in collision calcs
  12998.     fixed                                // Frame rate type
  12999.     1                                    // Number of initial frames
  13000.         ORDRUM1.PIX
  13001.         0,0,flipped
  13002.     0                                    // Number of looping frames
  13003.             
  13004. // Sequence #1 - standing there
  13005.  
  13006.     collide                                // Include this frame in collision calcs
  13007.     fixed                                // Frame rate type
  13008.     1                                    // Number of initial frames
  13009.         ORDRUM2.PIX
  13010.         0,0,flipped
  13011.     0                                    // Number of looping frames
  13012.             
  13013. // Sequence #2 - exploding
  13014.  
  13015.     don't collide                        // Exclude this frame in collision calcs
  13016.     variable                            // Frame rate type
  13017.     10,10
  13018.     7                                    // Number of initial frames
  13019.         EXP1.PIX
  13020.         -0.02,0.11,flipped
  13021.         EXP2.PIX
  13022.         -0.03357,0.1492,flipped
  13023.         EXP3.PIX
  13024.         -0.05222,0.16039,flipped
  13025.         EXP4.PIX
  13026.         -0.05968,0.18277,flipped
  13027.         EXP5.PIX
  13028.         -0.05222,0.20515,flipped
  13029.         EXP6.PIX
  13030.         -0.05222,0.22007,flipped
  13031.         EXP7.PIX
  13032.         -0.05595,0.2238,flipped
  13033.     0                                    // Number of looping frames
  13034.  
  13035. NEXT PEDESTRIAN
  13036.  
  13037. 121                                        // Reference number
  13038. 0.19                                    // Height
  13039. 0                                        // Points value
  13040. 0.0001                                    // Hit points
  13041. 1,5400
  13042. -1                                        // Falling noise
  13043. 0                                        // Acceleration
  13044. -1                                        // Image index
  13045. IDENTITY.TAB
  13046. BARREL.PIX
  13047. STDPED.MAT
  13048. 1                                        // Index of fatal car-impact action
  13049. -1                                        // Index of non-fatal car-impact action
  13050. -1                                        // Index of after-non-fatal-impact action
  13051. -1                                        // Index of fatal falling action
  13052. -1                                        // Index of non-fatal falling action
  13053. -1                                        // Index of giblets action
  13054.  
  13055. 2                                        // Number of actions
  13056.  
  13057. // Action #0 - standing there
  13058.  
  13059.     0,100                                // Danger level, percentage chance
  13060.     0,0                                    // Initial speed, looping speed
  13061.     0                                    // Reaction time for this action
  13062.     0                                    // Sounds
  13063.     3                                    // Number of sequences for this action
  13064.         10,0                            // Max bearing, sequence index
  13065.         350,1                            // Max bearing, sequence index
  13066.         360,0                            // Max bearing, sequence index
  13067.         
  13068.  
  13069. // Action #1 - exploding
  13070.  
  13071.     1000,0                                // Danger level, percentage chance
  13072.     0,0                                    // Initial speed, looping speed
  13073.     0                                    // Reaction time for this action
  13074.     0                                    // Sounds
  13075.     1                                    // Number of sequences for this action
  13076.         360,2                            // Max bearing, sequence index
  13077.  
  13078.  
  13079. 3                                        // Number of sequences
  13080.  
  13081. // Sequence #0 - standing there
  13082.  
  13083.     collide                                // Include this frame in collision calcs
  13084.     fixed                                // Frame rate type
  13085.     1                                    // Number of initial frames
  13086.         ORDRUM1.PIX
  13087.         0,0,flipped
  13088.     0                                    // Number of looping frames
  13089.             
  13090. // Sequence #1 - standing there
  13091.  
  13092.     collide                                // Include this frame in collision calcs
  13093.     fixed                                // Frame rate type
  13094.     1                                    // Number of initial frames
  13095.         ORDRUM2.PIX
  13096.         0,0,flipped
  13097.     0                                    // Number of looping frames
  13098.             
  13099. // Sequence #2 - exploding
  13100.  
  13101.     don't collide                        // Exclude this frame in collision calcs
  13102.     variable                            // Frame rate type
  13103.     10,10
  13104.     7                                    // Number of initial frames
  13105.         EXP1.PIX
  13106.         -0.02,0.11,flipped
  13107.         EXP2.PIX
  13108.         -0.03357,0.1492,flipped
  13109.         EXP3.PIX
  13110.         -0.05222,0.16039,flipped
  13111.         EXP4.PIX
  13112.         -0.05968,0.18277,flipped
  13113.         EXP5.PIX
  13114.         -0.05222,0.20515,flipped
  13115.         EXP6.PIX
  13116.         -0.05222,0.22007,flipped
  13117.         EXP7.PIX
  13118.         -0.05595,0.2238,flipped
  13119.     0                                    // Number of looping frames
  13120.  
  13121. NEXT PEDESTRIAN
  13122.  
  13123. 122                                        // Reference number
  13124. 0.19                                    // Height
  13125. 0                                        // Points value
  13126. 0.0001                                    // Hit points
  13127. 1,5400
  13128. -1                                        // Falling noise
  13129. 0                                        // Acceleration
  13130. -1                                        // Image index
  13131. IDENTITY.TAB
  13132. BARREL.PIX
  13133. STDPED.MAT
  13134. 1                                        // Index of fatal car-impact action
  13135. -1                                        // Index of non-fatal car-impact action
  13136. -1                                        // Index of after-non-fatal-impact action
  13137. -1                                        // Index of fatal falling action
  13138. -1                                        // Index of non-fatal falling action
  13139. -1                                        // Index of giblets action
  13140.  
  13141. 2                                        // Number of actions
  13142.  
  13143. // Action #0 - standing there
  13144.  
  13145.     0,100                                // Danger level, percentage chance
  13146.     0,0                                    // Initial speed, looping speed
  13147.     0                                    // Reaction time for this action
  13148.     0                                    // Sounds
  13149.     3                                    // Number of sequences for this action
  13150.         10,0                            // Max bearing, sequence index
  13151.         350,1                            // Max bearing, sequence index
  13152.         360,0                            // Max bearing, sequence index
  13153.         
  13154.  
  13155. // Action #1 - exploding
  13156.  
  13157.     1000,0                                // Danger level, percentage chance
  13158.     0,0                                    // Initial speed, looping speed
  13159.     0                                    // Reaction time for this action
  13160.     0                                    // Sounds
  13161.     1                                    // Number of sequences for this action
  13162.         360,2                            // Max bearing, sequence index
  13163.  
  13164.  
  13165. 3                                        // Number of sequences
  13166.  
  13167. // Sequence #0 - standing there
  13168.  
  13169.     collide                                // Include this frame in collision calcs
  13170.     fixed                                // Frame rate type
  13171.     1                                    // Number of initial frames
  13172.         ORDRUM1.PIX
  13173.         0,0,flipped
  13174.     0                                    // Number of looping frames
  13175.             
  13176. // Sequence #1 - standing there
  13177.  
  13178.     collide                                // Include this frame in collision calcs
  13179.     fixed                                // Frame rate type
  13180.     1                                    // Number of initial frames
  13181.         ORDRUM2.PIX
  13182.         0,0,flipped
  13183.     0                                    // Number of looping frames
  13184.             
  13185. // Sequence #2 - exploding
  13186.  
  13187.     don't collide                        // Exclude this frame in collision calcs
  13188.     variable                            // Frame rate type
  13189.     10,10
  13190.     7                                    // Number of initial frames
  13191.         EXP1.PIX
  13192.         -0.02,0.11,flipped
  13193.         EXP2.PIX
  13194.         -0.03357,0.1492,flipped
  13195.         EXP3.PIX
  13196.         -0.05222,0.16039,flipped
  13197.         EXP4.PIX
  13198.         -0.05968,0.18277,flipped
  13199.         EXP5.PIX
  13200.         -0.05222,0.20515,flipped
  13201.         EXP6.PIX
  13202.         -0.05222,0.22007,flipped
  13203.         EXP7.PIX
  13204.         -0.05595,0.2238,flipped
  13205.     0                                    // Number of looping frames
  13206.  
  13207. NEXT PEDESTRIAN
  13208.  
  13209. 123                                        // Reference number
  13210. 0.19                                    // Height
  13211. 0                                        // Points value
  13212. 0.0001                                    // Hit points
  13213. 1,5400
  13214. -1                                        // Falling noise
  13215. 0                                        // Acceleration
  13216. -1                                        // Image index
  13217. IDENTITY.TAB
  13218. BARREL.PIX
  13219. STDPED.MAT
  13220. 1                                        // Index of fatal car-impact action
  13221. -1                                        // Index of non-fatal car-impact action
  13222. -1                                        // Index of after-non-fatal-impact action
  13223. -1                                        // Index of fatal falling action
  13224. -1                                        // Index of non-fatal falling action
  13225. -1                                        // Index of giblets action
  13226.  
  13227. 2                                        // Number of actions
  13228.  
  13229. // Action #0 - standing there
  13230.  
  13231.     0,100                                // Danger level, percentage chance
  13232.     0,0                                    // Initial speed, looping speed
  13233.     0                                    // Reaction time for this action
  13234.     0                                    // Sounds
  13235.     3                                    // Number of sequences for this action
  13236.         10,0                            // Max bearing, sequence index
  13237.         350,1                            // Max bearing, sequence index
  13238.         360,0                            // Max bearing, sequence index
  13239.         
  13240.  
  13241. // Action #1 - exploding
  13242.  
  13243.     1000,0                                // Danger level, percentage chance
  13244.     0,0                                    // Initial speed, looping speed
  13245.     0                                    // Reaction time for this action
  13246.     0                                    // Sounds
  13247.     1                                    // Number of sequences for this action
  13248.         360,2                            // Max bearing, sequence index
  13249.  
  13250.  
  13251. 3                                        // Number of sequences
  13252.  
  13253. // Sequence #0 - standing there
  13254.  
  13255.     collide                                // Include this frame in collision calcs
  13256.     fixed                                // Frame rate type
  13257.     1                                    // Number of initial frames
  13258.         QTYRES1.PIX
  13259.         0,0,flipped
  13260.     0                                    // Number of looping frames
  13261.             
  13262. // Sequence #1 - standing there
  13263.  
  13264.     collide                                // Include this frame in collision calcs
  13265.     fixed                                // Frame rate type
  13266.     1                                    // Number of initial frames
  13267.         QTYRES2.PIX
  13268.         0,0,flipped
  13269.     0                                    // Number of looping frames
  13270.             
  13271. // Sequence #2 - exploding
  13272.  
  13273.     don't collide                        // Exclude this frame in collision calcs
  13274.     variable                            // Frame rate type
  13275.     10,10
  13276.     7                                    // Number of initial frames
  13277.         EXP1.PIX
  13278.         -0.02,0.11,flipped
  13279.         EXP2.PIX
  13280.         -0.03357,0.1492,flipped
  13281.         EXP3.PIX
  13282.         -0.05222,0.16039,flipped
  13283.         EXP4.PIX
  13284.         -0.05968,0.18277,flipped
  13285.         EXP5.PIX
  13286.         -0.05222,0.20515,flipped
  13287.         EXP6.PIX
  13288.         -0.05222,0.22007,flipped
  13289.         EXP7.PIX
  13290.         -0.05595,0.2238,flipped
  13291.     0                                    // Number of looping frames
  13292.  
  13293. NEXT PEDESTRIAN
  13294.  
  13295. 124                                        // Reference number
  13296. 0.19                                    // Height
  13297. 0                                        // Points value
  13298. 0.0001                                    // Hit points
  13299. 1,5400
  13300. -1                                        // Falling noise
  13301. 0                                        // Acceleration
  13302. -1                                        // Image index
  13303. IDENTITY.TAB
  13304. BARREL.PIX
  13305. STDPED.MAT
  13306. 1                                        // Index of fatal car-impact action
  13307. -1                                        // Index of non-fatal car-impact action
  13308. -1                                        // Index of after-non-fatal-impact action
  13309. -1                                        // Index of fatal falling action
  13310. -1                                        // Index of non-fatal falling action
  13311. -1                                        // Index of giblets action
  13312.  
  13313. 2                                        // Number of actions
  13314.  
  13315. // Action #0 - standing there
  13316.  
  13317.     0,100                                // Danger level, percentage chance
  13318.     0,0                                    // Initial speed, looping speed
  13319.     0                                    // Reaction time for this action
  13320.     0                                    // Sounds
  13321.     3                                    // Number of sequences for this action
  13322.         10,0                            // Max bearing, sequence index
  13323.         350,1                            // Max bearing, sequence index
  13324.         360,0                            // Max bearing, sequence index
  13325.         
  13326.  
  13327. // Action #1 - exploding
  13328.  
  13329.     1000,0                                // Danger level, percentage chance
  13330.     0,0                                    // Initial speed, looping speed
  13331.     0                                    // Reaction time for this action
  13332.     0                                    // Sounds
  13333.     1                                    // Number of sequences for this action
  13334.         360,2                            // Max bearing, sequence index
  13335.  
  13336.  
  13337. 3                                        // Number of sequences
  13338.  
  13339. // Sequence #0 - standing there
  13340.  
  13341.     collide                                // Include this frame in collision calcs
  13342.     fixed                                // Frame rate type
  13343.     1                                    // Number of initial frames
  13344.         QTYRES1.PIX
  13345.         0,0,flipped
  13346.     0                                    // Number of looping frames
  13347.             
  13348. // Sequence #1 - standing there
  13349.  
  13350.     collide                                // Include this frame in collision calcs
  13351.     fixed                                // Frame rate type
  13352.     1                                    // Number of initial frames
  13353.         QTYRES2.PIX
  13354.         0,0,flipped
  13355.     0                                    // Number of looping frames
  13356.             
  13357. // Sequence #2 - exploding
  13358.  
  13359.     don't collide                        // Exclude this frame in collision calcs
  13360.     variable                            // Frame rate type
  13361.     10,10
  13362.     7                                    // Number of initial frames
  13363.         EXP1.PIX
  13364.         -0.02,0.11,flipped
  13365.         EXP2.PIX
  13366.         -0.03357,0.1492,flipped
  13367.         EXP3.PIX
  13368.         -0.05222,0.16039,flipped
  13369.         EXP4.PIX
  13370.         -0.05968,0.18277,flipped
  13371.         EXP5.PIX
  13372.         -0.05222,0.20515,flipped
  13373.         EXP6.PIX
  13374.         -0.05222,0.22007,flipped
  13375.         EXP7.PIX
  13376.         -0.05595,0.2238,flipped
  13377.     0                                    // Number of looping frames
  13378.  
  13379. NEXT PEDESTRIAN
  13380.  
  13381. 125                                        // Reference number
  13382. 0.19                                    // Height
  13383. 0                                        // Points value
  13384. 0.0001                                    // Hit points
  13385. 1,5400
  13386. -1                                        // Falling noise
  13387. 0                                        // Acceleration
  13388. -1                                        // Image index
  13389. IDENTITY.TAB
  13390. BARREL.PIX
  13391. STDPED.MAT
  13392. 1                                        // Index of fatal car-impact action
  13393. -1                                        // Index of non-fatal car-impact action
  13394. -1                                        // Index of after-non-fatal-impact action
  13395. -1                                        // Index of fatal falling action
  13396. -1                                        // Index of non-fatal falling action
  13397. -1                                        // Index of giblets action
  13398.  
  13399. 2                                        // Number of actions
  13400.  
  13401. // Action #0 - standing there
  13402.  
  13403.     0,100                                // Danger level, percentage chance
  13404.     0,0                                    // Initial speed, looping speed
  13405.     0                                    // Reaction time for this action
  13406.     0                                    // Sounds
  13407.     3                                    // Number of sequences for this action
  13408.         10,0                            // Max bearing, sequence index
  13409.         350,1                            // Max bearing, sequence index
  13410.         360,0                            // Max bearing, sequence index
  13411.         
  13412.  
  13413. // Action #1 - exploding
  13414.  
  13415.     1000,0                                // Danger level, percentage chance
  13416.     0,0                                    // Initial speed, looping speed
  13417.     0                                    // Reaction time for this action
  13418.     0                                    // Sounds
  13419.     1                                    // Number of sequences for this action
  13420.         360,2                            // Max bearing, sequence index
  13421.  
  13422.  
  13423. 3                                        // Number of sequences
  13424.  
  13425. // Sequence #0 - standing there
  13426.  
  13427.     collide                                // Include this frame in collision calcs
  13428.     fixed                                // Frame rate type
  13429.     1                                    // Number of initial frames
  13430.         OTYRES1.PIX
  13431.         0,0,flipped
  13432.     0                                    // Number of looping frames
  13433.             
  13434. // Sequence #1 - standing there
  13435.  
  13436.     collide                                // Include this frame in collision calcs
  13437.     fixed                                // Frame rate type
  13438.     1                                    // Number of initial frames
  13439.         OTYRES2.PIX
  13440.         0,0,flipped
  13441.     0                                    // Number of looping frames
  13442.             
  13443. // Sequence #2 - exploding
  13444.  
  13445.     don't collide                        // Exclude this frame in collision calcs
  13446.     variable                            // Frame rate type
  13447.     10,10
  13448.     7                                    // Number of initial frames
  13449.         EXP1.PIX
  13450.         -0.02,0.11,flipped
  13451.         EXP2.PIX
  13452.         -0.03357,0.1492,flipped
  13453.         EXP3.PIX
  13454.         -0.05222,0.16039,flipped
  13455.         EXP4.PIX
  13456.         -0.05968,0.18277,flipped
  13457.         EXP5.PIX
  13458.         -0.05222,0.20515,flipped
  13459.         EXP6.PIX
  13460.         -0.05222,0.22007,flipped
  13461.         EXP7.PIX
  13462.         -0.05595,0.2238,flipped
  13463.     0                                    // Number of looping frames
  13464.  
  13465. NEXT PEDESTRIAN
  13466.  
  13467. 126                                        // Reference number
  13468. 0.19                                    // Height
  13469. 0                                        // Points value
  13470. 0.0001                                    // Hit points
  13471. 1,5400
  13472. -1                                        // Falling noise
  13473. 0                                        // Acceleration
  13474. -1                                        // Image index
  13475. IDENTITY.TAB
  13476. BARREL.PIX
  13477. STDPED.MAT
  13478. 1                                        // Index of fatal car-impact action
  13479. -1                                        // Index of non-fatal car-impact action
  13480. -1                                        // Index of after-non-fatal-impact action
  13481. -1                                        // Index of fatal falling action
  13482. -1                                        // Index of non-fatal falling action
  13483. -1                                        // Index of giblets action
  13484.  
  13485. 2                                        // Number of actions
  13486.  
  13487. // Action #0 - standing there
  13488.  
  13489.     0,100                                // Danger level, percentage chance
  13490.     0,0                                    // Initial speed, looping speed
  13491.     0                                    // Reaction time for this action
  13492.     0                                    // Sounds
  13493.     3                                    // Number of sequences for this action
  13494.         10,0                            // Max bearing, sequence index
  13495.         350,1                            // Max bearing, sequence index
  13496.         360,0                            // Max bearing, sequence index
  13497.         
  13498.  
  13499. // Action #1 - exploding
  13500.  
  13501.     1000,0                                // Danger level, percentage chance
  13502.     0,0                                    // Initial speed, looping speed
  13503.     0                                    // Reaction time for this action
  13504.     0                                    // Sounds
  13505.     1                                    // Number of sequences for this action
  13506.         360,2                            // Max bearing, sequence index
  13507.  
  13508.  
  13509. 3                                        // Number of sequences
  13510.  
  13511. // Sequence #0 - standing there
  13512.  
  13513.     collide                                // Include this frame in collision calcs
  13514.     fixed                                // Frame rate type
  13515.     1                                    // Number of initial frames
  13516.         OTYRES1.PIX
  13517.         0,0,flipped
  13518.     0                                    // Number of looping frames
  13519.             
  13520. // Sequence #1 - standing there
  13521.  
  13522.     collide                                // Include this frame in collision calcs
  13523.     fixed                                // Frame rate type
  13524.     1                                    // Number of initial frames
  13525.         OTYRES2.PIX
  13526.         0,0,flipped
  13527.     0                                    // Number of looping frames
  13528.             
  13529. // Sequence #2 - exploding
  13530.  
  13531.     don't collide                        // Exclude this frame in collision calcs
  13532.     variable                            // Frame rate type
  13533.     10,10
  13534.     7                                    // Number of initial frames
  13535.         EXP1.PIX
  13536.         -0.02,0.11,flipped
  13537.         EXP2.PIX
  13538.         -0.03357,0.1492,flipped
  13539.         EXP3.PIX
  13540.         -0.05222,0.16039,flipped
  13541.         EXP4.PIX
  13542.         -0.05968,0.18277,flipped
  13543.         EXP5.PIX
  13544.         -0.05222,0.20515,flipped
  13545.         EXP6.PIX
  13546.         -0.05222,0.22007,flipped
  13547.         EXP7.PIX
  13548.         -0.05595,0.2238,flipped
  13549.     0                                    // Number of looping frames
  13550.  
  13551. NEXT PEDESTRIAN
  13552.  
  13553. 127                                        // Reference number
  13554. 0.19                                    // Height
  13555. 0                                        // Points value
  13556. 0.0001                                    // Hit points
  13557. 1,5400
  13558. -1                                        // Falling noise
  13559. 0                                        // Acceleration
  13560. -1                                        // Image index
  13561. IDENTITY.TAB
  13562. BARREL.PIX
  13563. STDPED.MAT
  13564. 1                                        // Index of fatal car-impact action
  13565. -1                                        // Index of non-fatal car-impact action
  13566. -1                                        // Index of after-non-fatal-impact action
  13567. -1                                        // Index of fatal falling action
  13568. -1                                        // Index of non-fatal falling action
  13569. -1                                        // Index of giblets action
  13570.  
  13571. 2                                        // Number of actions
  13572.  
  13573. // Action #0 - standing there
  13574.  
  13575.     0,100                                // Danger level, percentage chance
  13576.     0,0                                    // Initial speed, looping speed
  13577.     0                                    // Reaction time for this action
  13578.     0                                    // Sounds
  13579.     3                                    // Number of sequences for this action
  13580.         10,0                            // Max bearing, sequence index
  13581.         350,1                            // Max bearing, sequence index
  13582.         360,0                            // Max bearing, sequence index
  13583.         
  13584.  
  13585. // Action #1 - exploding
  13586.  
  13587.     1000,0                                // Danger level, percentage chance
  13588.     0,0                                    // Initial speed, looping speed
  13589.     0                                    // Reaction time for this action
  13590.     0                                    // Sounds
  13591.     1                                    // Number of sequences for this action
  13592.         360,2                            // Max bearing, sequence index
  13593.  
  13594.  
  13595. 3                                        // Number of sequences
  13596.  
  13597. // Sequence #0 - standing there
  13598.  
  13599.     collide                                // Include this frame in collision calcs
  13600.     fixed                                // Frame rate type
  13601.     1                                    // Number of initial frames
  13602.         ORDRUM1.PIX
  13603.         0,0,flipped
  13604.     0                                    // Number of looping frames
  13605.             
  13606. // Sequence #1 - standing there
  13607.  
  13608.     collide                                // Include this frame in collision calcs
  13609.     fixed                                // Frame rate type
  13610.     1                                    // Number of initial frames
  13611.         ORDRUM2.PIX
  13612.         0,0,flipped
  13613.     0                                    // Number of looping frames
  13614.             
  13615. // Sequence #2 - exploding
  13616.  
  13617.     don't collide                        // Exclude this frame in collision calcs
  13618.     variable                            // Frame rate type
  13619.     10,10
  13620.     7                                    // Number of initial frames
  13621.         EXP1.PIX
  13622.         -0.02,0.11,flipped
  13623.         EXP2.PIX
  13624.         -0.03357,0.1492,flipped
  13625.         EXP3.PIX
  13626.         -0.05222,0.16039,flipped
  13627.         EXP4.PIX
  13628.         -0.05968,0.18277,flipped
  13629.         EXP5.PIX
  13630.         -0.05222,0.20515,flipped
  13631.         EXP6.PIX
  13632.         -0.05222,0.22007,flipped
  13633.         EXP7.PIX
  13634.         -0.05595,0.2238,flipped
  13635.     0                                    // Number of looping frames
  13636.  
  13637. NEXT PEDESTRIAN
  13638.  
  13639. 128                                        // Reference number
  13640. 0.19                                    // Height
  13641. 0                                        // Points value
  13642. 0.0001                                    // Hit points
  13643. 1,5400
  13644. -1                                        // Falling noise
  13645. 0                                        // Acceleration
  13646. -1                                        // Image index
  13647. IDENTITY.TAB
  13648. BARREL.PIX
  13649. STDPED.MAT
  13650. 1                                        // Index of fatal car-impact action
  13651. -1                                        // Index of non-fatal car-impact action
  13652. -1                                        // Index of after-non-fatal-impact action
  13653. -1                                        // Index of fatal falling action
  13654. -1                                        // Index of non-fatal falling action
  13655. -1                                        // Index of giblets action
  13656.  
  13657. 2                                        // Number of actions
  13658.  
  13659. // Action #0 - standing there
  13660.  
  13661.     0,100                                // Danger level, percentage chance
  13662.     0,0                                    // Initial speed, looping speed
  13663.     0                                    // Reaction time for this action
  13664.     0                                    // Sounds
  13665.     3                                    // Number of sequences for this action
  13666.         10,0                            // Max bearing, sequence index
  13667.         350,1                            // Max bearing, sequence index
  13668.         360,0                            // Max bearing, sequence index
  13669.         
  13670.  
  13671. // Action #1 - exploding
  13672.  
  13673.     1000,0                                // Danger level, percentage chance
  13674.     0,0                                    // Initial speed, looping speed
  13675.     0                                    // Reaction time for this action
  13676.     0                                    // Sounds
  13677.     1                                    // Number of sequences for this action
  13678.         360,2                            // Max bearing, sequence index
  13679.  
  13680.  
  13681. 3                                        // Number of sequences
  13682.  
  13683. // Sequence #0 - standing there
  13684.  
  13685.     collide                                // Include this frame in collision calcs
  13686.     fixed                                // Frame rate type
  13687.     1                                    // Number of initial frames
  13688.         QGDRUM1.PIX
  13689.         0,0,flipped
  13690.     0                                    // Number of looping frames
  13691.             
  13692. // Sequence #1 - standing there
  13693.  
  13694.     collide                                // Include this frame in collision calcs
  13695.     fixed                                // Frame rate type
  13696.     1                                    // Number of initial frames
  13697.         QGDRUM2.PIX
  13698.         0,0,flipped
  13699.     0                                    // Number of looping frames
  13700.             
  13701. // Sequence #2 - exploding
  13702.  
  13703.     don't collide                        // Exclude this frame in collision calcs
  13704.     variable                            // Frame rate type
  13705.     10,10
  13706.     7                                    // Number of initial frames
  13707.         EXP1.PIX
  13708.         -0.02,0.11,flipped
  13709.         EXP2.PIX
  13710.         -0.03357,0.1492,flipped
  13711.         EXP3.PIX
  13712.         -0.05222,0.16039,flipped
  13713.         EXP4.PIX
  13714.         -0.05968,0.18277,flipped
  13715.         EXP5.PIX
  13716.         -0.05222,0.20515,flipped
  13717.         EXP6.PIX
  13718.         -0.05222,0.22007,flipped
  13719.         EXP7.PIX
  13720.         -0.05595,0.2238,flipped
  13721.     0                                    // Number of looping frames
  13722.  
  13723. NEXT PEDESTRIAN
  13724.  
  13725. 129                                        // Reference number
  13726. 0.19                                    // Height
  13727. 0                                        // Points value
  13728. 0.0001                                    // Hit points
  13729. 1,5400
  13730. -1                                        // Falling noise
  13731. 0                                        // Acceleration
  13732. -1                                        // Image index
  13733. IDENTITY.TAB
  13734. BARREL.PIX
  13735. STDPED.MAT
  13736. 1                                        // Index of fatal car-impact action
  13737. -1                                        // Index of non-fatal car-impact action
  13738. -1                                        // Index of after-non-fatal-impact action
  13739. -1                                        // Index of fatal falling action
  13740. -1                                        // Index of non-fatal falling action
  13741. -1                                        // Index of giblets action
  13742.  
  13743. 2                                        // Number of actions
  13744.  
  13745. // Action #0 - standing there
  13746.  
  13747.     0,100                                // Danger level, percentage chance
  13748.     0,0                                    // Initial speed, looping speed
  13749.     0                                    // Reaction time for this action
  13750.     0                                    // Sounds
  13751.     3                                    // Number of sequences for this action
  13752.         10,0                            // Max bearing, sequence index
  13753.         350,1                            // Max bearing, sequence index
  13754.         360,0                            // Max bearing, sequence index
  13755.         
  13756.  
  13757. // Action #1 - exploding
  13758.  
  13759.     1000,0                                // Danger level, percentage chance
  13760.     0,0                                    // Initial speed, looping speed
  13761.     0                                    // Reaction time for this action
  13762.     0                                    // Sounds
  13763.     1                                    // Number of sequences for this action
  13764.         360,2                            // Max bearing, sequence index
  13765.  
  13766.  
  13767. 3                                        // Number of sequences
  13768.  
  13769. // Sequence #0 - standing there
  13770.  
  13771.     collide                                // Include this frame in collision calcs
  13772.     fixed                                // Frame rate type
  13773.     1                                    // Number of initial frames
  13774.         QRDRUM1.PIX
  13775.         0,0,flipped
  13776.     0                                    // Number of looping frames
  13777.             
  13778. // Sequence #1 - standing there
  13779.  
  13780.     collide                                // Include this frame in collision calcs
  13781.     fixed                                // Frame rate type
  13782.     1                                    // Number of initial frames
  13783.         QRDRUM2.PIX
  13784.         0,0,flipped
  13785.     0                                    // Number of looping frames
  13786.             
  13787. // Sequence #2 - exploding
  13788.  
  13789.     don't collide                        // Exclude this frame in collision calcs
  13790.     variable                            // Frame rate type
  13791.     10,10
  13792.     7                                    // Number of initial frames
  13793.         EXP1.PIX
  13794.         -0.02,0.11,flipped
  13795.         EXP2.PIX
  13796.         -0.03357,0.1492,flipped
  13797.         EXP3.PIX
  13798.         -0.05222,0.16039,flipped
  13799.         EXP4.PIX
  13800.         -0.05968,0.18277,flipped
  13801.         EXP5.PIX
  13802.         -0.05222,0.20515,flipped
  13803.         EXP6.PIX
  13804.         -0.05222,0.22007,flipped
  13805.         EXP7.PIX
  13806.         -0.05595,0.2238,flipped
  13807.     0                                    // Number of looping frames
  13808.  
  13809. NEXT PEDESTRIAN
  13810.  
  13811. 130                                        // Reference number
  13812. 0.19                                    // Height
  13813. 0                                        // Points value
  13814. 0.0001                                    // Hit points
  13815. 1,5400
  13816. -1                                        // Falling noise
  13817. 0                                        // Acceleration
  13818. -1                                        // Image index
  13819. IDENTITY.TAB
  13820. BARREL.PIX
  13821. STDPED.MAT
  13822. 1                                        // Index of fatal car-impact action
  13823. -1                                        // Index of non-fatal car-impact action
  13824. -1                                        // Index of after-non-fatal-impact action
  13825. -1                                        // Index of fatal falling action
  13826. -1                                        // Index of non-fatal falling action
  13827. -1                                        // Index of giblets action
  13828.  
  13829. 2                                        // Number of actions
  13830.  
  13831. // Action #0 - standing there
  13832.  
  13833.     0,100                                // Danger level, percentage chance
  13834.     0,0                                    // Initial speed, looping speed
  13835.     0                                    // Reaction time for this action
  13836.     0                                    // Sounds
  13837.     3                                    // Number of sequences for this action
  13838.         10,0                            // Max bearing, sequence index
  13839.         350,1                            // Max bearing, sequence index
  13840.         360,0                            // Max bearing, sequence index
  13841.         
  13842.  
  13843. // Action #1 - exploding
  13844.  
  13845.     1000,0                                // Danger level, percentage chance
  13846.     0,0                                    // Initial speed, looping speed
  13847.     0                                    // Reaction time for this action
  13848.     0                                    // Sounds
  13849.     1                                    // Number of sequences for this action
  13850.         360,2                            // Max bearing, sequence index
  13851.  
  13852.  
  13853. 3                                        // Number of sequences
  13854.  
  13855. // Sequence #0 - standing there
  13856.  
  13857.     collide                                // Include this frame in collision calcs
  13858.     fixed                                // Frame rate type
  13859.     1                                    // Number of initial frames
  13860.         QCYLNDR1.PIX
  13861.         0,0,flipped
  13862.     0                                    // Number of looping frames
  13863.             
  13864. // Sequence #1 - standing there
  13865.  
  13866.     collide                                // Include this frame in collision calcs
  13867.     fixed                                // Frame rate type
  13868.     1                                    // Number of initial frames
  13869.         QCYLNDR2.PIX
  13870.         0,0,flipped
  13871.     0                                    // Number of looping frames
  13872.             
  13873. // Sequence #2 - exploding
  13874.  
  13875.     don't collide                        // Exclude this frame in collision calcs
  13876.     variable                            // Frame rate type
  13877.     10,10
  13878.     7                                    // Number of initial frames
  13879.         EXP1.PIX
  13880.         -0.02,0.11,flipped
  13881.         EXP2.PIX
  13882.         -0.03357,0.1492,flipped
  13883.         EXP3.PIX
  13884.         -0.05222,0.16039,flipped
  13885.         EXP4.PIX
  13886.         -0.05968,0.18277,flipped
  13887.         EXP5.PIX
  13888.         -0.05222,0.20515,flipped
  13889.         EXP6.PIX
  13890.         -0.05222,0.22007,flipped
  13891.         EXP7.PIX
  13892.         -0.05595,0.2238,flipped
  13893.     0                                    // Number of looping frames
  13894.  
  13895.  
  13896. NEXT PEDESTRIAN
  13897.  
  13898. 131                                        // Reference number
  13899. 0.19                                    // Height
  13900. 0                                        // Points value
  13901. 0.0001                                    // Hit points
  13902. 1,5400
  13903. -1                                        // Falling noise
  13904. 0                                        // Acceleration
  13905. -1                                        // Image index
  13906. IDENTITY.TAB
  13907. BARREL.PIX
  13908. STDPED.MAT
  13909. 1                                        // Index of fatal car-impact action
  13910. -1                                        // Index of non-fatal car-impact action
  13911. -1                                        // Index of after-non-fatal-impact action
  13912. -1                                        // Index of fatal falling action
  13913. -1                                        // Index of non-fatal falling action
  13914. -1                                        // Index of giblets action
  13915.  
  13916. 2                                        // Number of actions
  13917.  
  13918. // Action #0 - standing there
  13919.  
  13920.     0,100                                // Danger level, percentage chance
  13921.     0,0                                    // Initial speed, looping speed
  13922.     0                                    // Reaction time for this action
  13923.     0                                    // Sounds
  13924.     3                                    // Number of sequences for this action
  13925.         10,0                            // Max bearing, sequence index
  13926.         350,1                            // Max bearing, sequence index
  13927.         360,0                            // Max bearing, sequence index
  13928.         
  13929.  
  13930. // Action #1 - exploding
  13931.  
  13932.     1000,0                                // Danger level, percentage chance
  13933.     0,0                                    // Initial speed, looping speed
  13934.     0                                    // Reaction time for this action
  13935.     0                                    // Sounds
  13936.     1                                    // Number of sequences for this action
  13937.         360,2                            // Max bearing, sequence index
  13938.  
  13939.  
  13940. 3                                        // Number of sequences
  13941.  
  13942. // Sequence #0 - standing there
  13943.  
  13944.     collide                                // Include this frame in collision calcs
  13945.     fixed                                // Frame rate type
  13946.     1                                    // Number of initial frames
  13947.         QYDRUM1.PIX
  13948.         0,0,flipped
  13949.     0                                    // Number of looping frames
  13950.             
  13951. // Sequence #1 - standing there
  13952.  
  13953.     collide                                // Include this frame in collision calcs
  13954.     fixed                                // Frame rate type
  13955.     1                                    // Number of initial frames
  13956.         QYDRUM2.PIX
  13957.         0,0,flipped
  13958.     0                                    // Number of looping frames
  13959.             
  13960. // Sequence #2 - exploding
  13961.  
  13962.     don't collide                        // Exclude this frame in collision calcs
  13963.     variable                            // Frame rate type
  13964.     10,10
  13965.     7                                    // Number of initial frames
  13966.         EXP1.PIX
  13967.         -0.02,0.11,flipped
  13968.         EXP2.PIX
  13969.         -0.03357,0.1492,flipped
  13970.         EXP3.PIX
  13971.         -0.05222,0.16039,flipped
  13972.         EXP4.PIX
  13973.         -0.05968,0.18277,flipped
  13974.         EXP5.PIX
  13975.         -0.05222,0.20515,flipped
  13976.         EXP6.PIX
  13977.         -0.05222,0.22007,flipped
  13978.         EXP7.PIX
  13979.         -0.05595,0.2238,flipped
  13980.     0                                    // Number of looping frames
  13981.  
  13982. NEXT PEDESTRIAN
  13983.  
  13984. 132                                        // Reference number
  13985. 0.19                                    // Height
  13986. 0                                        // Points value
  13987. 0.0001                                    // Hit points
  13988. 1,5400
  13989. -1                                        // Falling noise
  13990. 0                                        // Acceleration
  13991. -1                                        // Image index
  13992. IDENTITY.TAB
  13993. BARREL.PIX
  13994. STDPED.MAT
  13995. 1                                        // Index of fatal car-impact action
  13996. -1                                        // Index of non-fatal car-impact action
  13997. -1                                        // Index of after-non-fatal-impact action
  13998. -1                                        // Index of fatal falling action
  13999. -1                                        // Index of non-fatal falling action
  14000. -1                                        // Index of giblets action
  14001.  
  14002. 2                                        // Number of actions
  14003.  
  14004. // Action #0 - standing there
  14005.  
  14006.     0,100                                // Danger level, percentage chance
  14007.     0,0                                    // Initial speed, looping speed
  14008.     0                                    // Reaction time for this action
  14009.     0                                    // Sounds
  14010.     3                                    // Number of sequences for this action
  14011.         10,0                            // Max bearing, sequence index
  14012.         350,1                            // Max bearing, sequence index
  14013.         360,0                            // Max bearing, sequence index
  14014.         
  14015.  
  14016. // Action #1 - exploding
  14017.  
  14018.     1000,0                                // Danger level, percentage chance
  14019.     0,0                                    // Initial speed, looping speed
  14020.     0                                    // Reaction time for this action
  14021.     0                                    // Sounds
  14022.     1                                    // Number of sequences for this action
  14023.         360,2                            // Max bearing, sequence index
  14024.  
  14025.  
  14026. 3                                        // Number of sequences
  14027.  
  14028. // Sequence #0 - standing there
  14029.  
  14030.     collide                                // Include this frame in collision calcs
  14031.     fixed                                // Frame rate type
  14032.     1                                    // Number of initial frames
  14033.         ORDRUM1.PIX
  14034.         0,0,flipped
  14035.     0                                    // Number of looping frames
  14036.             
  14037. // Sequence #1 - standing there
  14038.  
  14039.     collide                                // Include this frame in collision calcs
  14040.     fixed                                // Frame rate type
  14041.     1                                    // Number of initial frames
  14042.         ORDRUM2.PIX
  14043.         0,0,flipped
  14044.     0                                    // Number of looping frames
  14045.             
  14046. // Sequence #2 - exploding
  14047.  
  14048.     don't collide                        // Exclude this frame in collision calcs
  14049.     variable                            // Frame rate type
  14050.     10,10
  14051.     7                                    // Number of initial frames
  14052.         EXP1.PIX
  14053.         -0.02,0.11,flipped
  14054.         EXP2.PIX
  14055.         -0.03357,0.1492,flipped
  14056.         EXP3.PIX
  14057.         -0.05222,0.16039,flipped
  14058.         EXP4.PIX
  14059.         -0.05968,0.18277,flipped
  14060.         EXP5.PIX
  14061.         -0.05222,0.20515,flipped
  14062.         EXP6.PIX
  14063.         -0.05222,0.22007,flipped
  14064.         EXP7.PIX
  14065.         -0.05595,0.2238,flipped
  14066.     0                                    // Number of looping frames
  14067.  
  14068. NEXT PEDESTRIAN
  14069.  
  14070. 133                                        // Reference number
  14071. 0.19                                    // Height
  14072. 0                                        // Points value
  14073. 0.0001                                    // Hit points
  14074. 1,5400
  14075. -1                                        // Falling noise
  14076. 0                                        // Acceleration
  14077. -1                                        // Image index
  14078. IDENTITY.TAB
  14079. BARREL.PIX
  14080. STDPED.MAT
  14081. 1                                        // Index of fatal car-impact action
  14082. -1                                        // Index of non-fatal car-impact action
  14083. -1                                        // Index of after-non-fatal-impact action
  14084. -1                                        // Index of fatal falling action
  14085. -1                                        // Index of non-fatal falling action
  14086. -1                                        // Index of giblets action
  14087.  
  14088. 2                                        // Number of actions
  14089.  
  14090. // Action #0 - standing there
  14091.  
  14092.     0,100                                // Danger level, percentage chance
  14093.     0,0                                    // Initial speed, looping speed
  14094.     0                                    // Reaction time for this action
  14095.     0                                    // Sounds
  14096.     3                                    // Number of sequences for this action
  14097.         10,0                            // Max bearing, sequence index
  14098.         350,1                            // Max bearing, sequence index
  14099.         360,0                            // Max bearing, sequence index
  14100.         
  14101.  
  14102. // Action #1 - exploding
  14103.  
  14104.     1000,0                                // Danger level, percentage chance
  14105.     0,0                                    // Initial speed, looping speed
  14106.     0                                    // Reaction time for this action
  14107.     0                                    // Sounds
  14108.     1                                    // Number of sequences for this action
  14109.         360,2                            // Max bearing, sequence index
  14110.  
  14111.  
  14112. 3                                        // Number of sequences
  14113.  
  14114. // Sequence #0 - standing there
  14115.  
  14116.     collide                                // Include this frame in collision calcs
  14117.     fixed                                // Frame rate type
  14118.     1                                    // Number of initial frames
  14119.         QTYRES1.PIX
  14120.         0,0,flipped
  14121.     0                                    // Number of looping frames
  14122.             
  14123. // Sequence #1 - standing there
  14124.  
  14125.     collide                                // Include this frame in collision calcs
  14126.     fixed                                // Frame rate type
  14127.     1                                    // Number of initial frames
  14128.         QTYRES2.PIX
  14129.         0,0,flipped
  14130.     0                                    // Number of looping frames
  14131.             
  14132. // Sequence #2 - exploding
  14133.  
  14134.     don't collide                        // Exclude this frame in collision calcs
  14135.     variable                            // Frame rate type
  14136.     10,10
  14137.     7                                    // Number of initial frames
  14138.         EXP1.PIX
  14139.         -0.02,0.11,flipped
  14140.         EXP2.PIX
  14141.         -0.03357,0.1492,flipped
  14142.         EXP3.PIX
  14143.         -0.05222,0.16039,flipped
  14144.         EXP4.PIX
  14145.         -0.05968,0.18277,flipped
  14146.         EXP5.PIX
  14147.         -0.05222,0.20515,flipped
  14148.         EXP6.PIX
  14149.         -0.05222,0.22007,flipped
  14150.         EXP7.PIX
  14151.         -0.05595,0.2238,flipped
  14152.     0                                    // Number of looping frames
  14153.  
  14154. NEXT PEDESTRIAN
  14155.  
  14156. 134                                        // Reference number
  14157. 0.19                                    // Height
  14158. 0                                        // Points value
  14159. 0.0001                                    // Hit points
  14160. 1,5400
  14161. -1                                        // Falling noise
  14162. 0                                        // Acceleration
  14163. -1                                        // Image index
  14164. IDENTITY.TAB
  14165. BARREL.PIX
  14166. STDPED.MAT
  14167. 1                                        // Index of fatal car-impact action
  14168. -1                                        // Index of non-fatal car-impact action
  14169. -1                                        // Index of after-non-fatal-impact action
  14170. -1                                        // Index of fatal falling action
  14171. -1                                        // Index of non-fatal falling action
  14172. -1                                        // Index of giblets action
  14173.  
  14174. 2                                        // Number of actions
  14175.  
  14176. // Action #0 - standing there
  14177.  
  14178.     0,100                                // Danger level, percentage chance
  14179.     0,0                                    // Initial speed, looping speed
  14180.     0                                    // Reaction time for this action
  14181.     0                                    // Sounds
  14182.     3                                    // Number of sequences for this action
  14183.         10,0                            // Max bearing, sequence index
  14184.         350,1                            // Max bearing, sequence index
  14185.         360,0                            // Max bearing, sequence index
  14186.         
  14187.  
  14188. // Action #1 - exploding
  14189.  
  14190.     1000,0                                // Danger level, percentage chance
  14191.     0,0                                    // Initial speed, looping speed
  14192.     0                                    // Reaction time for this action
  14193.     0                                    // Sounds
  14194.     1                                    // Number of sequences for this action
  14195.         360,2                            // Max bearing, sequence index
  14196.  
  14197.  
  14198. 3                                        // Number of sequences
  14199.  
  14200. // Sequence #0 - standing there
  14201.  
  14202.     collide                                // Include this frame in collision calcs
  14203.     fixed                                // Frame rate type
  14204.     1                                    // Number of initial frames
  14205.         QTYRES1.PIX
  14206.         0,0,flipped
  14207.     0                                    // Number of looping frames
  14208.             
  14209. // Sequence #1 - standing there
  14210.  
  14211.     collide                                // Include this frame in collision calcs
  14212.     fixed                                // Frame rate type
  14213.     1                                    // Number of initial frames
  14214.         QTYRES2.PIX
  14215.         0,0,flipped
  14216.     0                                    // Number of looping frames
  14217.             
  14218. // Sequence #2 - exploding
  14219.  
  14220.     don't collide                        // Exclude this frame in collision calcs
  14221.     variable                            // Frame rate type
  14222.     10,10
  14223.     7                                    // Number of initial frames
  14224.         EXP1.PIX
  14225.         -0.02,0.11,flipped
  14226.         EXP2.PIX
  14227.         -0.03357,0.1492,flipped
  14228.         EXP3.PIX
  14229.         -0.05222,0.16039,flipped
  14230.         EXP4.PIX
  14231.         -0.05968,0.18277,flipped
  14232.         EXP5.PIX
  14233.         -0.05222,0.20515,flipped
  14234.         EXP6.PIX
  14235.         -0.05222,0.22007,flipped
  14236.         EXP7.PIX
  14237.         -0.05595,0.2238,flipped
  14238.     0                                    // Number of looping frames
  14239.  
  14240. NEXT PEDESTRIAN
  14241.  
  14242. 135                                        // Reference number
  14243. 0.19                                    // Height
  14244. 0                                        // Points value
  14245. 0.0001                                    // Hit points
  14246. 1,5400
  14247. -1                                        // Falling noise
  14248. 0                                        // Acceleration
  14249. -1                                        // Image index
  14250. IDENTITY.TAB
  14251. BARREL.PIX
  14252. STDPED.MAT
  14253. 1                                        // Index of fatal car-impact action
  14254. -1                                        // Index of non-fatal car-impact action
  14255. -1                                        // Index of after-non-fatal-impact action
  14256. -1                                        // Index of fatal falling action
  14257. -1                                        // Index of non-fatal falling action
  14258. -1                                        // Index of giblets action
  14259.  
  14260. 2                                        // Number of actions
  14261.  
  14262. // Action #0 - standing there
  14263.  
  14264.     0,100                                // Danger level, percentage chance
  14265.     0,0                                    // Initial speed, looping speed
  14266.     0                                    // Reaction time for this action
  14267.     0                                    // Sounds
  14268.     3                                    // Number of sequences for this action
  14269.         10,0                            // Max bearing, sequence index
  14270.         350,1                            // Max bearing, sequence index
  14271.         360,0                            // Max bearing, sequence index
  14272.         
  14273.  
  14274. // Action #1 - exploding
  14275.  
  14276.     1000,0                                // Danger level, percentage chance
  14277.     0,0                                    // Initial speed, looping speed
  14278.     0                                    // Reaction time for this action
  14279.     0                                    // Sounds
  14280.     1                                    // Number of sequences for this action
  14281.         360,2                            // Max bearing, sequence index
  14282.  
  14283.  
  14284. 3                                        // Number of sequences
  14285.  
  14286. // Sequence #0 - standing there
  14287.  
  14288.     collide                                // Include this frame in collision calcs
  14289.     fixed                                // Frame rate type
  14290.     1                                    // Number of initial frames
  14291.         OTYRES1.PIX
  14292.         0,0,flipped
  14293.     0                                    // Number of looping frames
  14294.             
  14295. // Sequence #1 - standing there
  14296.  
  14297.     collide                                // Include this frame in collision calcs
  14298.     fixed                                // Frame rate type
  14299.     1                                    // Number of initial frames
  14300.         OTYRES2.PIX
  14301.         0,0,flipped
  14302.     0                                    // Number of looping frames
  14303.             
  14304. // Sequence #2 - exploding
  14305.  
  14306.     don't collide                        // Exclude this frame in collision calcs
  14307.     variable                            // Frame rate type
  14308.     10,10
  14309.     7                                    // Number of initial frames
  14310.         EXP1.PIX
  14311.         -0.02,0.11,flipped
  14312.         EXP2.PIX
  14313.         -0.03357,0.1492,flipped
  14314.         EXP3.PIX
  14315.         -0.05222,0.16039,flipped
  14316.         EXP4.PIX
  14317.         -0.05968,0.18277,flipped
  14318.         EXP5.PIX
  14319.         -0.05222,0.20515,flipped
  14320.         EXP6.PIX
  14321.         -0.05222,0.22007,flipped
  14322.         EXP7.PIX
  14323.         -0.05595,0.2238,flipped
  14324.     0                                    // Number of looping frames
  14325.  
  14326. NEXT PEDESTRIAN
  14327.  
  14328. 136                                        // Reference number
  14329. 0.19                                    // Height
  14330. 0                                        // Points value
  14331. 0.0001                                    // Hit points
  14332. 1,5400
  14333. -1                                        // Falling noise
  14334. 0                                        // Acceleration
  14335. -1                                        // Image index
  14336. IDENTITY.TAB
  14337. BARREL.PIX
  14338. STDPED.MAT
  14339. 1                                        // Index of fatal car-impact action
  14340. -1                                        // Index of non-fatal car-impact action
  14341. -1                                        // Index of after-non-fatal-impact action
  14342. -1                                        // Index of fatal falling action
  14343. -1                                        // Index of non-fatal falling action
  14344. -1                                        // Index of giblets action
  14345.  
  14346. 2                                        // Number of actions
  14347.  
  14348. // Action #0 - standing there
  14349.  
  14350.     0,100                                // Danger level, percentage chance
  14351.     0,0                                    // Initial speed, looping speed
  14352.     0                                    // Reaction time for this action
  14353.     0                                    // Sounds
  14354.     3                                    // Number of sequences for this action
  14355.         10,0                            // Max bearing, sequence index
  14356.         350,1                            // Max bearing, sequence index
  14357.         360,0                            // Max bearing, sequence index
  14358.         
  14359.  
  14360. // Action #1 - exploding
  14361.  
  14362.     1000,0                                // Danger level, percentage chance
  14363.     0,0                                    // Initial speed, looping speed
  14364.     0                                    // Reaction time for this action
  14365.     0                                    // Sounds
  14366.     1                                    // Number of sequences for this action
  14367.         360,2                            // Max bearing, sequence index
  14368.  
  14369.  
  14370. 3                                        // Number of sequences
  14371.  
  14372. // Sequence #0 - standing there
  14373.  
  14374.     collide                                // Include this frame in collision calcs
  14375.     fixed                                // Frame rate type
  14376.     1                                    // Number of initial frames
  14377.         OTYRES1.PIX
  14378.         0,0,flipped
  14379.     0                                    // Number of looping frames
  14380.             
  14381. // Sequence #1 - standing there
  14382.  
  14383.     collide                                // Include this frame in collision calcs
  14384.     fixed                                // Frame rate type
  14385.     1                                    // Number of initial frames
  14386.         OTYRES2.PIX
  14387.         0,0,flipped
  14388.     0                                    // Number of looping frames
  14389.             
  14390. // Sequence #2 - exploding
  14391.  
  14392.     don't collide                        // Exclude this frame in collision calcs
  14393.     variable                            // Frame rate type
  14394.     10,10
  14395.     7                                    // Number of initial frames
  14396.         EXP1.PIX
  14397.         -0.02,0.11,flipped
  14398.         EXP2.PIX
  14399.         -0.03357,0.1492,flipped
  14400.         EXP3.PIX
  14401.         -0.05222,0.16039,flipped
  14402.         EXP4.PIX
  14403.         -0.05968,0.18277,flipped
  14404.         EXP5.PIX
  14405.         -0.05222,0.20515,flipped
  14406.         EXP6.PIX
  14407.         -0.05222,0.22007,flipped
  14408.         EXP7.PIX
  14409.         -0.05595,0.2238,flipped
  14410.     0                                    // Number of looping frames
  14411.  
  14412. NEXT PEDESTRIAN
  14413.  
  14414. 137                                        // Reference number
  14415. 0.19                                    // Height
  14416. 0                                        // Points value
  14417. 0.0001                                    // Hit points
  14418. 1,5400
  14419. -1                                        // Falling noise
  14420. 0                                        // Acceleration
  14421. -1                                        // Image index
  14422. IDENTITY.TAB
  14423. BARREL.PIX
  14424. STDPED.MAT
  14425. 1                                        // Index of fatal car-impact action
  14426. -1                                        // Index of non-fatal car-impact action
  14427. -1                                        // Index of after-non-fatal-impact action
  14428. -1                                        // Index of fatal falling action
  14429. -1                                        // Index of non-fatal falling action
  14430. -1                                        // Index of giblets action
  14431.  
  14432. 2                                        // Number of actions
  14433.  
  14434. // Action #0 - standing there
  14435.  
  14436.     0,100                                // Danger level, percentage chance
  14437.     0,0                                    // Initial speed, looping speed
  14438.     0                                    // Reaction time for this action
  14439.     0                                    // Sounds
  14440.     3                                    // Number of sequences for this action
  14441.         10,0                            // Max bearing, sequence index
  14442.         350,1                            // Max bearing, sequence index
  14443.         360,0                            // Max bearing, sequence index
  14444.         
  14445.  
  14446. // Action #1 - exploding
  14447.  
  14448.     1000,0                                // Danger level, percentage chance
  14449.     0,0                                    // Initial speed, looping speed
  14450.     0                                    // Reaction time for this action
  14451.     0                                    // Sounds
  14452.     1                                    // Number of sequences for this action
  14453.         360,2                            // Max bearing, sequence index
  14454.  
  14455.  
  14456. 3                                        // Number of sequences
  14457.  
  14458. // Sequence #0 - standing there
  14459.  
  14460.     collide                                // Include this frame in collision calcs
  14461.     fixed                                // Frame rate type
  14462.     1                                    // Number of initial frames
  14463.         ORDRUM1.PIX
  14464.         0,0,flipped
  14465.     0                                    // Number of looping frames
  14466.             
  14467. // Sequence #1 - standing there
  14468.  
  14469.     collide                                // Include this frame in collision calcs
  14470.     fixed                                // Frame rate type
  14471.     1                                    // Number of initial frames
  14472.         ORDRUM2.PIX
  14473.         0,0,flipped
  14474.     0                                    // Number of looping frames
  14475.             
  14476. // Sequence #2 - exploding
  14477.  
  14478.     don't collide                        // Exclude this frame in collision calcs
  14479.     variable                            // Frame rate type
  14480.     10,10
  14481.     7                                    // Number of initial frames
  14482.         EXP1.PIX
  14483.         -0.02,0.11,flipped
  14484.         EXP2.PIX
  14485.         -0.03357,0.1492,flipped
  14486.         EXP3.PIX
  14487.         -0.05222,0.16039,flipped
  14488.         EXP4.PIX
  14489.         -0.05968,0.18277,flipped
  14490.         EXP5.PIX
  14491.         -0.05222,0.20515,flipped
  14492.         EXP6.PIX
  14493.         -0.05222,0.22007,flipped
  14494.         EXP7.PIX
  14495.         -0.05595,0.2238,flipped
  14496.     0                                    // Number of looping frames
  14497.  
  14498. NEXT PEDESTRIAN
  14499.  
  14500. 138                                        // Reference number
  14501. 0.19                                    // Height
  14502. 0                                        // Points value
  14503. 0.0001                                    // Hit points
  14504. 1,5400
  14505. -1                                        // Falling noise
  14506. 0                                        // Acceleration
  14507. -1                                        // Image index
  14508. IDENTITY.TAB
  14509. BARREL.PIX
  14510. STDPED.MAT
  14511. 1                                        // Index of fatal car-impact action
  14512. -1                                        // Index of non-fatal car-impact action
  14513. -1                                        // Index of after-non-fatal-impact action
  14514. -1                                        // Index of fatal falling action
  14515. -1                                        // Index of non-fatal falling action
  14516. -1                                        // Index of giblets action
  14517.  
  14518. 2                                        // Number of actions
  14519.  
  14520. // Action #0 - standing there
  14521.  
  14522.     0,100                                // Danger level, percentage chance
  14523.     0,0                                    // Initial speed, looping speed
  14524.     0                                    // Reaction time for this action
  14525.     0                                    // Sounds
  14526.     3                                    // Number of sequences for this action
  14527.         10,0                            // Max bearing, sequence index
  14528.         350,1                            // Max bearing, sequence index
  14529.         360,0                            // Max bearing, sequence index
  14530.         
  14531.  
  14532. // Action #1 - exploding
  14533.  
  14534.     1000,0                                // Danger level, percentage chance
  14535.     0,0                                    // Initial speed, looping speed
  14536.     0                                    // Reaction time for this action
  14537.     0                                    // Sounds
  14538.     1                                    // Number of sequences for this action
  14539.         360,2                            // Max bearing, sequence index
  14540.  
  14541.  
  14542. 3                                        // Number of sequences
  14543.  
  14544. // Sequence #0 - standing there
  14545.  
  14546.     collide                                // Include this frame in collision calcs
  14547.     fixed                                // Frame rate type
  14548.     1                                    // Number of initial frames
  14549.         QGDRUM1.PIX
  14550.         0,0,flipped
  14551.     0                                    // Number of looping frames
  14552.             
  14553. // Sequence #1 - standing there
  14554.  
  14555.     collide                                // Include this frame in collision calcs
  14556.     fixed                                // Frame rate type
  14557.     1                                    // Number of initial frames
  14558.         QGDRUM2.PIX
  14559.         0,0,flipped
  14560.     0                                    // Number of looping frames
  14561.             
  14562. // Sequence #2 - exploding
  14563.  
  14564.     don't collide                        // Exclude this frame in collision calcs
  14565.     variable                            // Frame rate type
  14566.     10,10
  14567.     7                                    // Number of initial frames
  14568.         EXP1.PIX
  14569.         -0.02,0.11,flipped
  14570.         EXP2.PIX
  14571.         -0.03357,0.1492,flipped
  14572.         EXP3.PIX
  14573.         -0.05222,0.16039,flipped
  14574.         EXP4.PIX
  14575.         -0.05968,0.18277,flipped
  14576.         EXP5.PIX
  14577.         -0.05222,0.20515,flipped
  14578.         EXP6.PIX
  14579.         -0.05222,0.22007,flipped
  14580.         EXP7.PIX
  14581.         -0.05595,0.2238,flipped
  14582.     0                                    // Number of looping frames
  14583.  
  14584. NEXT PEDESTRIAN
  14585.  
  14586. 139                                        // Reference number
  14587. 0.19                                    // Height
  14588. 0                                        // Points value
  14589. 0.0001                                    // Hit points
  14590. 1,5400
  14591. -1                                        // Falling noise
  14592. 0                                        // Acceleration
  14593. -1                                        // Image index
  14594. IDENTITY.TAB
  14595. BARREL.PIX
  14596. STDPED.MAT
  14597. 1                                        // Index of fatal car-impact action
  14598. -1                                        // Index of non-fatal car-impact action
  14599. -1                                        // Index of after-non-fatal-impact action
  14600. -1                                        // Index of fatal falling action
  14601. -1                                        // Index of non-fatal falling action
  14602. -1                                        // Index of giblets action
  14603.  
  14604. 2                                        // Number of actions
  14605.  
  14606. // Action #0 - standing there
  14607.  
  14608.     0,100                                // Danger level, percentage chance
  14609.     0,0                                    // Initial speed, looping speed
  14610.     0                                    // Reaction time for this action
  14611.     0                                    // Sounds
  14612.     3                                    // Number of sequences for this action
  14613.         10,0                            // Max bearing, sequence index
  14614.         350,1                            // Max bearing, sequence index
  14615.         360,0                            // Max bearing, sequence index
  14616.         
  14617.  
  14618. // Action #1 - exploding
  14619.  
  14620.     1000,0                                // Danger level, percentage chance
  14621.     0,0                                    // Initial speed, looping speed
  14622.     0                                    // Reaction time for this action
  14623.     0                                    // Sounds
  14624.     1                                    // Number of sequences for this action
  14625.         360,2                            // Max bearing, sequence index
  14626.  
  14627.  
  14628. 3                                        // Number of sequences
  14629.  
  14630. // Sequence #0 - standing there
  14631.  
  14632.     collide                                // Include this frame in collision calcs
  14633.     fixed                                // Frame rate type
  14634.     1                                    // Number of initial frames
  14635.         QRDRUM1.PIX
  14636.         0,0,flipped
  14637.     0                                    // Number of looping frames
  14638.             
  14639. // Sequence #1 - standing there
  14640.  
  14641.     collide                                // Include this frame in collision calcs
  14642.     fixed                                // Frame rate type
  14643.     1                                    // Number of initial frames
  14644.         QRDRUM2.PIX
  14645.         0,0,flipped
  14646.     0                                    // Number of looping frames
  14647.             
  14648. // Sequence #2 - exploding
  14649.  
  14650.     don't collide                        // Exclude this frame in collision calcs
  14651.     variable                            // Frame rate type
  14652.     10,10
  14653.     7                                    // Number of initial frames
  14654.         EXP1.PIX
  14655.         -0.02,0.11,flipped
  14656.         EXP2.PIX
  14657.         -0.03357,0.1492,flipped
  14658.         EXP3.PIX
  14659.         -0.05222,0.16039,flipped
  14660.         EXP4.PIX
  14661.         -0.05968,0.18277,flipped
  14662.         EXP5.PIX
  14663.         -0.05222,0.20515,flipped
  14664.         EXP6.PIX
  14665.         -0.05222,0.22007,flipped
  14666.         EXP7.PIX
  14667.         -0.05595,0.2238,flipped
  14668.     0                                    // Number of looping frames
  14669.  
  14670. NEXT PEDESTRIAN
  14671.  
  14672. 140                                        // Reference number
  14673. 0.19                                    // Height
  14674. 0                                        // Points value
  14675. 0.0001                                    // Hit points
  14676. 1,5400
  14677. -1                                        // Falling noise
  14678. 0                                        // Acceleration
  14679. -1                                        // Image index
  14680. IDENTITY.TAB
  14681. BARREL.PIX
  14682. STDPED.MAT
  14683. 1                                        // Index of fatal car-impact action
  14684. -1                                        // Index of non-fatal car-impact action
  14685. -1                                        // Index of after-non-fatal-impact action
  14686. -1                                        // Index of fatal falling action
  14687. -1                                        // Index of non-fatal falling action
  14688. -1                                        // Index of giblets action
  14689.  
  14690. 2                                        // Number of actions
  14691.  
  14692. // Action #0 - standing there
  14693.  
  14694.     0,100                                // Danger level, percentage chance
  14695.     0,0                                    // Initial speed, looping speed
  14696.     0                                    // Reaction time for this action
  14697.     0                                    // Sounds
  14698.     3                                    // Number of sequences for this action
  14699.         10,0                            // Max bearing, sequence index
  14700.         350,1                            // Max bearing, sequence index
  14701.         360,0                            // Max bearing, sequence index
  14702.         
  14703.  
  14704. // Action #1 - exploding
  14705.  
  14706.     1000,0                                // Danger level, percentage chance
  14707.     0,0                                    // Initial speed, looping speed
  14708.     0                                    // Reaction time for this action
  14709.     0                                    // Sounds
  14710.     1                                    // Number of sequences for this action
  14711.         360,2                            // Max bearing, sequence index
  14712.  
  14713.  
  14714. 3                                        // Number of sequences
  14715.  
  14716. // Sequence #0 - standing there
  14717.  
  14718.     collide                                // Include this frame in collision calcs
  14719.     fixed                                // Frame rate type
  14720.     1                                    // Number of initial frames
  14721.         QRDRUM1.PIX
  14722.         0,0,flipped
  14723.     0                                    // Number of looping frames
  14724.             
  14725. // Sequence #1 - standing there
  14726.  
  14727.     collide                                // Include this frame in collision calcs
  14728.     fixed                                // Frame rate type
  14729.     1                                    // Number of initial frames
  14730.         QRDRUM2.PIX
  14731.         0,0,flipped
  14732.     0                                    // Number of looping frames
  14733.             
  14734. // Sequence #2 - exploding
  14735.  
  14736.     don't collide                        // Exclude this frame in collision calcs
  14737.     variable                            // Frame rate type
  14738.     10,10
  14739.     7                                    // Number of initial frames
  14740.         EXP1.PIX
  14741.         -0.02,0.11,flipped
  14742.         EXP2.PIX
  14743.         -0.03357,0.1492,flipped
  14744.         EXP3.PIX
  14745.         -0.05222,0.16039,flipped
  14746.         EXP4.PIX
  14747.         -0.05968,0.18277,flipped
  14748.         EXP5.PIX
  14749.         -0.05222,0.20515,flipped
  14750.         EXP6.PIX
  14751.         -0.05222,0.22007,flipped
  14752.         EXP7.PIX
  14753.         -0.05595,0.2238,flipped
  14754.     0                                    // Number of looping frames
  14755.  
  14756. NEXT PEDESTRIAN
  14757.  
  14758. 141                                        // Reference number
  14759. 0.19                                    // Height
  14760. 0                                        // Points value
  14761. 0.0001                                    // Hit points
  14762. 1,5400
  14763. -1                                        // Falling noise
  14764. 0                                        // Acceleration
  14765. -1                                        // Image index
  14766. IDENTITY.TAB
  14767. BARREL.PIX
  14768. STDPED.MAT
  14769. 1                                        // Index of fatal car-impact action
  14770. -1                                        // Index of non-fatal car-impact action
  14771. -1                                        // Index of after-non-fatal-impact action
  14772. -1                                        // Index of fatal falling action
  14773. -1                                        // Index of non-fatal falling action
  14774. -1                                        // Index of giblets action
  14775.  
  14776. 2                                        // Number of actions
  14777.  
  14778. // Action #0 - standing there
  14779.  
  14780.     0,100                                // Danger level, percentage chance
  14781.     0,0                                    // Initial speed, looping speed
  14782.     0                                    // Reaction time for this action
  14783.     0                                    // Sounds
  14784.     3                                    // Number of sequences for this action
  14785.         10,0                            // Max bearing, sequence index
  14786.         350,1                            // Max bearing, sequence index
  14787.         360,0                            // Max bearing, sequence index
  14788.         
  14789.  
  14790. // Action #1 - exploding
  14791.  
  14792.     1000,0                                // Danger level, percentage chance
  14793.     0,0                                    // Initial speed, looping speed
  14794.     0                                    // Reaction time for this action
  14795.     0                                    // Sounds
  14796.     1                                    // Number of sequences for this action
  14797.         360,2                            // Max bearing, sequence index
  14798.  
  14799.  
  14800. 3                                        // Number of sequences
  14801.  
  14802. // Sequence #0 - standing there
  14803.  
  14804.     collide                                // Include this frame in collision calcs
  14805.     fixed                                // Frame rate type
  14806.     1                                    // Number of initial frames
  14807.         QRDRUM1.PIX
  14808.         0,0,flipped
  14809.     0                                    // Number of looping frames
  14810.             
  14811. // Sequence #1 - standing there
  14812.  
  14813.     collide                                // Include this frame in collision calcs
  14814.     fixed                                // Frame rate type
  14815.     1                                    // Number of initial frames
  14816.         QRDRUM2.PIX
  14817.         0,0,flipped
  14818.     0                                    // Number of looping frames
  14819.             
  14820. // Sequence #2 - exploding
  14821.  
  14822.     don't collide                        // Exclude this frame in collision calcs
  14823.     variable                            // Frame rate type
  14824.     10,10
  14825.     7                                    // Number of initial frames
  14826.         EXP1.PIX
  14827.         -0.02,0.11,flipped
  14828.         EXP2.PIX
  14829.         -0.03357,0.1492,flipped
  14830.         EXP3.PIX
  14831.         -0.05222,0.16039,flipped
  14832.         EXP4.PIX
  14833.         -0.05968,0.18277,flipped
  14834.         EXP5.PIX
  14835.         -0.05222,0.20515,flipped
  14836.         EXP6.PIX
  14837.         -0.05222,0.22007,flipped
  14838.         EXP7.PIX
  14839.         -0.05595,0.2238,flipped
  14840.     0                                    // Number of looping frames
  14841.  
  14842. NEXT PEDESTRIAN
  14843.  
  14844. 142                                        // Reference number
  14845. 0.19                                    // Height
  14846. 0                                        // Points value
  14847. 0.0001                                    // Hit points
  14848. 1,5400
  14849. -1                                        // Falling noise
  14850. 0                                        // Acceleration
  14851. -1                                        // Image index
  14852. IDENTITY.TAB
  14853. BARREL.PIX
  14854. STDPED.MAT
  14855. 1                                        // Index of fatal car-impact action
  14856. -1                                        // Index of non-fatal car-impact action
  14857. -1                                        // Index of after-non-fatal-impact action
  14858. -1                                        // Index of fatal falling action
  14859. -1                                        // Index of non-fatal falling action
  14860. -1                                        // Index of giblets action
  14861.  
  14862. 2                                        // Number of actions
  14863.  
  14864. // Action #0 - standing there
  14865.  
  14866.     0,100                                // Danger level, percentage chance
  14867.     0,0                                    // Initial speed, looping speed
  14868.     0                                    // Reaction time for this action
  14869.     0                                    // Sounds
  14870.     3                                    // Number of sequences for this action
  14871.         10,0                            // Max bearing, sequence index
  14872.         350,1                            // Max bearing, sequence index
  14873.         360,0                            // Max bearing, sequence index
  14874.         
  14875.  
  14876. // Action #1 - exploding
  14877.  
  14878.     1000,0                                // Danger level, percentage chance
  14879.     0,0                                    // Initial speed, looping speed
  14880.     0                                    // Reaction time for this action
  14881.     0                                    // Sounds
  14882.     1                                    // Number of sequences for this action
  14883.         360,2                            // Max bearing, sequence index
  14884.  
  14885.  
  14886. 3                                        // Number of sequences
  14887.  
  14888. // Sequence #0 - standing there
  14889.  
  14890.     collide                                // Include this frame in collision calcs
  14891.     fixed                                // Frame rate type
  14892.     1                                    // Number of initial frames
  14893.         QRDRUM1.PIX
  14894.         0,0,flipped
  14895.     0                                    // Number of looping frames
  14896.             
  14897. // Sequence #1 - standing there
  14898.  
  14899.     collide                                // Include this frame in collision calcs
  14900.     fixed                                // Frame rate type
  14901.     1                                    // Number of initial frames
  14902.         QRDRUM2.PIX
  14903.         0,0,flipped
  14904.     0                                    // Number of looping frames
  14905.             
  14906. // Sequence #2 - exploding
  14907.  
  14908.     don't collide                        // Exclude this frame in collision calcs
  14909.     variable                            // Frame rate type
  14910.     10,10
  14911.     7                                    // Number of initial frames
  14912.         EXP1.PIX
  14913.         -0.02,0.11,flipped
  14914.         EXP2.PIX
  14915.         -0.03357,0.1492,flipped
  14916.         EXP3.PIX
  14917.         -0.05222,0.16039,flipped
  14918.         EXP4.PIX
  14919.         -0.05968,0.18277,flipped
  14920.         EXP5.PIX
  14921.         -0.05222,0.20515,flipped
  14922.         EXP6.PIX
  14923.         -0.05222,0.22007,flipped
  14924.         EXP7.PIX
  14925.         -0.05595,0.2238,flipped
  14926.     0                                    // Number of looping frames
  14927.  
  14928. NEXT PEDESTRIAN
  14929.  
  14930. 143                                        // Reference number
  14931. 0.19                                    // Height
  14932. 0                                        // Points value
  14933. 0.0001                                    // Hit points
  14934. 1,5400
  14935. -1                                        // Falling noise
  14936. 0                                        // Acceleration
  14937. -1                                        // Image index
  14938. IDENTITY.TAB
  14939. BARREL.PIX
  14940. STDPED.MAT
  14941. 1                                        // Index of fatal car-impact action
  14942. -1                                        // Index of non-fatal car-impact action
  14943. -1                                        // Index of after-non-fatal-impact action
  14944. -1                                        // Index of fatal falling action
  14945. -1                                        // Index of non-fatal falling action
  14946. -1                                        // Index of giblets action
  14947.  
  14948. 2                                        // Number of actions
  14949.  
  14950. // Action #0 - standing there
  14951.  
  14952.     0,100                                // Danger level, percentage chance
  14953.     0,0                                    // Initial speed, looping speed
  14954.     0                                    // Reaction time for this action
  14955.     0                                    // Sounds
  14956.     3                                    // Number of sequences for this action
  14957.         10,0                            // Max bearing, sequence index
  14958.         350,1                            // Max bearing, sequence index
  14959.         360,0                            // Max bearing, sequence index
  14960.         
  14961.  
  14962. // Action #1 - exploding
  14963.  
  14964.     1000,0                                // Danger level, percentage chance
  14965.     0,0                                    // Initial speed, looping speed
  14966.     0                                    // Reaction time for this action
  14967.     0                                    // Sounds
  14968.     1                                    // Number of sequences for this action
  14969.         360,2                            // Max bearing, sequence index
  14970.  
  14971.  
  14972. 3                                        // Number of sequences
  14973.  
  14974. // Sequence #0 - standing there
  14975.  
  14976.     collide                                // Include this frame in collision calcs
  14977.     fixed                                // Frame rate type
  14978.     1                                    // Number of initial frames
  14979.         QRDRUM1.PIX
  14980.         0,0,flipped
  14981.     0                                    // Number of looping frames
  14982.             
  14983. // Sequence #1 - standing there
  14984.  
  14985.     collide                                // Include this frame in collision calcs
  14986.     fixed                                // Frame rate type
  14987.     1                                    // Number of initial frames
  14988.         QRDRUM2.PIX
  14989.         0,0,flipped
  14990.     0                                    // Number of looping frames
  14991.             
  14992. // Sequence #2 - exploding
  14993.  
  14994.     don't collide                        // Exclude this frame in collision calcs
  14995.     variable                            // Frame rate type
  14996.     10,10
  14997.     7                                    // Number of initial frames
  14998.         EXP1.PIX
  14999.         -0.02,0.11,flipped
  15000.         EXP2.PIX
  15001.         -0.03357,0.1492,flipped
  15002.         EXP3.PIX
  15003.         -0.05222,0.16039,flipped
  15004.         EXP4.PIX
  15005.         -0.05968,0.18277,flipped
  15006.         EXP5.PIX
  15007.         -0.05222,0.20515,flipped
  15008.         EXP6.PIX
  15009.         -0.05222,0.22007,flipped
  15010.         EXP7.PIX
  15011.         -0.05595,0.2238,flipped
  15012.     0                                    // Number of looping frames
  15013.  
  15014. NEXT PEDESTRIAN
  15015.  
  15016. 144                                        // Reference number
  15017. 0.19                                    // Height
  15018. 0                                        // Points value
  15019. 0.0001                                    // Hit points
  15020. 1,5400
  15021. -1                                        // Falling noise
  15022. 0                                        // Acceleration
  15023. -1                                        // Image index
  15024. IDENTITY.TAB
  15025. BARREL.PIX
  15026. STDPED.MAT
  15027. 1                                        // Index of fatal car-impact action
  15028. -1                                        // Index of non-fatal car-impact action
  15029. -1                                        // Index of after-non-fatal-impact action
  15030. -1                                        // Index of fatal falling action
  15031. -1                                        // Index of non-fatal falling action
  15032. -1                                        // Index of giblets action
  15033.  
  15034. 2                                        // Number of actions
  15035.  
  15036. // Action #0 - standing there
  15037.  
  15038.     0,100                                // Danger level, percentage chance
  15039.     0,0                                    // Initial speed, looping speed
  15040.     0                                    // Reaction time for this action
  15041.     0                                    // Sounds
  15042.     3                                    // Number of sequences for this action
  15043.         10,0                            // Max bearing, sequence index
  15044.         350,1                            // Max bearing, sequence index
  15045.         360,0                            // Max bearing, sequence index
  15046.         
  15047.  
  15048. // Action #1 - exploding
  15049.  
  15050.     1000,0                                // Danger level, percentage chance
  15051.     0,0                                    // Initial speed, looping speed
  15052.     0                                    // Reaction time for this action
  15053.     0                                    // Sounds
  15054.     1                                    // Number of sequences for this action
  15055.         360,2                            // Max bearing, sequence index
  15056.  
  15057.  
  15058. 3                                        // Number of sequences
  15059.  
  15060. // Sequence #0 - standing there
  15061.  
  15062.     collide                                // Include this frame in collision calcs
  15063.     fixed                                // Frame rate type
  15064.     1                                    // Number of initial frames
  15065.         QRDRUM1.PIX
  15066.         0,0,flipped
  15067.     0                                    // Number of looping frames
  15068.             
  15069. // Sequence #1 - standing there
  15070.  
  15071.     collide                                // Include this frame in collision calcs
  15072.     fixed                                // Frame rate type
  15073.     1                                    // Number of initial frames
  15074.         QRDRUM2.PIX
  15075.         0,0,flipped
  15076.     0                                    // Number of looping frames
  15077.             
  15078. // Sequence #2 - exploding
  15079.  
  15080.     don't collide                        // Exclude this frame in collision calcs
  15081.     variable                            // Frame rate type
  15082.     10,10
  15083.     7                                    // Number of initial frames
  15084.         EXP1.PIX
  15085.         -0.02,0.11,flipped
  15086.         EXP2.PIX
  15087.         -0.03357,0.1492,flipped
  15088.         EXP3.PIX
  15089.         -0.05222,0.16039,flipped
  15090.         EXP4.PIX
  15091.         -0.05968,0.18277,flipped
  15092.         EXP5.PIX
  15093.         -0.05222,0.20515,flipped
  15094.         EXP6.PIX
  15095.         -0.05222,0.22007,flipped
  15096.         EXP7.PIX
  15097.         -0.05595,0.2238,flipped
  15098.     0                                    // Number of looping frames
  15099.  
  15100. NEXT PEDESTRIAN
  15101.  
  15102. 145                                        // Reference number
  15103. 0.19                                    // Height
  15104. 0                                        // Points value
  15105. 0.0001                                    // Hit points
  15106. 1,5400
  15107. -1                                        // Falling noise
  15108. 0                                        // Acceleration
  15109. -1                                        // Image index
  15110. IDENTITY.TAB
  15111. BARREL.PIX
  15112. STDPED.MAT
  15113. 1                                        // Index of fatal car-impact action
  15114. -1                                        // Index of non-fatal car-impact action
  15115. -1                                        // Index of after-non-fatal-impact action
  15116. -1                                        // Index of fatal falling action
  15117. -1                                        // Index of non-fatal falling action
  15118. -1                                        // Index of giblets action
  15119.  
  15120. 2                                        // Number of actions
  15121.  
  15122. // Action #0 - standing there
  15123.  
  15124.     0,100                                // Danger level, percentage chance
  15125.     0,0                                    // Initial speed, looping speed
  15126.     0                                    // Reaction time for this action
  15127.     0                                    // Sounds
  15128.     3                                    // Number of sequences for this action
  15129.         10,0                            // Max bearing, sequence index
  15130.         350,1                            // Max bearing, sequence index
  15131.         360,0                            // Max bearing, sequence index
  15132.         
  15133.  
  15134. // Action #1 - exploding
  15135.  
  15136.     1000,0                                // Danger level, percentage chance
  15137.     0,0                                    // Initial speed, looping speed
  15138.     0                                    // Reaction time for this action
  15139.     0                                    // Sounds
  15140.     1                                    // Number of sequences for this action
  15141.         360,2                            // Max bearing, sequence index
  15142.  
  15143.  
  15144. 3                                        // Number of sequences
  15145.  
  15146. // Sequence #0 - standing there
  15147.  
  15148.     collide                                // Include this frame in collision calcs
  15149.     fixed                                // Frame rate type
  15150.     1                                    // Number of initial frames
  15151.         QRDRUM1.PIX
  15152.         0,0,flipped
  15153.     0                                    // Number of looping frames
  15154.             
  15155. // Sequence #1 - standing there
  15156.  
  15157.     collide                                // Include this frame in collision calcs
  15158.     fixed                                // Frame rate type
  15159.     1                                    // Number of initial frames
  15160.         QRDRUM2.PIX
  15161.         0,0,flipped
  15162.     0                                    // Number of looping frames
  15163.             
  15164. // Sequence #2 - exploding
  15165.  
  15166.     don't collide                        // Exclude this frame in collision calcs
  15167.     variable                            // Frame rate type
  15168.     10,10
  15169.     7                                    // Number of initial frames
  15170.         EXP1.PIX
  15171.         -0.02,0.11,flipped
  15172.         EXP2.PIX
  15173.         -0.03357,0.1492,flipped
  15174.         EXP3.PIX
  15175.         -0.05222,0.16039,flipped
  15176.         EXP4.PIX
  15177.         -0.05968,0.18277,flipped
  15178.         EXP5.PIX
  15179.         -0.05222,0.20515,flipped
  15180.         EXP6.PIX
  15181.         -0.05222,0.22007,flipped
  15182.         EXP7.PIX
  15183.         -0.05595,0.2238,flipped
  15184.     0                                    // Number of looping frames
  15185.  
  15186. NEXT PEDESTRIAN
  15187.  
  15188. // **************** D.CRUMP 2 ****************
  15189.  
  15190. 33                                        // Reference number
  15191. 0.27                                    // Height
  15192. 150                                        // Points value
  15193. 20                                        // Hit points
  15194. 2,4031,4030                                // Exploding noises
  15195. 4040                                    // Falling noise
  15196. 0.00002                                    // Acceleration
  15197. 1                                        // Image index
  15198. IDENTITY.TAB
  15199. CRM.PIX
  15200. STDPED.MAT
  15201. 2                                        // Index of fatal car-impact action
  15202. 4                                        // Index of non-fatal car-impact action
  15203. 1                                        // Index of after-non-fatal-impact action
  15204. 5                                        // Index of fatal falling action
  15205. 6                                        // Index of non-fatal falling action
  15206. 3                                        // Index of giblets action
  15207.  
  15208. 7                                        // Number of actions
  15209.  
  15210. // Action #0 - stand there, looking nervous
  15211.  
  15212.     0,100                                // Danger level, percentage chance
  15213.     0,0                                    // Initial speed, looping speed
  15214.     20.0                                    // Reaction time for this action
  15215.     0                                    // Sounds
  15216.     3                                    // Number of sequences for this action
  15217.         90,8                            // Max bearing, sequence index
  15218.         270,4                            // Max bearing, sequence index
  15219.         360,8                            // Max bearing, sequence index
  15220.  
  15221. // Action #1 - turn frightened and run like fuck
  15222.  
  15223.     1,100                                // Danger level, percentage chance
  15224.     0,0.0005                            // Initial speed, looping speed
  15225.     0.05                                // Reaction time for this action
  15226.     1,4001                            // Sounds
  15227.     4                                    // Number of sequences for this action
  15228.         90,3                            // Max bearing, sequence index
  15229.         180,1                            // Max bearing, sequence index
  15230.         270,2                            // Max bearing, sequence index
  15231.         360,0                            // Max bearing, sequence index
  15232.     
  15233. // Action #2 - fatal car collision
  15234.  
  15235.     1000,0                                // Danger level, percentage chance
  15236.     0,0                                    // Initial speed, looping speed
  15237.     0                                    // Reaction time for this action
  15238.     1,4010                            // Sounds
  15239.     1                                    // Number of sequences for this action
  15240.         360,5                            // Max bearing, sequence index
  15241.  
  15242. // Action #3 - turning into giblets
  15243.  
  15244.     1000,0                                // Danger level, percentage chance
  15245.     0,0                                    // Initial speed, looping speed
  15246.     0                                    // Reaction time for this action
  15247.     0                                    // Sounds
  15248.     1                                    // Number of sequences for this action
  15249.         360,6                            // Max bearing, sequence index
  15250.  
  15251. // Action #4 - non-fatal car collision
  15252.  
  15253.     1000,0                                // Danger level, percentage chance
  15254.     0,0                                    // Initial speed, looping speed
  15255.     0                                    // Reaction time for this action
  15256.     1,4001                            // Sounds
  15257.     1                                    // Number of sequences for this action
  15258.         360,7                            // Max bearing, sequence index
  15259.  
  15260.  
  15261. // Action #5 - fatal ground collision
  15262.  
  15263.     1000,0                                // Danger level, percentage chance
  15264.     0,0                                    // Initial speed, looping speed
  15265.     0                                    // Reaction time for this action
  15266.     1,4010                            // Sounds
  15267.     1                                    // Number of sequences for this action
  15268.         360,5                            // Max bearing, sequence index
  15269.  
  15270. // Action #6 - non-fatal ground collision
  15271.  
  15272.     1000,0                                // Danger level, percentage chance
  15273.     0,0                                    // Initial speed, looping speed
  15274.     0                                    // Reaction time for this action
  15275.     1,4001                            // Sounds
  15276.     1                                    // Number of sequences for this action
  15277.         360,7                            // Max bearing, sequence index
  15278.  
  15279. 9                                        // Number of sequences
  15280.  
  15281. // Sequence #0 - turn frightened and run away to their right
  15282.  
  15283.     collide                                // Include this frame in collision calcs
  15284.     speed                                // Frame rate type
  15285.     0.09,8                                // Min frame rate, max frame rate,
  15286.     4                                    // Number of initial frames
  15287.         CRMSHK.PIX
  15288.         0,0,flipped
  15289.         CRMSTL.PIX
  15290.         0,0,flipped
  15291.         CRMSHK.PIX
  15292.         0,0,not flipped
  15293.         CRMTRN.PIX
  15294.         0,0,not flipped
  15295.     4                                    // Number of looping frames
  15296.         CRMRUNA1.PIX
  15297.         0,0,flipped
  15298.         CRMRUNA2.PIX
  15299.         0,0,flipped
  15300.         CRMRUNA3.PIX
  15301.         0,0,flipped
  15302.         CRMRUNA2.PIX
  15303.         0,0,flipped
  15304.             
  15305. // Sequence #1 - turn frightened and run towards to their left
  15306.  
  15307.     collide                                // Include this frame in collision calcs
  15308.     speed                                // Frame rate type
  15309.     0.07,8                                // Min frame rate, max frame rate,
  15310.     4                                    // Number of initial frames
  15311.         CRMSHK.PIX
  15312.         0,0,flipped
  15313.         CRMSTL.PIX
  15314.         0,0,flipped
  15315.         CRMSHK.PIX
  15316.         0,0,not flipped
  15317.         CRMTRN.PIX
  15318.         0,0,not flipped
  15319.     4                                    // Number of looping frames
  15320.         CRMRUNT1.PIX
  15321.         0,0,not flipped
  15322.         CRMRUNT2.PIX
  15323.         0,0,not flipped
  15324.         CRMRUNT3.PIX
  15325.         0,0,not flipped
  15326.         CRMRUNT2.PIX
  15327.         0,0,not flipped
  15328.             
  15329. // Sequence #2 - turn frightened and run towards to their right
  15330.  
  15331.     collide                                // Include this frame in collision calcs
  15332.     speed                                // Frame rate type
  15333.     0.07,8                                // Min frame rate, max frame rate,
  15334.     4                                    // Number of initial frames
  15335.         CRMSHK.PIX
  15336.         0,0,flipped
  15337.         CRMSTL.PIX
  15338.         0,0,flipped
  15339.         CRMSHK.PIX
  15340.         0,0,not flipped
  15341.         CRMTRN.PIX
  15342.         0,0,not flipped
  15343.     4                                    // Number of looping frames
  15344.         CRMRUNT1.PIX
  15345.         0,0,flipped
  15346.         CRMRUNT2.PIX
  15347.         0,0,flipped
  15348.         CRMRUNT3.PIX
  15349.         0,0,flipped
  15350.         CRMRUNT2.PIX
  15351.         0,0,flipped
  15352.             
  15353. // Sequence #3 - turn frightened and run away to their left
  15354.  
  15355.     collide                                // Include this frame in collision calcs
  15356.     speed                                // Frame rate type
  15357.     0.09,8                                // Min frame rate, max frame rate,
  15358.     4                                    // Number of initial frames
  15359.         CRMSHK.PIX
  15360.         0,0,flipped
  15361.         CRMSTL.PIX
  15362.         0,0,flipped
  15363.         CRMSHK.PIX
  15364.         0,0,not flipped
  15365.         CRMTRN.PIX
  15366.         0,0,not flipped
  15367.     4                                    // Number of looping frames
  15368.         CRMRUNA1.PIX
  15369.         0,0,not flipped
  15370.         CRMRUNA2.PIX
  15371.         0,0,not flipped
  15372.         CRMRUNA3.PIX
  15373.         0,0,not flipped
  15374.         CRMRUNA2.PIX
  15375.         0,0,not flipped
  15376.             
  15377. // Sequence #4 - stationary, looking from side to side
  15378.  
  15379.     collide                                // Include this frame in collision calcs
  15380.     variable                            // Frame rate type
  15381.     1,6                                    // Min frame rate, max frame rate,
  15382.     0                                    // Number of initial frames
  15383.     2                                    // Number of looping frames
  15384.         CRMSTL.PIX
  15385.         0,0,not flipped
  15386.         CRMSTL.PIX
  15387.         0,0,flipped
  15388.             
  15389.             
  15390. // Sequence #5 - fatal collision with car
  15391.  
  15392.     don't collide                        // Exclude this frame in collision calcs
  15393.     variable                                // Frame rate type
  15394.     12,12                                    // Min frame rate, max frame rate,
  15395.     5                                    // Number of initial frames
  15396.         CRMHIT1.PIX
  15397.         0,0,not flipped
  15398.         CRMHIT2.PIX
  15399.         0,0,not flipped
  15400.         CRMHIT3.PIX
  15401.         0,0,not flipped
  15402.         CRMHIT4.PIX
  15403.         0,0,not flipped
  15404.         CRMDED.PIX
  15405.         0,0,not flipped
  15406.     0                                    // Number of looping frames
  15407.             
  15408. // Sequence #6 - turning into giblets
  15409.  
  15410.     don't collide                        // Exclude this frame in collision calcs
  15411.     fixed                                // Frame rate type
  15412.     1                                    // Number of initial frames
  15413.         CHUNKS.PIX
  15414.         0,0,not flipped
  15415.     0                                    // Number of looping frames
  15416.             
  15417. // Sequence #7 - non-fatal collision with car
  15418.  
  15419.     collide                                // Include this frame in collision calcs
  15420.     variable                                // Frame rate type
  15421.     12,12                                    // Min frame rate, max frame rate,
  15422.     2                                    // Number of initial frames
  15423.         CRMHIT1.PIX
  15424.         0,0,not flipped
  15425.         CRMHIT2.PIX
  15426.         0,0,not flipped
  15427.     0                                    // Number of looping frames
  15428.             
  15429. // Sequence #8 - stationary, looking the other way from side to side
  15430.  
  15431.     collide                                // Include this frame in collision calcs
  15432.     variable                            // Frame rate type
  15433.     1,6                                    // Min frame rate, max frame rate,
  15434.     0                                    // Number of initial frames
  15435.     2                                    // Number of looping frames
  15436.         CRMBAK.PIX
  15437.         0,0,not flipped
  15438.         CRMBAK.PIX
  15439.         0,0,flipped
  15440.             
  15441.     
  15442.  
  15443. NEXT PEDESTRIAN
  15444.  
  15445. 146                                        // Reference number
  15446. 0.35                                    // Height
  15447. 0                                        // Points value
  15448. 0.0001                                    // Hit points
  15449. 1,5400
  15450. -1                                        // Falling noise
  15451. 0                                        // Acceleration
  15452. -1                                        // Image index
  15453. IDENTITY.TAB
  15454. LNDMINE8.PIX
  15455. STDPED.MAT
  15456. 1                                        // Index of fatal car-impact action
  15457. -1                                        // Index of non-fatal car-impact action
  15458. -1                                        // Index of after-non-fatal-impact action
  15459. -1                                        // Index of fatal falling action
  15460. -1                                        // Index of non-fatal falling action
  15461. -1                                        // Index of giblets action
  15462.  
  15463. 2                                        // Number of actions
  15464.  
  15465. // Action #0 - standing there
  15466.  
  15467.     0,100                                // Danger level, percentage chance
  15468.     0,0                                    // Initial speed, looping speed
  15469.     0                                    // Reaction time for this action
  15470.     0                                    // Sounds
  15471.     3                                    // Number of sequences for this action
  15472.         10,0                            // Max bearing, sequence index
  15473.         350,1                            // Max bearing, sequence index
  15474.         360,0                            // Max bearing, sequence index
  15475.         
  15476.  
  15477. // Action #1 - exploding
  15478.  
  15479.     1000,0                                // Danger level, percentage chance
  15480.     0,0                                    // Initial speed, looping speed
  15481.     0                                    // Reaction time for this action
  15482.     0                                    // Sounds
  15483.     1                                    // Number of sequences for this action
  15484.         360,2                            // Max bearing, sequence index
  15485.  
  15486.  
  15487. 3                                        // Number of sequences
  15488.  
  15489. // Sequence #0 - standing there
  15490.  
  15491.     collide                                // Include this frame in collision calcs
  15492.     fixed                                // Frame rate type
  15493.     1                                    // Number of initial frames
  15494.         LNDMINE8.PIX
  15495.         0,0,not flipped        
  15496.     0                                    // Number of looping frames
  15497.         
  15498.  
  15499.     
  15500. // Sequence #1 - standing there
  15501.  
  15502.     collide                                // Include this frame in collision calcs
  15503.     fixed                                // Frame rate type
  15504.     1                                    // Number of initial frames
  15505.         LNDMINE8.PIX
  15506.         0,0,not flipped
  15507.     0                                    // Number of looping frames
  15508.         
  15509. // Sequence #2 - exploding
  15510.  
  15511.     don't collide                        // Exclude this frame in collision calcs
  15512.     variable                            // Frame rate type
  15513.     10,10
  15514.     7                                    // Number of initial frames
  15515.         EXP1.PIX
  15516.         -0.02,0.11,flipped
  15517.         EXP2.PIX
  15518.         -0.03357,0.1492,flipped
  15519.         EXP3.PIX
  15520.         -0.05222,0.16039,flipped
  15521.         EXP4.PIX
  15522.         -0.05968,0.18277,flipped
  15523.         EXP5.PIX
  15524.         -0.05222,0.20515,flipped
  15525.         EXP6.PIX
  15526.         -0.05222,0.22007,flipped
  15527.         EXP7.PIX
  15528.         -0.05595,0.2238,flipped
  15529.     0                                    // Number of looping frames
  15530.  
  15531.  
  15532. NEXT PEDESTRIAN
  15533.  
  15534. 147                                        // Reference number
  15535. 0.19                                    // Height
  15536. 0                                        // Points value
  15537. 0.0001                                    // Hit points
  15538. 1,5400
  15539. -1                                        // Falling noise
  15540. 0                                        // Acceleration
  15541. -1                                        // Image index
  15542. IDENTITY.TAB
  15543. BARREL.PIX
  15544. STDPED.MAT
  15545. 1                                        // Index of fatal car-impact action
  15546. -1                                        // Index of non-fatal car-impact action
  15547. -1                                        // Index of after-non-fatal-impact action
  15548. -1                                        // Index of fatal falling action
  15549. -1                                        // Index of non-fatal falling action
  15550. -1                                        // Index of giblets action
  15551.  
  15552. 2                                        // Number of actions
  15553.  
  15554. // Action #0 - standing there
  15555.  
  15556.     0,100                                // Danger level, percentage chance
  15557.     0,0                                    // Initial speed, looping speed
  15558.     0                                    // Reaction time for this action
  15559.     0                                    // Sounds
  15560.     3                                    // Number of sequences for this action
  15561.         10,0                            // Max bearing, sequence index
  15562.         350,1                            // Max bearing, sequence index
  15563.         360,0                            // Max bearing, sequence index
  15564.         
  15565.  
  15566. // Action #1 - exploding
  15567.  
  15568.     1000,0                                // Danger level, percentage chance
  15569.     0,0                                    // Initial speed, looping speed
  15570.     0                                    // Reaction time for this action
  15571.     0                                    // Sounds
  15572.     1                                    // Number of sequences for this action
  15573.         360,2                            // Max bearing, sequence index
  15574.  
  15575.  
  15576. 3                                        // Number of sequences
  15577.  
  15578. // Sequence #0 - standing there
  15579.  
  15580.     collide                                // Include this frame in collision calcs
  15581.     fixed                                // Frame rate type
  15582.     1                                    // Number of initial frames
  15583.         QRDRUM1.PIX
  15584.         0,0,flipped
  15585.     0                                    // Number of looping frames
  15586.             
  15587. // Sequence #1 - standing there
  15588.  
  15589.     collide                                // Include this frame in collision calcs
  15590.     fixed                                // Frame rate type
  15591.     1                                    // Number of initial frames
  15592.         QRDRUM2.PIX
  15593.         0,0,flipped
  15594.     0                                    // Number of looping frames
  15595.             
  15596. // Sequence #2 - exploding
  15597.  
  15598.     don't collide                        // Exclude this frame in collision calcs
  15599.     variable                            // Frame rate type
  15600.     10,10
  15601.     7                                    // Number of initial frames
  15602.         EXP1.PIX
  15603.         -0.02,0.11,flipped
  15604.         EXP2.PIX
  15605.         -0.03357,0.1492,flipped
  15606.         EXP3.PIX
  15607.         -0.05222,0.16039,flipped
  15608.         EXP4.PIX
  15609.         -0.05968,0.18277,flipped
  15610.         EXP5.PIX
  15611.         -0.05222,0.20515,flipped
  15612.         EXP6.PIX
  15613.         -0.05222,0.22007,flipped
  15614.         EXP7.PIX
  15615.         -0.05595,0.2238,flipped
  15616.     0                                    // Number of looping frames
  15617.  
  15618. NEXT PEDESTRIAN
  15619. 148                                        // Reference number
  15620. 0.19                                    // Height
  15621. 0                                        // Points value
  15622. 0.0001                                    // Hit points
  15623. 1,5400
  15624. -1                                        // Falling noise
  15625. 0                                        // Acceleration
  15626. -1                                        // Image index
  15627. IDENTITY.TAB
  15628. BARREL.PIX
  15629. STDPED.MAT
  15630. 1                                        // Index of fatal car-impact action
  15631. -1                                        // Index of non-fatal car-impact action
  15632. -1                                        // Index of after-non-fatal-impact action
  15633. -1                                        // Index of fatal falling action
  15634. -1                                        // Index of non-fatal falling action
  15635. -1                                        // Index of giblets action
  15636.  
  15637. 2                                        // Number of actions
  15638.  
  15639. // Action #0 - standing there
  15640.  
  15641.     0,100                                // Danger level, percentage chance
  15642.     0,0                                    // Initial speed, looping speed
  15643.     0                                    // Reaction time for this action
  15644.     0                                    // Sounds
  15645.     3                                    // Number of sequences for this action
  15646.         10,0                            // Max bearing, sequence index
  15647.         350,1                            // Max bearing, sequence index
  15648.         360,0                            // Max bearing, sequence index
  15649.         
  15650.  
  15651. // Action #1 - exploding
  15652.  
  15653.     1000,0                                // Danger level, percentage chance
  15654.     0,0                                    // Initial speed, looping speed
  15655.     0                                    // Reaction time for this action
  15656.     0                                    // Sounds
  15657.     1                                    // Number of sequences for this action
  15658.         360,2                            // Max bearing, sequence index
  15659.  
  15660.  
  15661. 3                                        // Number of sequences
  15662.  
  15663. // Sequence #0 - standing there
  15664.  
  15665.     collide                                // Include this frame in collision calcs
  15666.     fixed                                // Frame rate type
  15667.     1                                    // Number of initial frames
  15668.         QRDRUM1.PIX
  15669.         0,0,flipped
  15670.     0                                    // Number of looping frames
  15671.             
  15672. // Sequence #1 - standing there
  15673.  
  15674.     collide                                // Include this frame in collision calcs
  15675.     fixed                                // Frame rate type
  15676.     1                                    // Number of initial frames
  15677.         QRDRUM2.PIX
  15678.         0,0,flipped
  15679.     0                                    // Number of looping frames
  15680.             
  15681. // Sequence #2 - exploding
  15682.  
  15683.     don't collide                        // Exclude this frame in collision calcs
  15684.     variable                            // Frame rate type
  15685.     10,10
  15686.     7                                    // Number of initial frames
  15687.         EXP1.PIX
  15688.         -0.02,0.11,flipped
  15689.         EXP2.PIX
  15690.         -0.03357,0.1492,flipped
  15691.         EXP3.PIX
  15692.         -0.05222,0.16039,flipped
  15693.         EXP4.PIX
  15694.         -0.05968,0.18277,flipped
  15695.         EXP5.PIX
  15696.         -0.05222,0.20515,flipped
  15697.         EXP6.PIX
  15698.         -0.05222,0.22007,flipped
  15699.         EXP7.PIX
  15700.         -0.05595,0.2238,flipped
  15701.     0                                    // Number of looping frames
  15702.  
  15703. NEXT PEDESTRIAN
  15704. 149                                        // Reference number
  15705. 0.19                                    // Height
  15706. 0                                        // Points value
  15707. 0.0001                                    // Hit points
  15708. 1,5400
  15709. -1                                        // Falling noise
  15710. 0                                        // Acceleration
  15711. -1                                        // Image index
  15712. IDENTITY.TAB
  15713. BARREL.PIX
  15714. STDPED.MAT
  15715. 1                                        // Index of fatal car-impact action
  15716. -1                                        // Index of non-fatal car-impact action
  15717. -1                                        // Index of after-non-fatal-impact action
  15718. -1                                        // Index of fatal falling action
  15719. -1                                        // Index of non-fatal falling action
  15720. -1                                        // Index of giblets action
  15721.  
  15722. 2                                        // Number of actions
  15723.  
  15724. // Action #0 - standing there
  15725.  
  15726.     0,100                                // Danger level, percentage chance
  15727.     0,0                                    // Initial speed, looping speed
  15728.     0                                    // Reaction time for this action
  15729.     0                                    // Sounds
  15730.     3                                    // Number of sequences for this action
  15731.         10,0                            // Max bearing, sequence index
  15732.         350,1                            // Max bearing, sequence index
  15733.         360,0                            // Max bearing, sequence index
  15734.         
  15735.  
  15736. // Action #1 - exploding
  15737.  
  15738.     1000,0                                // Danger level, percentage chance
  15739.     0,0                                    // Initial speed, looping speed
  15740.     0                                    // Reaction time for this action
  15741.     0                                    // Sounds
  15742.     1                                    // Number of sequences for this action
  15743.         360,2                            // Max bearing, sequence index
  15744.  
  15745.  
  15746. 3                                        // Number of sequences
  15747.  
  15748. // Sequence #0 - standing there
  15749.  
  15750.     collide                                // Include this frame in collision calcs
  15751.     fixed                                // Frame rate type
  15752.     1                                    // Number of initial frames
  15753.         QRDRUM1.PIX
  15754.         0,0,flipped
  15755.     0                                    // Number of looping frames
  15756.             
  15757. // Sequence #1 - standing there
  15758.  
  15759.     collide                                // Include this frame in collision calcs
  15760.     fixed                                // Frame rate type
  15761.     1                                    // Number of initial frames
  15762.         QRDRUM2.PIX
  15763.         0,0,flipped
  15764.     0                                    // Number of looping frames
  15765.             
  15766. // Sequence #2 - exploding
  15767.  
  15768.     don't collide                        // Exclude this frame in collision calcs
  15769.     variable                            // Frame rate type
  15770.     10,10
  15771.     7                                    // Number of initial frames
  15772.         EXP1.PIX
  15773.         -0.02,0.11,flipped
  15774.         EXP2.PIX
  15775.         -0.03357,0.1492,flipped
  15776.         EXP3.PIX
  15777.         -0.05222,0.16039,flipped
  15778.         EXP4.PIX
  15779.         -0.05968,0.18277,flipped
  15780.         EXP5.PIX
  15781.         -0.05222,0.20515,flipped
  15782.         EXP6.PIX
  15783.         -0.05222,0.22007,flipped
  15784.         EXP7.PIX
  15785.         -0.05595,0.2238,flipped
  15786.     0                                    // Number of looping frames
  15787.  
  15788. NEXT PEDESTRIAN
  15789.  
  15790. // **************** SHEEP ****************
  15791.  
  15792. 76                                        // Reference number
  15793. 0.17                                    // Height
  15794. 150                                        // Points value
  15795. 30                                        // Hit points
  15796. 2,9113,9113                                // Exploding noises
  15797. 9112                                    // Falling noise
  15798. 0.00002                                    // Acceleration
  15799. 1                                        // Image index
  15800. IDENTITY.TAB
  15801. SHP.PIX
  15802. STDPED.MAT
  15803. 2                                        // Index of fatal car-impact action
  15804. 4                                        // Index of non-fatal car-impact action
  15805. 1                                        // Index of after-non-fatal-impact action
  15806. 5                                        // Index of fatal falling action
  15807. 6                                        // Index of non-fatal falling action
  15808. 3                                        // Index of giblets action
  15809.  
  15810. 7                                        // Number of actions
  15811.  
  15812. // Action #0 - stand there, looking nervous
  15813.  
  15814.     0,100                                // Danger level, percentage chance
  15815.     0,0                                    // Initial speed, looping speed
  15816.     20.0                                    // Reaction time for this action
  15817.     1,9111                                    // Sounds
  15818.     1                                    // Number of sequences for this action
  15819.         360,4                            // Max bearing, sequence index
  15820.     
  15821. // Action #1 - turn frightened and run like fuck
  15822.  
  15823.     1,100                                // Danger level, percentage chance
  15824.     0,0.0008                            // Initial speed, looping speed
  15825.     0.05                                // Reaction time for this action
  15826.     2,9111,9112                            // Sounds
  15827.     4                                    // Number of sequences for this action
  15828.         90,3                            // Max bearing, sequence index
  15829.         180,1                            // Max bearing, sequence index
  15830.         270,2                            // Max bearing, sequence index
  15831.         360,0                            // Max bearing, sequence index
  15832.     
  15833. // Action #2 - fatal car collision
  15834.  
  15835.     1000,0                                // Danger level, percentage chance
  15836.     0,0                                    // Initial speed, looping speed
  15837.     0                                    // Reaction time for this action
  15838.     1,9113                            // Sounds
  15839.     1                                    // Number of sequences for this action
  15840.         360,5                            // Max bearing, sequence index
  15841.  
  15842. // Action #3 - turning into giblets
  15843.  
  15844.     1000,0                                // Danger level, percentage chance
  15845.     0,0                                    // Initial speed, looping speed
  15846.     0                                    // Reaction time for this action
  15847.     0                                    // Sounds
  15848.     1                                    // Number of sequences for this action
  15849.         360,6                            // Max bearing, sequence index
  15850.  
  15851. // Action #4 - non-fatal car collision
  15852.  
  15853.     1000,0                                // Danger level, percentage chance
  15854.     0,0                                    // Initial speed, looping speed
  15855.     0                                    // Reaction time for this action
  15856.     1,9112                            // Sounds
  15857.     1                                    // Number of sequences for this action
  15858.         360,7                            // Max bearing, sequence index
  15859.  
  15860.  
  15861. // Action #5 - fatal ground collision
  15862.  
  15863.     1000,0                                // Danger level, percentage chance
  15864.     0,0                                    // Initial speed, looping speed
  15865.     0                                    // Reaction time for this action
  15866.     1,9113                            // Sounds
  15867.     1                                    // Number of sequences for this action
  15868.         360,5                            // Max bearing, sequence index
  15869.  
  15870. // Action #6 - non-fatal ground collision
  15871.  
  15872.     1000,0                                // Danger level, percentage chance
  15873.     0,0                                    // Initial speed, looping speed
  15874.     0                                    // Reaction time for this action
  15875.     1,9112                            // Sounds
  15876.     1                                    // Number of sequences for this action
  15877.         360,7                            // Max bearing, sequence index
  15878.  
  15879. 8                                        // Number of sequences
  15880.  
  15881. // Sequence #0 - turn frightened and run away to their right
  15882.  
  15883.     collide                                // Include this frame in collision calcs
  15884.     speed                                // Frame rate type
  15885.     0.08,8                                // Min frame rate, max frame rate,
  15886.     4                                    // Number of initial frames
  15887.         MOOSHK1.PIX
  15888.         0,0,not flipped
  15889.         MOOSHK3.PIX
  15890.         0,0,not flipped
  15891.         MOOSHK1.PIX
  15892.         0,0,not flipped
  15893.         MOOSHK3.PIX
  15894.         0,0,not flipped
  15895.         
  15896.     4                                    // Number of looping frames
  15897.         MOORUNA1.PIX
  15898.         0,0,flipped
  15899.         MOORUNA2.PIX
  15900.         0,0,flipped
  15901.         MOORUNA3.PIX
  15902.         0,0,flipped
  15903.         MOORUNA2.PIX
  15904.         0,0,flipped
  15905.             
  15906. // Sequence #1 - turn frightened and run towards to their left
  15907.  
  15908.     collide                                // Include this frame in collision calcs
  15909.     speed                                // Frame rate type
  15910.     0.08,8                                // Min frame rate, max frame rate,
  15911.     4                                    // Number of initial frames
  15912.         MOOSHK1.PIX
  15913.         0,0,not flipped
  15914.         MOOSHK3.PIX
  15915.         0,0,not flipped
  15916.         MOOSHK1.PIX
  15917.         0,0,not flipped
  15918.         MOOSHK3.PIX
  15919.         0,0,not flipped
  15920.         
  15921.     4                                    // Number of looping frames
  15922.         MOORUNT1.PIX
  15923.         0,0,not flipped
  15924.         MOORUNT2.PIX
  15925.         0,0,not flipped
  15926.         MOORUNT3.PIX
  15927.         0,0,not flipped
  15928.         MOORUNT2.PIX
  15929.         0,0,not flipped
  15930.             
  15931. // Sequence #2 - turn frightened and run towards to their right
  15932.  
  15933.     collide                                // Include this frame in collision calcs
  15934.     speed                                // Frame rate type
  15935.     0.08,8                                // Min frame rate, max frame rate,
  15936.     5                                    // Number of initial frames
  15937.         MOOSHK1.PIX
  15938.         0,0,not flipped
  15939.         MOOSHK3.PIX
  15940.         0,0,not flipped
  15941.         MOOSHK1.PIX
  15942.         0,0,not flipped
  15943.         MOOSHK3.PIX
  15944.         0,0,not flipped
  15945.         MOORUNT1.PIX
  15946.         0,0,not flipped
  15947.         
  15948.     4                                    // Number of looping frames
  15949.         MOORUNT1.PIX
  15950.         0,0,flipped
  15951.         MOORUNT2.PIX
  15952.         0,0,flipped
  15953.         MOORUNT3.PIX
  15954.         0,0,flipped
  15955.         MOORUNT2.PIX
  15956.         0,0,flipped
  15957.             
  15958. // Sequence #3 - turn frightened and run away to their left
  15959.  
  15960.     collide                                // Include this frame in collision calcs
  15961.     speed                                // Frame rate type
  15962.     0.08,8                                // Min frame rate, max frame rate,
  15963.     4                                    // Number of initial frames
  15964.         MOOSHK1.PIX
  15965.         0,0,flipped
  15966.         MOOSHK3.PIX
  15967.         0,0,flipped
  15968.         MOOSHK1.PIX
  15969.         0,0,flipped
  15970.         MOOSHK3.PIX
  15971.         0,0,flipped
  15972.         
  15973.     4                                    // Number of looping frames
  15974.         MOORUNA1.PIX
  15975.         0,0,not flipped
  15976.         MOORUNA2.PIX
  15977.         0,0,not flipped
  15978.         MOORUNA3.PIX
  15979.         0,0,not flipped
  15980.         MOORUNA2.PIX
  15981.         0,0,not flipped
  15982.  
  15983.             
  15984. // Sequence #4 - stationary, looking from side to side
  15985.  
  15986.     collide                                // Include this frame in collision calcs
  15987.     variable                            // Frame rate type
  15988.     1,6                                    // Min frame rate, max frame rate,
  15989.     0                                    // Number of initial frames
  15990.     2                                    // Number of looping frames
  15991.         MOZSTL1.PIX
  15992.         0,0,not flipped
  15993.         MOZSTL2.PIX
  15994.         0,0,not flipped
  15995.             
  15996.             
  15997. // Sequence #5 - fatal collision with car
  15998.  
  15999.     don't collide                        // Exclude this frame in collision calcs
  16000.     variable                                // Frame rate type
  16001.     12,12                                    // Min frame rate, max frame rate,
  16002.     5                                    // Number of initial frames
  16003.         MOOHIT1.PIX
  16004.         0,0,not flipped
  16005.         MOOHIT2.PIX
  16006.         0,0,not flipped
  16007.         MOOHIT3.PIX
  16008.         0,0,not flipped
  16009.         MOOHIT4.PIX
  16010.         0,0,not flipped
  16011.         MOODED.PIX
  16012.         0,0,not flipped
  16013.     0                                    // Number of looping frames
  16014.             
  16015. // Sequence #6 - turning into giblets
  16016.  
  16017.     don't collide                        // Exclude this frame in collision calcs
  16018.     fixed                                // Frame rate type
  16019.     1                                    // Number of initial frames
  16020.         MOODED.PIX
  16021.         0,0,not flipped
  16022.     0                                    // Number of looping frames
  16023.             
  16024. // Sequence #7 - non-fatal collision with car
  16025.  
  16026.     collide                                // Include this frame in collision calcs
  16027.     variable                                // Frame rate type
  16028.     12,12                                    // Min frame rate, max frame rate,
  16029.     2                                    // Number of initial frames
  16030.         MOOHIT1.PIX
  16031.         0,0,not flipped
  16032.         MOOHIT2.PIX
  16033.         0,0,not flipped
  16034.     0                                    // Number of looping frames
  16035.             
  16036. // Sequence #8 - stationary, looking the other way from side to side
  16037.  
  16038.     collide                                // Include this frame in collision calcs
  16039.     variable                            // Frame rate type
  16040.     1,6                                    // Min frame rate, max frame rate,
  16041.     0                                    // Number of initial frames
  16042.     2                                    // Number of looping frames
  16043.         MOZSTL2.PIX
  16044.         0,0,not flipped
  16045.         MOZSTL1.PIX
  16046.         0,0,not flipped
  16047.             
  16048. NEXT PEDESTRIAN
  16049.  
  16050. // **************** KINKY WHIP BITCH ****************
  16051.  
  16052. 77                                        // Reference number
  16053. 0.27                                    // Height
  16054. 175                                        // Points value
  16055. 20                                        // Hit points
  16056. 2,4031,4030                                // Exploding noises
  16057. -1                                        // Falling noise
  16058. 0.00002                                    // Acceleration
  16059. 1                                        // Image index
  16060. IDENTITY.TAB
  16061. KIN.PIX
  16062. STDPED.MAT
  16063. 2                                        // Index of fatal car-impact action
  16064. 4                                        // Index of non-fatal car-impact action
  16065. 1                                        // Index of after-non-fatal-impact action
  16066. 5                                        // Index of fatal falling action
  16067. 6                                        // Index of non-fatal falling action
  16068. 3                                        // Index of giblets action
  16069.  
  16070. 7                                        // Number of actions
  16071.  
  16072. // Action #0 - stand there, looking nervous
  16073.  
  16074.     0,100                                // Danger level, percentage chance
  16075.     0,0                                    // Initial speed, looping speed
  16076.     20.0                                    // Reaction time for this action
  16077.     0                                    // Sounds
  16078.     3                                    // Number of sequences for this action
  16079.         90,8                            // Max bearing, sequence index
  16080.         270,4                            // Max bearing, sequence index
  16081.         360,8                            // Max bearing, sequence index
  16082.     
  16083. // Action #1 - turn frightened and run like fuck
  16084.  
  16085.     1,100                                // Danger level, percentage chance
  16086.     0,0.0008                            // Initial speed, looping speed
  16087.     0.05                                // Reaction time for this action
  16088.     1,4002                            // Sounds
  16089.     4                                    // Number of sequences for this action
  16090.         90,3                            // Max bearing, sequence index
  16091.         180,1                            // Max bearing, sequence index
  16092.         270,2                            // Max bearing, sequence index
  16093.         360,0                            // Max bearing, sequence index
  16094.     
  16095. // Action #2 - fatal car collision
  16096.  
  16097.     1000,0                                // Danger level, percentage chance
  16098.     0,0                                    // Initial speed, looping speed
  16099.     0                                    // Reaction time for this action
  16100.     1,4012                            // Sounds
  16101.     1                                    // Number of sequences for this action
  16102.         360,5                            // Max bearing, sequence index
  16103.  
  16104. // Action #3 - turning into giblets
  16105.  
  16106.     1000,0                                // Danger level, percentage chance
  16107.     0,0                                    // Initial speed, looping speed
  16108.     0                                    // Reaction time for this action
  16109.     0                                    // Sounds
  16110.     1                                    // Number of sequences for this action
  16111.         360,6                            // Max bearing, sequence index
  16112.  
  16113. // Action #4 - non-fatal car collision
  16114.  
  16115.     1000,0                                // Danger level, percentage chance
  16116.     0,0                                    // Initial speed, looping speed
  16117.     0                                    // Reaction time for this action
  16118.     1,4002                            // Sounds
  16119.     1                                    // Number of sequences for this action
  16120.         360,7                            // Max bearing, sequence index
  16121.  
  16122.  
  16123. // Action #5 - fatal ground collision
  16124.  
  16125.     1000,0                                // Danger level, percentage chance
  16126.     0,0                                    // Initial speed, looping speed
  16127.     0                                    // Reaction time for this action
  16128.     1,4012                            // Sounds
  16129.     1                                    // Number of sequences for this action
  16130.         360,5                            // Max bearing, sequence index
  16131.  
  16132. // Action #6 - non-fatal ground collision
  16133.  
  16134.     1000,0                                // Danger level, percentage chance
  16135.     0,0                                    // Initial speed, looping speed
  16136.     0                                    // Reaction time for this action
  16137.     1,4002                            // Sounds
  16138.     1                                    // Number of sequences for this action
  16139.         360,7                            // Max bearing, sequence index
  16140.  
  16141. 9                                        // Number of sequences
  16142.  
  16143. // Sequence #0 - turn frightened and run away to their right
  16144.  
  16145.     collide                                // Include this frame in collision calcs
  16146.     speed                                // Frame rate type
  16147.     0.08,8                                // Min frame rate, max frame rate,
  16148.     4                                    // Number of initial frames
  16149.         KINSHK1.PIX
  16150.         0,0,flipped
  16151.                 KINSTL1.PIX
  16152.         0,0,flipped
  16153.         KINSHK1.PIX
  16154.         0,0,not flipped
  16155.         KINTRN.PIX
  16156.         0,0,not flipped
  16157.     4                                    // Number of looping frames
  16158.         KINRUNA1.PIX
  16159.         0,0,flipped
  16160.         KINRUNA2.PIX
  16161.         0,0,flipped
  16162.         KINRUNA3.PIX
  16163.         0,0,flipped
  16164.         KINRUNA2.PIX
  16165.         0,0,flipped
  16166.             
  16167. // Sequence #1 - turn frightened and run towards to their left
  16168.  
  16169.     collide                                // Include this frame in collision calcs
  16170.     speed                                // Frame rate type
  16171.     0.08,8                                // Min frame rate, max frame rate,
  16172.     4                                    // Number of initial frames
  16173.         KINSHK1.PIX
  16174.         0,0,flipped
  16175.                 KINSTL1.PIX
  16176.         0,0,not flipped
  16177.         KINSHK1.PIX
  16178.         0,0,not flipped
  16179.         KINTRN.PIX
  16180.         0,0,not flipped
  16181.     4                                    // Number of looping frames
  16182.         KINRUNT1.PIX
  16183.         0,0,flipped
  16184.         KINRUNT2.PIX
  16185.         0,0,flipped
  16186.         KINRUNT3.PIX
  16187.         0,0,flipped
  16188.         KINRUNT2.PIX
  16189.         0,0,flipped
  16190.             
  16191. // Sequence #2 - turn frightened and run towards to their right
  16192.  
  16193.     collide                                // Include this frame in collision calcs
  16194.     speed                                // Frame rate type
  16195.     0.08,8                                // Min frame rate, max frame rate,
  16196.     4                                    // Number of initial frames
  16197.         KINSHK1.PIX
  16198.         0,0,flipped
  16199.             KINSTL1.PIX
  16200.         0,0,flipped
  16201.         KINSHK1.PIX
  16202.         0,0,not flipped
  16203.         KINTRN.PIX
  16204.         0,0,not flipped
  16205.     4                                    // Number of looping frames
  16206.         KINRUNT1.PIX
  16207.         0,0,flipped
  16208.         KINRUNT2.PIX
  16209.         0,0,flipped
  16210.         KINRUNT3.PIX
  16211.         0,0,flipped
  16212.         KINRUNT2.PIX
  16213.         0,0,flipped
  16214.             
  16215. // Sequence #3 - turn frightened and run away to their left
  16216.  
  16217.     collide                                // Include this frame in collision calcs
  16218.     speed                                // Frame rate type
  16219.     0.08,8                                // Min frame rate, max frame rate,
  16220.     4                                    // Number of initial frames
  16221.         KINSHK1.PIX
  16222.         0,0,flipped
  16223.             KINSTL1.PIX
  16224.         0,0,flipped
  16225.         KINSHK1.PIX
  16226.         0,0,not flipped
  16227.         KINTRN.PIX
  16228.         0,0,not flipped
  16229.     4                                    // Number of looping frames
  16230.         KINRUNA1.PIX
  16231.         0,0,not flipped
  16232.         KINRUNA2.PIX
  16233.         0,0,not flipped
  16234.         KINRUNA3.PIX
  16235.         0,0,not flipped
  16236.         KINRUNA2.PIX
  16237.         0,0,not flipped
  16238.             
  16239. // Sequence #4 - stationary, looking from side to side
  16240.  
  16241.     collide                                // Include this frame in collision calcs
  16242.     variable                            // Frame rate type
  16243.     1,6                                    // Min frame rate, max frame rate,
  16244.     0                                    // Number of initial frames
  16245.     2                                    // Number of looping frames
  16246.                 KINSTL1.PIX
  16247.         0,0,not flipped
  16248.                 KINSTL2.PIX
  16249.         0,0,not flipped
  16250.             
  16251.             
  16252. // Sequence #5 - fatal collision with car
  16253.  
  16254.     don't collide                        // Exclude this frame in collision calcs
  16255.     variable                                // Frame rate type
  16256.     12,12                                    // Min frame rate, max frame rate,
  16257.     5                                    // Number of initial frames
  16258.         KINHIT1.PIX
  16259.         0,0,not flipped
  16260.         KINHIT2B.PIX
  16261.         0,0,not flipped
  16262.         KINHIT3B.PIX
  16263.         0,0,not flipped
  16264.         KINHIT4B.PIX
  16265.         0,0,not flipped
  16266.         KINDEDB.PIX
  16267.         0,0,not flipped
  16268.     0                                    // Number of looping frames
  16269.             
  16270. // Sequence #6 - turning into giblets
  16271.  
  16272.     don't collide                        // Exclude this frame in collision calcs
  16273.     fixed                                // Frame rate type
  16274.     1                                    // Number of initial frames
  16275.         CHUNKS.PIX
  16276.         0,0,not flipped
  16277.     0                                    // Number of looping frames
  16278.             
  16279. // Sequence #7 - non-fatal collision with car
  16280.  
  16281.     collide                                // Include this frame in collision calcs
  16282.     variable                                // Frame rate type
  16283.     12,12                                    // Min frame rate, max frame rate,
  16284.     2                                    // Number of initial frames
  16285.         KINHIT1.PIX
  16286.         0,0,not flipped
  16287.         KINHIT2B.PIX
  16288.         0,0,not flipped
  16289.     0                                    // Number of looping frames
  16290.             
  16291. // Sequence #8 - stationary, looking the other way from side to side
  16292.  
  16293.     collide                                // Include this frame in collision calcs
  16294.     variable                            // Frame rate type
  16295.     1,6                                    // Min frame rate, max frame rate,
  16296.     0                                    // Number of initial frames
  16297.     2                                    // Number of looping frames
  16298.         KINTRN.PIX
  16299.         0,0,not flipped
  16300.         KINTRN.PIX
  16301.         0,0,flipped
  16302.             
  16303.     
  16304.  
  16305. NEXT PEDESTRIAN
  16306.  
  16307.  
  16308. // ********** MONK/DRUID TYPE MNK (same as old) *****************
  16309. // ********** starring Sean "shittin' bricks" Connery *******
  16310.  
  16311. 78                                        // Reference number
  16312. 0.265                                    // Height
  16313. 200                                        // Points value
  16314. 30                                        // Hit points
  16315. 2,4031,4030                                // Exploding noises
  16316. 4040                                    // Falling noise
  16317. 0.00002                                    // Acceleration
  16318. 1                                        // Image index
  16319. IDENTITY.TAB
  16320. MNK.PIX
  16321. STDPED.MAT
  16322. 2                                        // Index of fatal car-impact action
  16323. 4                                        // Index of non-fatal car-impact action
  16324. 1                                        // Index of after-non-fatal-impact action
  16325. 5                                        // Index of fatal falling action
  16326. 6                                        // Index of non-fatal falling action
  16327. 3                                        // Index of giblets action
  16328.  
  16329. 7                                        // Number of actions
  16330.  
  16331. // Action #0 - stand there, looking nervous
  16332.  
  16333.     0,100                                // Danger level, percentage chance
  16334.     0,0                                    // Initial speed, looping speed
  16335.     20.0                                    // Reaction time for this action
  16336.     0                                    // Sounds
  16337.     3                                    // Number of sequences for this action
  16338.         90,8                            // Max bearing, sequence index
  16339.         270,4                            // Max bearing, sequence index
  16340.         360,8                            // Max bearing, sequence index
  16341.  
  16342. // Action #1 - turn frightened and run like fuck
  16343.  
  16344.     1,100                                // Danger level, percentage chance
  16345.     0,0.0008                            // Initial speed, looping speed
  16346.     0.05                                // Reaction time for this action
  16347.     1,4005                            // Sounds
  16348.     4                                    // Number of sequences for this action
  16349.         90,3                            // Max bearing, sequence index
  16350.         180,1                            // Max bearing, sequence index
  16351.         270,2                            // Max bearing, sequence index
  16352.         360,0                            // Max bearing, sequence index
  16353.     
  16354. // Action #2 - fatal car collision
  16355.  
  16356.     1000,0                                // Danger level, percentage chance
  16357.     0,0                                    // Initial speed, looping speed
  16358.     0                                    // Reaction time for this action
  16359.     1,4010                            // Sounds
  16360.     1                                    // Number of sequences for this action
  16361.         360,5                            // Max bearing, sequence index
  16362.  
  16363. // Action #3 - turning into giblets
  16364.  
  16365.     1000,0                                // Danger level, percentage chance
  16366.     0,0                                    // Initial speed, looping speed
  16367.     0                                    // Reaction time for this action
  16368.     0                                    // Sounds
  16369.     1                                    // Number of sequences for this action
  16370.         360,6                            // Max bearing, sequence index
  16371.  
  16372. // Action #4 - non-fatal car collision
  16373.  
  16374.     1000,0                                // Danger level, percentage chance
  16375.     0,0                                    // Initial speed, looping speed
  16376.  
  16377.     0                                    // Reaction time for this action
  16378.     1,4001                            // Sounds
  16379.     1                                    // Number of sequences for this action
  16380.         360,7                            // Max bearing, sequence index
  16381.  
  16382.  
  16383. // Action #5 - fatal ground collision
  16384.  
  16385.     1000,0                                // Danger level, percentage chance
  16386.     0,0                                    // Initial speed, looping speed
  16387.     0                                    // Reaction time for this action
  16388.     1,4011                            // Sounds
  16389.     1                                    // Number of sequences for this action
  16390.         360,5                            // Max bearing, sequence index
  16391.  
  16392. // Action #6 - non-fatal ground collision
  16393.  
  16394.     1000,0                                // Danger level, percentage chance
  16395.     0,0                                    // Initial speed, looping speed
  16396.     0                                    // Reaction time for this action
  16397.     1,4001                            // Sounds
  16398.     1                                    // Number of sequences for this action
  16399.         360,7                            // Max bearing, sequence index
  16400.  
  16401. 9                                        // Number of sequences
  16402.  
  16403. // Sequence #0 - turn frightened and run away to their right
  16404.  
  16405.     collide                                // Include this frame in collision calcs
  16406.     speed                                // Frame rate type
  16407.     0.08,8                                // Min frame rate, max frame rate,
  16408.     4                                    // Number of initial frames
  16409.         MNKSHK.PIX
  16410.         0,0,flipped
  16411.         MNKSTL1.PIX
  16412.         0,0,flipped
  16413.         MNKSHK.PIX
  16414.         0,0,not flipped
  16415.         MNKTRN.PIX
  16416.         0,0,not flipped
  16417.     4                                    // Number of looping frames
  16418.         MNKRUNA1.PIX
  16419.         0,0,flipped
  16420.         MNKRUNA2.PIX
  16421.         0,0,flipped
  16422.         MNKRUNA3.PIX
  16423.         0,0,flipped
  16424.         MNKRUNA2.PIX
  16425.         0,0,flipped
  16426.             
  16427. // Sequence #1 - turn frightened and run towards to their left
  16428.  
  16429.     collide                                // Include this frame in collision calcs
  16430.     speed                                // Frame rate type
  16431.     0.08,8                                // Min frame rate, max frame rate,
  16432.     4                                    // Number of initial frames
  16433.         MNKSHK.PIX
  16434.         0,0,flipped
  16435.         MNKSTL1.PIX
  16436.         0,0,flipped
  16437.         MNKSHK.PIX
  16438.         0,0,not flipped
  16439.         MNKTRN.PIX
  16440.         0,0,not flipped
  16441.     4                                    // Number of looping frames
  16442.         MNKRUNT1.PIX
  16443.         0,0,flipped
  16444.         MNKRUNT2.PIX
  16445.         0,0,flipped
  16446.         MNKRUNT3.PIX
  16447.         0,0,flipped
  16448.         MNKRUNT2.PIX
  16449.         0,0,flipped
  16450.             
  16451. // Sequence #2 - turn frightened and run towards to their right
  16452.  
  16453.     collide                                // Include this frame in collision calcs
  16454.     speed                                // Frame rate type
  16455.     0.08,8                                // Min frame rate, max frame rate,
  16456.     4                                    // Number of initial frames
  16457.         MNKSHK.PIX
  16458.         0,0,flipped
  16459.         MNKSTL1.PIX
  16460.         0,0,flipped
  16461.         MNKSHK.PIX
  16462.         0,0,not flipped
  16463.         MNKTRN.PIX
  16464.         0,0,not flipped
  16465.     4                                    // Number of looping frames
  16466.         MNKRUNT1.PIX
  16467.         0,0,not flipped
  16468.         MNKRUNT2.PIX
  16469.         0,0,not flipped
  16470.         MNKRUNT3.PIX
  16471.         0,0,not flipped
  16472.         MNKRUNT2.PIX
  16473.         0,0,not flipped
  16474.             
  16475. // Sequence #3 - turn frightened and run away to their left
  16476.  
  16477.     collide                                // Include this frame in collision calcs
  16478.     speed                                // Frame rate type
  16479.     0.08,8                                // Min frame rate, max frame rate,
  16480.     4                                    // Number of initial frames
  16481.         MNKSHK.PIX
  16482.         0,0,flipped
  16483.         MNKSTL1.PIX
  16484.         0,0,flipped
  16485.         MNKSHK.PIX
  16486.         0,0,not flipped
  16487.         MNKTRN.PIX
  16488.         0,0,not flipped
  16489.     4                                    // Number of looping frames
  16490.         MNKRUNA1.PIX
  16491.         0,0,not flipped
  16492.         MNKRUNA2.PIX
  16493.         0,0,not flipped
  16494.         MNKRUNA3.PIX
  16495.         0,0,not flipped
  16496.         MNKRUNA2.PIX
  16497.         0,0,not flipped
  16498.             
  16499. // Sequence #4 - stationary, looking from side to side
  16500.  
  16501.     collide                                // Include this frame in collision calcs
  16502.     variable                            // Frame rate type
  16503.     1,6                                    // Min frame rate, max frame rate,
  16504.     0                                    // Number of initial frames
  16505.     2                                    // Number of looping frames
  16506.         MNKSTL1.PIX
  16507.         0,0,not flipped
  16508.         MNKSTL2.PIX
  16509.         0,0,not flipped
  16510.             
  16511.             
  16512. // Sequence #5 - fatal collision with car
  16513.  
  16514.     don't collide                        // Exclude this frame in collision calcs
  16515.     variable                                // Frame rate type
  16516.     12,12                                    // Min frame rate, max frame rate,
  16517.     5                                    // Number of initial frames
  16518.         MNKHIT1B.PIX
  16519.         0,0,not flipped
  16520.         MNKHIT2B.PIX
  16521.         0,0,not flipped
  16522.         MNKHIT3B.PIX
  16523.         0,0,not flipped
  16524.         MNKHIT4B.PIX
  16525.         0,0,not flipped
  16526.         MNKDED.PIX
  16527.         0,0,not flipped
  16528.     0                                    // Number of looping frames
  16529.             
  16530. // Sequence #6 - turning into giblets
  16531.  
  16532.     don't collide                        // Exclude this frame in collision calcs
  16533.     fixed                                // Frame rate type
  16534.     1                                    // Number of initial frames
  16535.         CHUNKS.PIX
  16536.         0,0,not flipped
  16537.     0                                    // Number of looping frames
  16538.             
  16539. // Sequence #7 - non-fatal collision with car
  16540.  
  16541.     collide                                // Include this frame in collision calcs
  16542.     variable                                // Frame rate type
  16543.     12,12                                    // Min frame rate, max frame rate,
  16544.     2                                    // Number of initial frames
  16545.         MNKHIT1B.PIX
  16546.         0,0,not flipped
  16547.         MNKHIT2B.PIX
  16548.         0,0,not flipped
  16549.     0                                    // Number of looping frames
  16550.             
  16551. // Sequence #8 - stationary, looking the other way from side to side
  16552.  
  16553.     collide                                // Include this frame in collision calcs
  16554.     variable                            // Frame rate type
  16555.     1,6                                    // Min frame rate, max frame rate,
  16556.     0                                    // Number of initial frames
  16557.     2                                    // Number of looping frames
  16558.         MNKBAK.PIX
  16559.         0,0,not flipped
  16560.         MNKBAK.PIX
  16561.         0,0,flipped
  16562.             
  16563.     
  16564. NEXT PEDESTRIAN
  16565.  
  16566.  
  16567. // **************** GAY (ALLEDEGDY) ****************
  16568. // **************** Same as PER ********************
  16569.  
  16570. 79                                        // Reference number
  16571. 0.29                                    // Height
  16572. 100                                        // Points value
  16573. 10                                        // Hit points
  16574. 2,4031,4030                                // Exploding noises
  16575. 4040                                    // Falling noise
  16576. 0.00002                                    // Acceleration
  16577. 1                                        // Image index
  16578. IDENTITY.TAB
  16579. GAY.PIX
  16580. STDPED.MAT
  16581. 2                                        // Index of fatal car-impact action
  16582. 4                                        // Index of non-fatal car-impact action
  16583. 1                                        // Index of after-non-fatal-impact action
  16584. 5                                        // Index of fatal falling action
  16585. 6                                        // Index of non-fatal falling action
  16586. 3                                        // Index of giblets action
  16587.  
  16588. 7                                        // Number of actions
  16589.  
  16590. // Action #0 - stand there, looking nervous
  16591.  
  16592.     0,100                                // Danger level, percentage chance
  16593.     0,0                                    // Initial speed, looping speed
  16594.     20.0                                    // Reaction time for this action
  16595.     0                                    // Sounds
  16596.     3                                    // Number of sequences for this action
  16597.         90,8                            // Max bearing, sequence index
  16598.         270,4                            // Max bearing, sequence index
  16599.         360,8                            // Max bearing, sequence index
  16600.  
  16601. // Action #1 - turn frightened and run like fuck
  16602.  
  16603.     1,100                                // Danger level, percentage chance
  16604.     0,0.0008                            // Initial speed, looping speed
  16605.     0.05                                // Reaction time for this action
  16606.     1,4006                            // Sounds
  16607.     4                                    // Number of sequences for this action
  16608.         90,0                            // Max bearing, sequence index
  16609.         180,1                            // Max bearing, sequence index
  16610.         270,2                            // Max bearing, sequence index
  16611.         360,3                            // Max bearing, sequence index
  16612.     
  16613. // Action #2 - fatal car collision
  16614.  
  16615.     1000,0                                // Danger level, percentage chance
  16616.     0,0                                    // Initial speed, looping speed
  16617.     0                                    // Reaction time for this action
  16618.     2,4011,4010                        // Sounds
  16619.     1                                    // Number of sequences for this action
  16620.         360,5                            // Max bearing, sequence index
  16621.  
  16622. // Action #3 - turning into giblets
  16623.  
  16624.     1000,0                                // Danger level, percentage chance
  16625.     0,0                                    // Initial speed, looping speed
  16626.     0                                    // Reaction time for this action
  16627.     0                                    // Sounds
  16628.     1                                    // Number of sequences for this action
  16629.         360,6                            // Max bearing, sequence index
  16630.  
  16631. // Action #4 - non-fatal car collision
  16632.  
  16633.     1000,0                                // Danger level, percentage chance
  16634.     0,0                                    // Initial speed, looping speed
  16635.     0                                    // Reaction time for this action
  16636.     1,4000                            // Sounds
  16637.     1                                    // Number of sequences for this action
  16638.         360,7                            // Max bearing, sequence index
  16639.  
  16640.  
  16641. // Action #5 - fatal ground collision
  16642.  
  16643.     1000,0                                // Danger level, percentage chance
  16644.     0,0                                    // Initial speed, looping speed
  16645.     0                                    // Reaction time for this action
  16646.     1,4011                            // Sounds
  16647.     1                                    // Number of sequences for this action
  16648.         360,5                            // Max bearing, sequence index
  16649.  
  16650. // Action #6 - non-fatal ground collision
  16651.  
  16652.     1000,0                                // Danger level, percentage chance
  16653.     0,0                                    // Initial speed, looping speed
  16654.     0                                    // Reaction time for this action
  16655.     1,4000                            // Sounds
  16656.     1                                    // Number of sequences for this action
  16657.         360,7                            // Max bearing, sequence index
  16658.  
  16659. 9                                        // Number of sequences
  16660.  
  16661. // Sequence #0 - turn frightened and run away to their right
  16662.  
  16663.     collide                                // Include this frame in collision calcs
  16664.     speed                                // Frame rate type
  16665.     0.08,8                                // Min frame rate, max frame rate,
  16666.     4                                    // Number of initial frames
  16667.         GAYSHK.PIX
  16668.         0,0,flipped
  16669.         GAYSTL.PIX
  16670.         0,0,flipped
  16671.         GAYSHK.PIX
  16672.         0,0,not flipped
  16673.         GAYTRN.PIX
  16674.         0,0,not flipped
  16675.     4                                    // Number of looping frames
  16676.         GAYRUNA1.PIX
  16677.         0,0,flipped
  16678.         GAYRUNA2.PIX
  16679.         0,0,flipped
  16680.         GAYRUNA3.PIX
  16681.         0,0,flipped
  16682.         GAYRUNA2.PIX
  16683.         0,0,flipped
  16684.             
  16685. // Sequence #1 - turn frightened and run towards to their left
  16686.  
  16687.     collide                                // Include this frame in collision calcs
  16688.     speed                                // Frame rate type
  16689.     0.08,8                                // Min frame rate, max frame rate,
  16690.     4                                    // Number of initial frames
  16691.         GAYSHK.PIX
  16692.         0,0,flipped
  16693.         GAYSTL.PIX
  16694.         0,0,flipped
  16695.         GAYSHK.PIX
  16696.         0,0,not flipped
  16697.         GAYTRN.PIX
  16698.         0,0,not flipped
  16699.     4                                    // Number of looping frames
  16700.         GAYRUNT1.PIX
  16701.         0,0,not flipped
  16702.         GAYRUNT2.PIX
  16703.         0,0,not flipped
  16704.         GAYRUNT3.PIX
  16705.         0,0,not flipped
  16706.         GAYRUNT2.PIX
  16707.         0,0,not flipped
  16708.             
  16709. // Sequence #2 - turn frightened and run towards to their right
  16710.  
  16711.     collide                                // Include this frame in collision calcs
  16712.     speed                                // Frame rate type
  16713.     0.08,8                                // Min frame rate, max frame rate,
  16714.     4                                    // Number of initial frames
  16715.         GAYSHK.PIX
  16716.         0,0,flipped
  16717.         GAYSTL.PIX
  16718.         0,0,flipped
  16719.         GAYSHK.PIX
  16720.         0,0,not flipped
  16721.         GAYTRN.PIX
  16722.         0,0,not flipped
  16723.     4                                    // Number of looping frames
  16724.         GAYRUNT1.PIX
  16725.         0,0,flipped
  16726.         GAYRUNT2.PIX
  16727.         0,0,flipped
  16728.         GAYRUNT3.PIX
  16729.         0,0,flipped
  16730.         GAYRUNT2.PIX
  16731.         0,0,flipped
  16732.             
  16733. // Sequence #3 - turn frightened and run away to their left
  16734.  
  16735.     collide                                // Include this frame in collision calcs
  16736.     speed                                // Frame rate type
  16737.     0.08,8                                // Min frame rate, max frame rate,
  16738.     4                                    // Number of initial frames
  16739.         GAYSHK.PIX
  16740.         0,0,flipped
  16741.         GAYSTL.PIX
  16742.         0,0,flipped
  16743.         GAYSHK.PIX
  16744.         0,0,not flipped
  16745.         GAYTRN.PIX
  16746.         0,0,not flipped
  16747.     4                                    // Number of looping frames
  16748.         GAYRUNA1.PIX
  16749.         0,0,not flipped
  16750.         GAYRUNA2.PIX
  16751.         0,0,not flipped
  16752.         GAYRUNA3.PIX
  16753.         0,0,not flipped
  16754.         GAYRUNA2.PIX
  16755.         0,0,not flipped
  16756.             
  16757. // Sequence #4 - stationary, looking from side to side
  16758.  
  16759.     collide                                // Include this frame in collision calcs
  16760.     variable                            // Frame rate type
  16761.     1,6                                    // Min frame rate, max frame rate,
  16762.     0                                    // Number of initial frames
  16763.     2                                    // Number of looping frames
  16764.         GAYSTL.PIX
  16765.         0,0,not flipped
  16766.         GAYSTL.PIX
  16767.         0,0,flipped
  16768.             
  16769.             
  16770. // Sequence #5 - fatal collision with car
  16771.  
  16772.     don't collide                        // Exclude this frame in collision calcs
  16773.     variable                                // Frame rate type
  16774.     12,12                                    // Min frame rate, max frame rate,
  16775.     5                                    // Number of initial frames
  16776.         GAYHIT1.PIX
  16777.         0,0,not flipped
  16778.         GAYHIT2.PIX
  16779.         0,0,not flipped
  16780.         GAYHIT3.PIX
  16781.         0,0,not flipped
  16782.         GAYHIT4.PIX
  16783.         0,0,not flipped
  16784.         GAYDED.PIX
  16785.         0,0,not flipped
  16786.     0                                    // Number of looping frames
  16787.             
  16788. // Sequence #6 - turning into giblets
  16789.  
  16790.     don't collide                        // Exclude this frame in collision calcs
  16791.     fixed                                // Frame rate type
  16792.     1                                    // Number of initial frames
  16793.         CHUNKS.PIX
  16794.         0,0,not flipped
  16795.     0                                    // Number of looping frames
  16796.             
  16797. // Sequence #7 - non-fatal collision with car
  16798.  
  16799.     collide                                // Include this frame in collision calcs
  16800.     variable                                // Frame rate type
  16801.     12,12                                    // Min frame rate, max frame rate,
  16802.     2                                    // Number of initial frames
  16803.         GAYHIT1.PIX
  16804.         0,0,not flipped
  16805.         GAYHIT2.PIX
  16806.         0,0,not flipped
  16807.     0                                    // Number of looping frames
  16808.             
  16809. // Sequence #8 - stationary, looking the other way from side to side
  16810.  
  16811.     collide                                // Include this frame in collision calcs
  16812.     variable                            // Frame rate type
  16813.     1,6                                    // Min frame rate, max frame rate,
  16814.     0                                    // Number of initial frames
  16815.     2                                    // Number of looping frames
  16816.         GAYBAK.PIX
  16817.         0,0,not flipped
  16818.         GAYBAK.PIX
  16819.         0,0,flipped
  16820.  
  16821. NEXT PEDSETRIAN
  16822.  
  16823. // **************** EMY - Same as cam **************** EMY
  16824. // **************** Emily in fetching white **********
  16825.  
  16826. // **************** (EMY IN WHITE CAM 2 - (FROM OLD VERSION THAT WORKED)) ****************
  16827.  
  16828. 90                                        // Reference number
  16829. 0.245                                    // Height
  16830. 100                                        // Points value
  16831. 10                                        // Hit points
  16832. 2,4031,4030                                // Exploding noises
  16833. -1                                        // Falling noise
  16834. 0.00002                                    // Acceleration
  16835. 1                                        // Image index
  16836. IDENTITY.TAB
  16837. EMY.PIX
  16838. STDPED.MAT
  16839. 2                                        // Index of fatal car-impact action
  16840. 4                                        // Index of non-fatal car-impact action
  16841. 1                                        // Index of after-non-fatal-impact action
  16842. 5                                        // Index of fatal falling action
  16843. 6                                        // Index of non-fatal falling action
  16844. 3                                        // Index of giblets action
  16845.  
  16846. 7                                        // Number of actions
  16847.  
  16848. // Action #0 - stand there, looking nervous
  16849.  
  16850.     0,100                                // Danger level, percentage chance
  16851.     0,0                                    // Initial speed, looping speed
  16852.     20.0                                    // Reaction time for this action
  16853.     0                                    // Sounds
  16854.     3                                    // Number of sequences for this action
  16855.         90,8                            // Max bearing, sequence index
  16856.         270,4                            // Max bearing, sequence index
  16857.         360,8                            // Max bearing, sequence index
  16858.     
  16859. // Action #1 - turn frightened and run like fuck
  16860.  
  16861.     1,100                                // Danger level, percentage chance
  16862.     0,0.0008                            // Initial speed, looping speed
  16863.     0.05                                // Reaction time for this action
  16864.     1,4002                            // Sounds
  16865.     4                                    // Number of sequences for this action
  16866.         90,3                            // Max bearing, sequence index
  16867.         180,1                            // Max bearing, sequence index
  16868.         270,2                            // Max bearing, sequence index
  16869.         360,0                            // Max bearing, sequence index
  16870.     
  16871. // Action #2 - fatal car collision
  16872.  
  16873.     1000,0                                // Danger level, percentage chance
  16874.     0,0                                    // Initial speed, looping speed
  16875.     0                                    // Reaction time for this action
  16876.     1,4015                            // Sounds
  16877.     1                                    // Number of sequences for this action
  16878.         360,5                            // Max bearing, sequence index
  16879.  
  16880. // Action #3 - turning into giblets
  16881.  
  16882.     1000,0                                // Danger level, percentage chance
  16883.     0,0                                    // Initial speed, looping speed
  16884.     0                                    // Reaction time for this action
  16885.     0                                    // Sounds
  16886.     1                                    // Number of sequences for this action
  16887.         360,6                            // Max bearing, sequence index
  16888.  
  16889. // Action #4 - non-fatal car collision
  16890.  
  16891.     1000,0                                // Danger level, percentage chance
  16892.     0,0                                    // Initial speed, looping speed
  16893.     0                                    // Reaction time for this action
  16894.     1,4002                            // Sounds
  16895.     1                                    // Number of sequences for this action
  16896.         360,7                            // Max bearing, sequence index
  16897.  
  16898.  
  16899. // Action #5 - fatal ground collision
  16900.  
  16901.     1000,0                                // Danger level, percentage chance
  16902.     0,0                                    // Initial speed, looping speed
  16903.     0                                    // Reaction time for this action
  16904.     1,4015                            // Sounds
  16905.     1                                    // Number of sequences for this action
  16906.         360,5                            // Max bearing, sequence index
  16907.  
  16908. // Action #6 - non-fatal ground collision
  16909.  
  16910.     1000,0                                // Danger level, percentage chance
  16911.     0,0                                    // Initial speed, looping speed
  16912.     0                                    // Reaction time for this action
  16913.     1,4002                            // Sounds
  16914.     1                                    // Number of sequences for this action
  16915.         360,7                            // Max bearing, sequence index
  16916.  
  16917. 9                                        // Number of sequences
  16918.  
  16919. // Sequence #0 - turn frightened and run away to their right
  16920.  
  16921.     collide                                // Include this frame in collision calcs
  16922.     speed                                // Frame rate type
  16923.     0.08,8                                // Min frame rate, max frame rate,
  16924.     4                                    // Number of initial frames
  16925.         EMYSHK.PIX
  16926.         0,0,flipped
  16927.         EMYSTL.PIX
  16928.         0,0,flipped
  16929.         EMYSHK.PIX
  16930.         0,0,not flipped
  16931.         EMYTRN.PIX
  16932.         0,0,not flipped
  16933.     4                                    // Number of looping frames
  16934.         EMYRUNA1.PIX
  16935.         0,0,flipped
  16936.         EMYRUNA2.PIX
  16937.         0,0,flipped
  16938.         EMYRUNA3.PIX
  16939.         0,0,flipped
  16940.         EMYRUNA2.PIX
  16941.         0,0,flipped
  16942.             
  16943. // Sequence #1 - turn frightened and run towards to their left
  16944.  
  16945.     collide                                // Include this frame in collision calcs
  16946.     speed                                // Frame rate type
  16947.     0.08,8                                // Min frame rate, max frame rate,
  16948.     4                                    // Number of initial frames
  16949.         EMYSHK.PIX
  16950.         0,0,flipped
  16951.         EMYSTL.PIX
  16952.         0,0,flipped
  16953.         EMYSHK.PIX
  16954.         0,0,not flipped
  16955.         EMYTRN.PIX
  16956.         0,0,not flipped
  16957.     4                                    // Number of looping frames
  16958.         EMYRUNT1.PIX
  16959.         0,0,not flipped
  16960.         EMYRUNT2.PIX
  16961.         0,0,not flipped
  16962.         EMYRUNT3.PIX
  16963.         0,0,not flipped
  16964.         EMYRUNT2.PIX
  16965.         0,0,not flipped
  16966.             
  16967. // Sequence #2 - turn frightened and run towards to their right
  16968.  
  16969.     collide                                // Include this frame in collision calcs
  16970.     speed                                // Frame rate type
  16971.     0.08,8                                // Min frame rate, max frame rate,
  16972.     4                                    // Number of initial frames
  16973.         EMYSHK.PIX
  16974.         0,0,flipped
  16975.         EMYSTL.PIX
  16976.         0,0,flipped
  16977.         EMYSHK.PIX
  16978.         0,0,not flipped
  16979.         EMYTRN.PIX
  16980.         0,0,not flipped
  16981.     4                                    // Number of looping frames
  16982.         EMYRUNT1.PIX                                              
  16983.         0,0,flipped
  16984.         EMYRUNT2.PIX
  16985.         0,0,flipped
  16986.         EMYRUNT3.PIX
  16987.         0,0,flipped
  16988.         EMYRUNT2.PIX
  16989.         0,0,flipped
  16990.             
  16991. // Sequence #3 - turn frightened and run away to their left
  16992.  
  16993.     collide                                // Include this frame in collision calcs
  16994.     speed                                // Frame rate type
  16995.     0.08,8                                // Min frame rate, max frame rate,
  16996.     4                                    // Number of initial frames
  16997.         EMYSHK.PIX
  16998.         0,0,flipped
  16999.         EMYSTL.PIX
  17000.         0,0,flipped
  17001.         EMYSHK.PIX
  17002.         0,0,not flipped
  17003.         EMYTRN.PIX
  17004.         0,0,not flipped
  17005.     4                                    // Number of looping frames
  17006.         EMYRUNA1.PIX
  17007.         0,0,not flipped
  17008.         EMYRUNA2.PIX
  17009.         0,0,not flipped
  17010.         EMYRUNA3.PIX
  17011.         0,0,not flipped
  17012.         EMYRUNA2.PIX
  17013.         0,0,not flipped
  17014.             
  17015. // Sequence #4 - stationary, looking from side to side
  17016.  
  17017.     collide                                // Include this frame in collision calcs
  17018.     variable                            // Frame rate type
  17019.     1,6                                    // Min frame rate, max frame rate,
  17020.     0                                    // Number of initial frames
  17021.     2                                    // Number of looping frames
  17022.         EMYSTL.PIX
  17023.         0,0,not flipped
  17024.         EMYSTL.PIX
  17025.         0,0,flipped
  17026.             
  17027.             
  17028. // Sequence #5 - fatal collision with car
  17029.  
  17030.     don't collide                        // Exclude this frame in collision calcs
  17031.     variable                                // Frame rate type
  17032.     12,12                                    // Min frame rate, max frame rate,
  17033.     5                                    // Number of initial frames
  17034.         EMYHIT1.PIX
  17035.         0,0,not flipped
  17036.         EMYHIT2.PIX
  17037.         0,0,not flipped
  17038.         EMYHIT3.PIX
  17039.         0,0,not flipped
  17040.         EMYHIT4.PIX
  17041.         0,0,not flipped
  17042.         EMYDED.PIX
  17043.         0,0,not flipped
  17044.     0                                    // Number of looping frames
  17045.             
  17046. // Sequence #6 - turning into giblets
  17047.  
  17048.     don't collide                        // Exclude this frame in collision calcs
  17049.     fixed                                // Frame rate type
  17050.     1                                    // Number of initial frames
  17051.         CHUNKS.PIX
  17052.         0,0,not flipped
  17053.     0                                    // Number of looping frames
  17054.             
  17055. // Sequence #7 - non-fatal collision with car
  17056.  
  17057.     collide                                // Include this frame in collision calcs
  17058.     variable                                // Frame rate type
  17059.     12,12                                    // Min frame rate, max frame rate,
  17060.     2                                    // Number of initial frames
  17061.         EMYHIT1.PIX
  17062.         0,0,not flipped
  17063.         EMYHIT2.PIX
  17064.         0,0,not flipped
  17065.     0                                    // Number of looping frames
  17066.             
  17067. // Sequence #8 - stationary, looking the other way from side to side
  17068.  
  17069.     collide                                // Include this frame in collision calcs
  17070.     variable                            // Frame rate type
  17071.     1,6                                    // Min frame rate, max frame rate,
  17072.     0                                    // Number of initial frames
  17073.     2                                    // Number of looping frames
  17074.         EMYBAK.PIX
  17075.         0,0,not flipped
  17076.         EMYBAK.PIX
  17077.         0,0,flipped
  17078.             
  17079.     
  17080. NEXT PEDESTRIAN
  17081.  
  17082.  
  17083.  
  17084. // ******* AVE ***** THAT BLOKE FROM AVENGERS - SAME AS TON  ****************AVE
  17085.  
  17086.  
  17087. 81                                        // Reference number
  17088. 0.28                                    // Height
  17089. 100                                        // Points value
  17090. 10                                        // Hit points
  17091. 2,4031,4030                                // Exploding noises
  17092. 4040                                    // Falling noise
  17093. 0.00002                                    // Acceleration
  17094. 1                                        // Image index
  17095. IDENTITY.TAB
  17096. AVE.PIX
  17097. STDPED.MAT
  17098. 2                                        // Index of fatal car-impact action
  17099. 4                                        // Index of non-fatal car-impact action
  17100. 1                                        // Index of after-non-fatal-impact action
  17101. 5                                        // Index of fatal falling action
  17102. 6                                        // Index of non-fatal falling action
  17103. 3                                        // Index of giblets action
  17104.  
  17105. 7                                        // Number of actions
  17106.  
  17107. // Action #0 - stand there, looking nervous
  17108.  
  17109.     0,100                                // Danger level, percentage chance
  17110.     0,0                                    // Initial speed, looping speed
  17111.     20.0                                    // Reaction time for this action
  17112.     0                                    // Sounds
  17113.     3                                    // Number of sequences for this action
  17114.         90,8                            // Max bearing, sequence index
  17115.         270,4                            // Max bearing, sequence index
  17116.         360,8                            // Max bearing, sequence index
  17117.  
  17118. // Action #1 - turn frightened and run like fuck
  17119.  
  17120.     1,100                                // Danger level, percentage chance
  17121.     0,0.0008                            // Initial speed, looping speed
  17122.     0.05                                // Reaction time for this action
  17123.     1,4000                            // Sounds
  17124.     4                                    // Number of sequences for this action
  17125.         90,3                            // Max bearing, sequence index
  17126.         180,1                            // Max bearing, sequence index
  17127.         270,2                            // Max bearing, sequence index
  17128.         360,0                            // Max bearing, sequence index
  17129.     
  17130. // Action #2 - fatal car collision
  17131.  
  17132.     1000,0                                // Danger level, percentage chance
  17133.     0,0                                    // Initial speed, looping speed
  17134.     0                                    // Reaction time for this action
  17135.     1,4010                        // Sounds
  17136.     1                                    // Number of sequences for this action
  17137.         360,5                            // Max bearing, sequence index
  17138.  
  17139. // Action #3 - turning into giblets
  17140.  
  17141.     1000,0                                // Danger level, percentage chance
  17142.     0,0                                    // Initial speed, looping speed
  17143.     0                                    // Reaction time for this action
  17144.     0                                    // Sounds
  17145.     1                                    // Number of sequences for this action
  17146.         360,6                            // Max bearing, sequence index
  17147.  
  17148. // Action #4 - non-fatal car collision
  17149.  
  17150.     1000,0                                // Danger level, percentage chance
  17151.     0,0                                    // Initial speed, looping speed
  17152.     0                                    // Reaction time for this action
  17153.     1,4001                            // Sounds
  17154.     1                                    // Number of sequences for this action
  17155.         360,7                            // Max bearing, sequence index
  17156.  
  17157.  
  17158. // Action #5 - fatal ground collision
  17159.  
  17160.     1000,0                                // Danger level, percentage chance
  17161.     0,0                                    // Initial speed, looping speed
  17162.     0                                    // Reaction time for this action
  17163.     1,4011                            // Sounds
  17164.     1                                    // Number of sequences for this action
  17165.         360,5                            // Max bearing, sequence index
  17166.  
  17167. // Action #6 - non-fatal ground collision
  17168.  
  17169.     1000,0                                // Danger level, percentage chance
  17170.     0,0                                    // Initial speed, looping speed
  17171.     0                                    // Reaction time for this action
  17172.     1,4001                            // Sounds
  17173.     1                                    // Number of sequences for this action
  17174.         360,7                            // Max bearing, sequence index
  17175.  
  17176. 9                                        // Number of sequences
  17177.  
  17178. // Sequence #0 - turn frightened and run away to their right
  17179.  
  17180.     collide                                // Include this frame in collision calcs
  17181.     speed                                // Frame rate type
  17182.     0.08,8                                // Min frame rate, max frame rate,
  17183.     4                                    // Number of initial frames
  17184.         AVESHK.PIX
  17185.         0,0,flipped
  17186.         AVESTL.PIX
  17187.         0,0,flipped
  17188.         AVESHK.PIX
  17189.         0,0,not flipped
  17190.         AVETRN.PIX
  17191.         0,0,not flipped
  17192.     4                                    // Number of looping frames
  17193.         AVERUNA1.PIX
  17194.         0,0,flipped
  17195.         AVERUNA2.PIX
  17196.         0,0,flipped
  17197.         AVERUNA3.PIX
  17198.         0,0,flipped
  17199.         AVERUNA2.PIX
  17200.         0,0,flipped
  17201.             
  17202. // Sequence #1 - turn frightened and run towards to their left
  17203.  
  17204.     collide                                // Include this frame in collision calcs
  17205.     speed                                // Frame rate type
  17206.     0.08,8                                // Min frame rate, max frame rate,
  17207.     4                                    // Number of initial frames
  17208.         AVESHK.PIX
  17209.         0,0,flipped
  17210.         AVESTL.PIX
  17211.         0,0,flipped
  17212.         AVESHK.PIX
  17213.         0,0,not flipped
  17214.         AVETRN.PIX
  17215.         0,0,not flipped
  17216.     4                                    // Number of looping frames
  17217.         AVERUNT1.PIX
  17218.         0,0,not flipped
  17219.         AVERUNT2.PIX
  17220.  
  17221.         0,0,not flipped
  17222.         AVERUNT3.PIX
  17223.         0,0,not flipped
  17224.         AVERUNT2.PIX
  17225.         0,0,not flipped
  17226.             
  17227. // Sequence #2 - turn frightened and run towards to their right
  17228.  
  17229.     collide                                // Include this frame in collision calcs
  17230.     speed                                // Frame rate type
  17231.     0.08,8                                // Min frame rate, max frame rate,
  17232.     4                                    // Number of initial frames
  17233.         AVESHK.PIX
  17234.         0,0,flipped
  17235.         AVESTL.PIX
  17236.         0,0,flipped
  17237.         AVESHK.PIX
  17238.         0,0,not flipped
  17239.         AVETRN.PIX
  17240.         0,0,not flipped
  17241.     4                                    // Number of looping frames
  17242.         AVERUNT1.PIX
  17243.         0,0,flipped
  17244.         AVERUNT2.PIX
  17245.         0,0,flipped
  17246.         AVERUNT3.PIX
  17247.         0,0,flipped
  17248.         AVERUNT2.PIX
  17249.         0,0,flipped
  17250.             
  17251. // Sequence #3 - turn frightened and run away to their left
  17252.  
  17253.     collide                                // Include this frame in collision calcs
  17254.     speed                                // Frame rate type
  17255.     0.08,8                                // Min frame rate, max frame rate,
  17256.     4                                    // Number of initial frames
  17257.         AVESHK.PIX
  17258.         0,0,flipped
  17259.         AVESTL.PIX
  17260.         0,0,flipped
  17261.         AVESHK.PIX
  17262.         0,0,not flipped
  17263.         AVETRN.PIX
  17264.         0,0,not flipped
  17265.     4                                    // Number of looping frames
  17266.         AVERUNA1.PIX
  17267.         0,0,not flipped
  17268.         AVERUNA2.PIX
  17269.         0,0,not flipped
  17270.  
  17271.         AVERUNA3.PIX
  17272.         0,0,not flipped
  17273.         AVERUNA2.PIX
  17274.         0,0,not flipped
  17275.  
  17276.             
  17277. // Sequence #4 - stationary, looking from side to side
  17278.  
  17279.     collide                                // Include this frame in collision calcs
  17280.     variable                            // Frame rate type
  17281.     1,6                                    // Min frame rate, max frame rate,
  17282.     0                                    // Number of initial frames
  17283.     2                                    // Number of looping frames
  17284.         AVESTL.PIX
  17285.         0,0,not flipped
  17286.         AVESTL.PIX
  17287.         0,0,flipped
  17288.             
  17289.             
  17290. // Sequence #5 - fatal collision with car
  17291.  
  17292.     don't collide                        // Exclude this frame in collision calcs
  17293.     variable                                // Frame rate type
  17294.     12,12                                    // Min frame rate, max frame rate,
  17295.     5                                    // Number of initial frames
  17296.         AVEHIT1.PIX
  17297.         0,0,not flipped
  17298.         AVEHIT2.PIX
  17299.         0,0,not flipped
  17300.         AVEHIT3.PIX
  17301.         0,0,not flipped
  17302.         AVEHIT4.PIX
  17303.         0,0,not flipped
  17304.         AVEDED.PIX
  17305.         0,0,not flipped
  17306.     0                                    // Number of looping frames
  17307.             
  17308. // Sequence #6 - turning into giblets
  17309.  
  17310.     don't collide                        // Exclude this frame in collision calcs
  17311.     fixed                                // Frame rate type
  17312.     1                                    // Number of initial frames
  17313.         CHUNKS.PIX
  17314.         0,0,not flipped
  17315.     0                                    // Number of looping frames
  17316.             
  17317. // Sequence #7 - non-fatal collision with car
  17318.  
  17319.     collide                                // Include this frame in collision calcs
  17320.     variable                                // Frame rate type
  17321.     12,12                                    // Min frame rate, max frame rate,
  17322.     2                                    // Number of initial frames
  17323.         AVEHIT1.PIX
  17324.         0,0,not flipped
  17325.         AVEHIT2.PIX
  17326.         0,0,not flipped
  17327.     0                                    // Number of looping frames
  17328.             
  17329. // Sequence #8 - stationary, looking the other way from side to side
  17330.  
  17331.     collide                                // Include this frame in collision calcs
  17332.     variable                            // Frame rate type
  17333.     1,6                                    // Min frame rate, max frame rate,
  17334.     0                                    // Number of initial frames
  17335.     2                                    // Number of looping frames
  17336.         AVEBAK.PIX
  17337.         0,0,not flipped
  17338.         AVEBAK.PIX
  17339.         0,0,flipped
  17340.             
  17341. NEXT PEDESTRIAN
  17342.  
  17343. // Phoney powerup to make Satan react to getting a car in the cock
  17344.  
  17345. 150                                        // Reference number
  17346. 0.35                                    // Height
  17347. 0                                        // Points value
  17348. 0.0001                                    // Hit points
  17349. 1,666
  17350. -1                                        // Falling noise
  17351. 0                                        // Acceleration
  17352. -1                                        // Image index
  17353. IDENTITY.TAB
  17354. BLANK.PIX
  17355. STDPED.MAT
  17356. 1                                        // Index of fatal car-impact action
  17357. -1                                        // Index of non-fatal car-impact action
  17358. -1                                        // Index of after-non-fatal-impact action
  17359. -1                                        // Index of fatal falling action
  17360. -1                                        // Index of non-fatal falling action
  17361. -1                                        // Index of giblets action
  17362.  
  17363. 2                                        // Number of actions
  17364.  
  17365. // Action #0 - standing there
  17366.  
  17367.     0,100                                // Danger level, percentage chance
  17368.     0,0                                    // Initial speed, looping speed
  17369.     0                                    // Reaction time for this action
  17370.     0                                    // Sounds
  17371.     1                                    // Number of sequences for this action
  17372.         360,0                            // Max bearing, sequence index
  17373.         
  17374.  
  17375. // Action #1 - exploding
  17376.  
  17377.     1000,0                                // Danger level, percentage chance
  17378.     0,0                                    // Initial speed, looping speed
  17379.     0                                    // Reaction time for this action
  17380.     1,666                                    // Sounds
  17381.     1                                    // Number of sequences for this action
  17382.         360,2                            // Max bearing, sequence index
  17383.  
  17384.  
  17385. 2                                        // Number of sequences
  17386.  
  17387. // Sequence #0 - standing there
  17388.  
  17389.     collide                                // Include this frame in collision calcs
  17390.     fixed                                // Frame rate type
  17391.     1                                    // Number of initial frames
  17392.         BLANK.PIX
  17393.         0,0,not flipped        
  17394.     0                                    // Number of looping frames
  17395.         
  17396.  
  17397.             
  17398. // Sequence #1 - exploding
  17399.  
  17400.     don't collide                        // Exclude this frame in collision calcs
  17401.     variable                            // Frame rate type
  17402.     10,10
  17403.     1                                    // Number of initial frames
  17404.         BLANK.PIX
  17405.         0,0,not flipped
  17406.     0                                    // Number of looping frames
  17407.  
  17408.  
  17409.     
  17410. NEXT PEDESTRIAN
  17411.  
  17412.  
  17413. // **************** PAR (PARKER - BLUE COAT) *************************************************
  17414.  
  17415. 82                                        // Reference number
  17416. 0.27                                    // Height
  17417. 100                                        // Points value
  17418. 10                                        // Hit points
  17419. 2,4031,4030                                // Exploding noises
  17420. 4040                                    // Falling noise
  17421. 0.00002                                    // Acceleration
  17422. 1                                        // Image index
  17423. IDENTITY.TAB
  17424. PAR.PIX
  17425. STDPED.MAT
  17426. 2                                        // Index of fatal car-impact action
  17427. 4                                        // Index of non-fatal car-impact action
  17428. 1                                        // Index of after-non-fatal-impact action
  17429. 5                                        // Index of fatal falling action
  17430. 6                                        // Index of non-fatal falling action
  17431. 3                                        // Index of giblets action
  17432.  
  17433. 7                                        // Number of actions
  17434.  
  17435. // Action #0 - stand there, looking nervous
  17436.  
  17437.     0,100                                // Danger level, percentage chance
  17438.     0,0                                    // Initial speed, looping speed
  17439.     20.0                                    // Reaction time for this action
  17440.     0                                    // Sounds
  17441.     1                                    // Number of sequences for this action
  17442.         360,4                            // Max bearing, sequence index
  17443.     
  17444. // Action #1 - turn frightened and run like fuck
  17445.  
  17446.     1,100                                // Danger level, percentage chance
  17447.     0,0.0008                            // Initial speed, looping speed
  17448.     0.05                                // Reaction time for this action
  17449.     3,4001,4002,4003                            // Sounds
  17450.     4                                    // Number of sequences for this action
  17451.         90,3                            // Max bearing, sequence index
  17452.         180,1                            // Max bearing, sequence index
  17453.         270,2                            // Max bearing, sequence index
  17454.         360,0                            // Max bearing, sequence index
  17455.     
  17456. // Action #2 - fatal car collision
  17457.  
  17458.     1000,0                                // Danger level, percentage chance
  17459.     0,0                                    // Initial speed, looping speed
  17460.     0                                    // Reaction time for this action
  17461.     1,4010                            // Sounds
  17462.     1                                    // Number of sequences for this action
  17463.         360,5                            // Max bearing, sequence index
  17464.  
  17465. // Action #3 - turning into giblets
  17466.  
  17467.     1000,0                                // Danger level, percentage chance
  17468.     0,0                                    // Initial speed, looping speed
  17469.     0                                    // Reaction time for this action
  17470.     0                                    // Sounds
  17471.     1                                    // Number of sequences for this action
  17472.         360,6                            // Max bearing, sequence index
  17473.  
  17474. // Action #4 - non-fatal car collision
  17475.  
  17476.     1000,0                                // Danger level, percentage chance
  17477.     0,0                                    // Initial speed, looping speed
  17478.     0                                    // Reaction time for this action
  17479.     1,4001                            // Sounds
  17480.     1                                    // Number of sequences for this action
  17481.         360,7                            // Max bearing, sequence index
  17482.  
  17483.  
  17484. // Action #5 - fatal ground collision
  17485.  
  17486.     1000,0                                // Danger level, percentage chance
  17487.     0,0                                    // Initial speed, looping speed
  17488.     0                                    // Reaction time for this action
  17489.     1,4010                            // Sounds
  17490.     1                                    // Number of sequences for this action
  17491.         360,5                            // Max bearing, sequence index
  17492.  
  17493. // Action #6 - non-fatal ground collision
  17494.  
  17495.     1000,0                                // Danger level, percentage chance
  17496.     0,0                                    // Initial speed, looping speed
  17497.     0                                    // Reaction time for this action
  17498.     1,4001                            // Sounds
  17499.     1                                    // Number of sequences for this action
  17500.         360,7                            // Max bearing, sequence index
  17501.  
  17502. 8                                        // Number of sequences
  17503.  
  17504. // Sequence #0 - turn frightened and run away to their right
  17505.  
  17506.     collide                                // Include this frame in collision calcs
  17507.     speed                                // Frame rate type
  17508.     0.08,8                                // Min frame rate, max frame rate,
  17509.     4                                    // Number of initial frames
  17510.         PARSHK.PIX
  17511.         0,0,flipped
  17512.         PARSTL.PIX
  17513.         0,0,flipped
  17514.         PARSHK.PIX
  17515.         0,0,not flipped
  17516.         PARTRN.PIX
  17517.         0,0,not flipped
  17518.     4                                    // Number of looping frames
  17519.         PARRUNA1.PIX
  17520.         0,0,flipped
  17521.         PARRUNA2.PIX
  17522.         0,0,flipped
  17523.         PARRUNA3.PIX
  17524.         0,0,flipped
  17525.         PARRUNA2.PIX
  17526.         0,0,flipped
  17527.             
  17528. // Sequence #1 - turn frightened and run towards to their left
  17529.  
  17530.     collide                                // Include this frame in collision calcs
  17531.     speed                                // Frame rate type
  17532.     0.08,8                                // Min frame rate, max frame rate,
  17533.     4                                    // Number of initial frames
  17534.         PARSHK.PIX
  17535.         0,0,flipped
  17536.         PARSTL.PIX
  17537.         0,0,flipped
  17538.         PARSHK.PIX
  17539.         0,0,not flipped
  17540.         PARTRN.PIX
  17541.         0,0,not flipped
  17542.     4                                    // Number of looping frames
  17543.         PARRUNT1.PIX
  17544.         0,0,not flipped
  17545.         PARRUNT2.PIX
  17546.         0,0,not flipped
  17547.         PARRUNT3.PIX
  17548.         0,0,not flipped
  17549.         PARRUNT2.PIX
  17550.         0,0,not flipped
  17551.             
  17552. // Sequence #2 - turn frightened and run towards to their right
  17553.  
  17554.     collide                                // Include this frame in collision calcs
  17555.     speed                                // Frame rate type
  17556.     0.08,8                                // Min frame rate, max frame rate,
  17557.     4                                    // Number of initial frames
  17558.         PARSHK.PIX
  17559.         0,0,flipped
  17560.         PARSTL.PIX
  17561.         0,0,flipped
  17562.         PARSHK.PIX
  17563.         0,0,not flipped
  17564.         PARTRN.PIX
  17565.         0,0,not flipped
  17566.     4                                    // Number of looping frames
  17567.         PARRUNT1.PIX
  17568.         0,0,flipped
  17569.         PARRUNT2.PIX
  17570.  
  17571.         0,0,flipped
  17572.         PARRUNT3.PIX
  17573.         0,0,flipped
  17574.         PARRUNT2.PIX
  17575.         0,0,flipped
  17576.             
  17577. // Sequence #3 - turn frightened and run away to their left
  17578.  
  17579.     collide                                // Include this frame in collision calcs
  17580.     speed                                // Frame rate type
  17581.     0.08,8                                // Min frame rate, max frame rate,
  17582.     4                                    // Number of initial frames
  17583.         PARSHK.PIX
  17584.         0,0,flipped
  17585.         PARSTL.PIX
  17586.         0,0,flipped
  17587.         PARSHK.PIX
  17588.         0,0,not flipped
  17589.         PARTRN.PIX
  17590.         0,0,not flipped
  17591.     4                                    // Number of looping frames
  17592.         PARRUNA1.PIX
  17593.         0,0,not flipped
  17594.         PARRUNA2.PIX
  17595.         0,0,not flipped
  17596.         PARRUNA3.PIX
  17597.         0,0,not flipped
  17598.         PARRUNA2.PIX
  17599.         0,0,not flipped
  17600.             
  17601. // Sequence #4 - stationary, looking from side to side
  17602.  
  17603.     collide                                // Include this frame in collision calcs
  17604.     variable                            // Frame rate type
  17605.     1,6                                    // Min frame rate, max frame rate,
  17606.     0                                    // Number of initial frames
  17607.     2                                    // Number of looping frames
  17608.         PARSTL.PIX
  17609.         0,0,not flipped
  17610.         PARSTL.PIX
  17611.         0,0,flipped
  17612.             
  17613.             
  17614. // Sequence #5 - fatal collision with car
  17615.  
  17616.     don't collide                        // Exclude this frame in collision calcs
  17617.     variable                                // Frame rate type
  17618.     12,12                                    // Min frame rate, max frame rate,
  17619.     5                                    // Number of initial frames
  17620.         PARHIT1.PIX
  17621.         0,0,not flipped
  17622.         PARHIT2.PIX
  17623.         0,0,not flipped
  17624.         PARHIT3.PIX
  17625.         0,0,not flipped
  17626.         PARHIT4.PIX
  17627.         0,0,not flipped
  17628.         PARDED.PIX
  17629.         0,0,not flipped
  17630.     0                                    // Number of looping frames
  17631.             
  17632. // Sequence #6 - turning into giblets
  17633.  
  17634.     don't collide                        // Exclude this frame in collision calcs
  17635.     fixed                                // Frame rate type
  17636.     1                                    // Number of initial frames
  17637.         CHUNKS.PIX
  17638.         0,0,not flipped
  17639.     0                                    // Number of looping frames
  17640.             
  17641. // Sequence #7 - non-fatal collision with car
  17642.  
  17643.     collide                                // Include this frame in collision calcs
  17644.     variable                                // Frame rate type
  17645.     12,12                                    // Min frame rate, max frame rate,
  17646.     2                                    // Number of initial frames
  17647.         PARHIT1.PIX
  17648.         0,0,not flipped
  17649.         PARHIT2.PIX
  17650.         0,0,not flipped
  17651.     0                                    // Number of looping frames
  17652.             
  17653. NEXT PEDESTRIAN
  17654.  
  17655. // **************** HOG (WARTHOG)****************
  17656.  
  17657. 83                                        // Reference number
  17658. 0.17                                    // Height
  17659. 150                                        // Points value
  17660. 30                                        // Hit points
  17661. 2,9116,9116                                // Exploding noises
  17662. 9114                                    // Falling noise
  17663. 0.00002                                    // Acceleration
  17664. 1                                        // Image index
  17665. IDENTITY.TAB
  17666. HOG.PIX
  17667. STDPED.MAT
  17668. 2                                        // Index of fatal car-impact action
  17669. 4                                        // Index of non-fatal car-impact action
  17670. 1                                        // Index of after-non-fatal-impact action
  17671. 5                                        // Index of fatal falling action
  17672. 6                                        // Index of non-fatal falling action
  17673. 3                                        // Index of giblets action
  17674.  
  17675. 7                                        // Number of actions
  17676.  
  17677. // Action #0 - stand there, looking nervous
  17678.  
  17679.     0,100                                // Danger level, percentage chance
  17680.     0,0                                    // Initial speed, looping speed
  17681.     20.0                                    // Reaction time for this action
  17682.     1,9114                                    // Sounds
  17683.     1                                    // Number of sequences for this action
  17684.         360,4                            // Max bearing, sequence index
  17685.     
  17686. // Action #1 - turn frightened and run like fuck
  17687.  
  17688.     1,100                                // Danger level, percentage chance
  17689.     0,0.0008                            // Initial speed, looping speed
  17690.     0.05                                // Reaction time for this action
  17691.     2,9114,9115                            // Sounds
  17692.     4                                    // Number of sequences for this action
  17693.         90,3                            // Max bearing, sequence index
  17694.         180,1                            // Max bearing, sequence index
  17695.         270,2                            // Max bearing, sequence index
  17696.         360,0                            // Max bearing, sequence index
  17697.     
  17698. // Action #2 - fatal car collision
  17699.  
  17700.     1000,0                                // Danger level, percentage chance
  17701.     0,0                                    // Initial speed, looping speed
  17702.     0                                    // Reaction time for this action
  17703.     1,9116                            // Sounds
  17704.     1                                    // Number of sequences for this action
  17705.         360,5                            // Max bearing, sequence index
  17706.  
  17707. // Action #3 - turning into giblets
  17708.  
  17709.     1000,0                                // Danger level, percentage chance
  17710.     0,0                                    // Initial speed, looping speed
  17711.     0                                    // Reaction time for this action
  17712.     0                                    // Sounds
  17713.     1                                    // Number of sequences for this action
  17714.         360,6                            // Max bearing, sequence index
  17715.  
  17716. // Action #4 - non-fatal car collision
  17717.  
  17718.     1000,0                                // Danger level, percentage chance
  17719.     0,0                                    // Initial speed, looping speed
  17720.     0                                    // Reaction time for this action
  17721.     1,9112                            // Sounds
  17722.     1                                    // Number of sequences for this action
  17723.         360,7                            // Max bearing, sequence index
  17724.  
  17725.  
  17726. // Action #5 - fatal ground collision
  17727.  
  17728.     1000,0                                // Danger level, percentage chance
  17729.     0,0                                    // Initial speed, looping speed
  17730.     0                                    // Reaction time for this action
  17731.     1,9116                            // Sounds
  17732.     1                                    // Number of sequences for this action
  17733.         360,5                            // Max bearing, sequence index
  17734.  
  17735. // Action #6 - non-fatal ground collision
  17736.  
  17737.     1000,0                                // Danger level, percentage chance
  17738.     0,0                                    // Initial speed, looping speed
  17739.     0                                    // Reaction time for this action
  17740.     1,9112                            // Sounds
  17741.     1                                    // Number of sequences for this action
  17742.         360,7                            // Max bearing, sequence index
  17743.  
  17744. 8                                        // Number of sequences
  17745.  
  17746. // Sequence #0 - turn frightened and run away to their right
  17747.  
  17748.     collide                                // Include this frame in collision calcs
  17749.     speed                                // Frame rate type
  17750.     0.08,8                                // Min frame rate, max frame rate,
  17751.     4                                    // Number of initial frames
  17752.         HOGSHK1.PIX
  17753.         0,0,not flipped
  17754.         HOGSHK3.PIX
  17755.         0,0,not flipped
  17756.         HOGSHK1.PIX
  17757.         0,0,not flipped
  17758.         HOGSHK3.PIX
  17759.         0,0,not flipped
  17760.         
  17761.     4                                    // Number of looping frames
  17762.         HOGRUNA1.PIX
  17763.         0,0,flipped
  17764.         HOGRUNA2.PIX
  17765.         0,0,flipped
  17766.         HOGRUNA3.PIX
  17767.         0,0,flipped
  17768.         HOGRUNA2.PIX
  17769.         0,0,flipped
  17770.             
  17771. // Sequence #1 - turn frightened and run towards to their left
  17772.  
  17773.     collide                                // Include this frame in collision calcs
  17774.     speed                                // Frame rate type
  17775.     0.08,8                                // Min frame rate, max frame rate,
  17776.     4                                    // Number of initial frames
  17777.         HOGSHK1.PIX
  17778.         0,0,not flipped
  17779.         HOGSHK3.PIX
  17780.         0,0,not flipped
  17781.         HOGSHK1.PIX
  17782.         0,0,not flipped
  17783.         HOGSHK3.PIX
  17784.         0,0,not flipped
  17785.         
  17786.     4                                    // Number of looping frames
  17787.         HOGRUNT1.PIX
  17788.         0,0,not flipped
  17789.         HOGRUNT2.PIX
  17790.         0,0,not flipped
  17791.         HOGRUNT3.PIX
  17792.         0,0,not flipped
  17793.         HOGRUNT2.PIX
  17794.         0,0,not flipped
  17795.             
  17796. // Sequence #2 - turn frightened and run towards to their right
  17797.  
  17798.     collide                                // Include this frame in collision calcs
  17799.     speed                                // Frame rate type
  17800.     0.08,8                                // Min frame rate, max frame rate,
  17801.     5                                    // Number of initial frames
  17802.         HOGSHK1.PIX
  17803.         0,0,not flipped
  17804.         HOGSHK3.PIX
  17805.         0,0,not flipped
  17806.         HOGSHK1.PIX
  17807.         0,0,not flipped
  17808.         HOGSHK3.PIX
  17809.         0,0,not flipped
  17810.         HOGRUNT1.PIX
  17811.         0,0,not flipped
  17812.         
  17813.     4                                    // Number of looping frames
  17814.         HOGRUNT1.PIX
  17815.         0,0,flipped
  17816.         HOGRUNT2.PIX
  17817.         0,0,flipped
  17818.         HOGRUNT3.PIX
  17819.         0,0,flipped
  17820.         HOGRUNT2.PIX
  17821.         0,0,flipped
  17822.             
  17823. // Sequence #3 - turn frightened and run away to their left
  17824.  
  17825.     collide                                // Include this frame in collision calcs
  17826.     speed                                // Frame rate type
  17827.     0.08,8                                // Min frame rate, max frame rate,
  17828.     4                                    // Number of initial frames
  17829.         HOGSHK1.PIX
  17830.         0,0,flipped
  17831.         HOGSHK3.PIX
  17832.         0,0,flipped
  17833.         HOGSHK1.PIX
  17834.         0,0,flipped
  17835.         HOGSHK3.PIX
  17836.         0,0,flipped
  17837.         
  17838.     4                                    // Number of looping frames
  17839.         HOGRUNA1.PIX
  17840.         0,0,not flipped
  17841.         HOGRUNA2.PIX
  17842.         0,0,not flipped
  17843.         HOGRUNA3.PIX
  17844.         0,0,not flipped
  17845.         HOGRUNA2.PIX
  17846.         0,0,not flipped
  17847.  
  17848.             
  17849. // Sequence #4 - stationary, looking from side to side
  17850.  
  17851.     collide                                // Include this frame in collision calcs
  17852.     variable                            // Frame rate type
  17853.     1,6                                    // Min frame rate, max frame rate,
  17854.     0                                    // Number of initial frames
  17855.     2                                    // Number of looping frames
  17856.         HOGSTL1.PIX
  17857.         0,0,not flipped
  17858.         HOGSTL2.PIX
  17859.         0,0,not flipped
  17860.             
  17861.             
  17862. // Sequence #5 - fatal collision with car
  17863.  
  17864.     don't collide                        // Exclude this frame in collision calcs
  17865.     variable                                // Frame rate type
  17866.     12,12                                    // Min frame rate, max frame rate,
  17867.     5                                    // Number of initial frames
  17868.         HOGHIT1.PIX
  17869.         0,0,not flipped
  17870.         HOGHIT2.PIX
  17871.         0,0,not flipped
  17872.         HOGHIT3.PIX
  17873.         0,0,not flipped
  17874.         HOGHIT4.PIX
  17875.         0,0,not flipped
  17876.         HOGDED.PIX
  17877.         0,0,not flipped
  17878.     0                                    // Number of looping frames
  17879.             
  17880. // Sequence #6 - turning into giblets
  17881.  
  17882.     don't collide                        // Exclude this frame in collision calcs
  17883.     fixed                                // Frame rate type
  17884.     1                                    // Number of initial frames
  17885.         HOGDED.PIX
  17886.         0,0,not flipped
  17887.     0                                    // Number of looping frames
  17888.             
  17889. // Sequence #7 - non-fatal collision with car
  17890.  
  17891.     collide                                // Include this frame in collision calcs
  17892.     variable                                // Frame rate type
  17893.     12,12                                    // Min frame rate, max frame rate,
  17894.     2                                    // Number of initial frames
  17895.         HOGHIT1.PIX
  17896.         0,0,not flipped
  17897.         HOGHIT2.PIX
  17898.         0,0,not flipped
  17899.     0                                    // Number of looping frames
  17900.             
  17901. // Sequence #8 - stationary, looking the other way from side to side
  17902.  
  17903.     collide                                // Include this frame in collision calcs
  17904.     variable                            // Frame rate type
  17905.     1,6                                    // Min frame rate, max frame rate,
  17906.     0                                    // Number of initial frames
  17907.     2                                    // Number of looping frames
  17908.         HOGSTL2.PIX
  17909.         0,0,not flipped
  17910.         HOGSTL1.PIX
  17911.         0,0,not flipped
  17912.             
  17913. NEXT PEDESTRIAN
  17914.  
  17915. // **************** PIG (NO OFFENCE OFFICER) ****************
  17916.  
  17917. 84                                        // Reference number
  17918. 0.26                                    // Height
  17919. 100                                        // Points value
  17920. 10                                        // Hit points
  17921. 2,4031,4030                                // Exploding noises
  17922. 4040                                    // Falling noise
  17923. 0.00002                                    // Acceleration
  17924. 1                                        // Image index
  17925. IDENTITY.TAB
  17926. PIG.PIX
  17927. STDPED.MAT
  17928. 2                                        // Index of fatal car-impact action
  17929. 4                                        // Index of non-fatal car-impact action
  17930. 1                                        // Index of after-non-fatal-impact action
  17931. 5                                        // Index of fatal falling action
  17932. 6                                        // Index of non-fatal falling action
  17933. 3                                        // Index of giblets action
  17934.  
  17935. 7                                        // Number of actions
  17936.  
  17937. // Action #0 - stand there, looking nervous
  17938.  
  17939.     0,100                                // Danger level, percentage chance
  17940.     0,0                                    // Initial speed, looping speed
  17941.     20.0                                    // Reaction time for this action
  17942.     0                                    // Sounds
  17943.     3                                    // Number of sequences for this action
  17944.         90,8                            // Max bearing, sequence index
  17945.         270,4                            // Max bearing, sequence index
  17946.         360,8                            // Max bearing, sequence index
  17947.  
  17948. // Action #1 - turn frightened and run like fuck
  17949.  
  17950.     1,100                                // Danger level, percentage chance
  17951.     0,0.0008                            // Initial speed, looping speed
  17952.     0.05                                // Reaction time for this action
  17953.     2,4000,4009                            // Sounds
  17954.     4                                    // Number of sequences for this action
  17955.         90,3                            // Max bearing, sequence index
  17956.         180,1                            // Max bearing, sequence index
  17957.         270,2                            // Max bearing, sequence index
  17958.         360,0                            // Max bearing, sequence index
  17959.     
  17960. // Action #2 - fatal car collision
  17961.  
  17962.     1000,0                                // Danger level, percentage chance
  17963.     0,0                                    // Initial speed, looping speed
  17964.     0                                    // Reaction time for this action
  17965.     1,4010                                // Sounds
  17966.     1                                    // Number of sequences for this action
  17967.         360,5                            // Max bearing, sequence index
  17968.  
  17969. // Action #3 - turning into giblets
  17970.  
  17971.     1000,0                                // Danger level, percentage chance
  17972.     0,0                                    // Initial speed, looping speed
  17973.     0                                    // Reaction time for this action
  17974.     0                                    // Sounds
  17975.     1                                    // Number of sequences for this action
  17976.         360,6                            // Max bearing, sequence index
  17977.  
  17978. // Action #4 - non-fatal car collision
  17979.  
  17980.     1000,0                                // Danger level, percentage chance
  17981.     0,0                                    // Initial speed, looping speed
  17982.     0                                    // Reaction time for this action
  17983.     1,4001                            // Sounds
  17984.     1                                    // Number of sequences for this action
  17985.         360,7                            // Max bearing, sequence index
  17986.  
  17987.  
  17988. // Action #5 - fatal ground collision
  17989.  
  17990.     1000,0                                // Danger level, percentage chance
  17991.     0,0                                    // Initial speed, looping speed
  17992.     0                                    // Reaction time for this action
  17993.     1,4011                            // Sounds
  17994.     1                                    // Number of sequences for this action
  17995.         360,5                            // Max bearing, sequence index
  17996.  
  17997. // Action #6 - non-fatal ground collision
  17998.  
  17999.     1000,0                                // Danger level, percentage chance
  18000.     0,0                                    // Initial speed, looping speed
  18001.     0                                    // Reaction time for this action
  18002.     1,4001                            // Sounds
  18003.     1                                    // Number of sequences for this action
  18004.         360,7                            // Max bearing, sequence index
  18005.  
  18006. 9                                        // Number of sequences
  18007.  
  18008. // Sequence #0 - turn frightened and run away to their right
  18009.  
  18010.     collide                                // Include this frame in collision calcs
  18011.     speed                                // Frame rate type
  18012.     0.08,8                                // Min frame rate, max frame rate,
  18013.     4                                    // Number of initial frames
  18014.         PIGSHK.PIX
  18015.         0,0,flipped
  18016.         PIGSTL.PIX
  18017.         0,0,flipped
  18018.         PIGSHK.PIX
  18019.         0,0,not flipped
  18020.         PIGTRN.PIX
  18021.         0,0,not flipped
  18022.     4                                    // Number of looping frames
  18023.         PIGRUNA1.PIX
  18024.         0,0,flipped
  18025.         PIGRUNA2.PIX
  18026.         0,0,flipped
  18027.         PIGRUNA3.PIX
  18028.         0,0,flipped
  18029.         PIGRUNA2.PIX
  18030.         0,0,flipped
  18031.             
  18032. // Sequence #1 - turn frightened and run towards to their left
  18033.  
  18034.     collide                                // Include this frame in collision calcs
  18035.     speed                                // Frame rate type
  18036.     0.08,8                                // Min frame rate, max frame rate,
  18037.     4                                    // Number of initial frames
  18038.         PIGSHK.PIX
  18039.         0,0,flipped
  18040.         PIGSTL.PIX
  18041.         0,0,flipped
  18042.         PIGSHK.PIX
  18043.         0,0,not flipped
  18044.         PIGTRN.PIX
  18045.         0,0,not flipped
  18046.     4                                    // Number of looping frames
  18047.         PIGRUNT1.PIX
  18048.         0,0,not flipped
  18049.         PIGRUNT2.PIX
  18050.         0,0,not flipped
  18051.         PIGRUNT3.PIX
  18052.         0,0,not flipped
  18053.         PIGRUNT2.PIX
  18054.         0,0,not flipped
  18055.             
  18056. // Sequence #2 - turn frightened and run towards to their right
  18057.  
  18058.     collide                                // Include this frame in collision calcs
  18059.     speed                                // Frame rate type
  18060.     0.08,8                                // Min frame rate, max frame rate,
  18061.     4                                    // Number of initial frames
  18062.         PIGSHK.PIX
  18063.         0,0,flipped
  18064.         PIGSTL.PIX
  18065.         0,0,flipped
  18066.         PIGSHK.PIX
  18067.         0,0,not flipped
  18068.         PIGTRN.PIX
  18069.         0,0,not flipped
  18070.     4                                    // Number of looping frames
  18071.         PIGRUNT1.PIX
  18072.         0,0,flipped
  18073.         PIGRUNT2.PIX
  18074.         0,0,flipped
  18075.         PIGRUNT3.PIX
  18076.         0,0,flipped
  18077.         PIGRUNT2.PIX
  18078.         0,0,flipped
  18079.             
  18080. // Sequence #3 - turn frightened and run away to their left
  18081.  
  18082.     collide                                // Include this frame in collision calcs
  18083.     speed                                // Frame rate type
  18084.     0.08,8                                // Min frame rate, max frame rate,
  18085.     4                                    // Number of initial frames
  18086.         PIGSHK.PIX
  18087.         0,0,flipped
  18088.         PIGSTL.PIX
  18089.         0,0,flipped
  18090.         PIGSHK.PIX
  18091.         0,0,not flipped
  18092.         PIGTRN.PIX
  18093.         0,0,not flipped
  18094.     4                                    // Number of looping frames
  18095.         PIGRUNA1.PIX
  18096.         0,0,not flipped
  18097.         PIGRUNA2.PIX
  18098.         0,0,not flipped
  18099.         PIGRUNA3.PIX
  18100.         0,0,not flipped
  18101.         PIGRUNA2.PIX
  18102.         0,0,not flipped
  18103.             
  18104. // Sequence #4 - stationary, looking from side to side
  18105.  
  18106.     collide                                // Include this frame in collision calcs
  18107.     variable                            // Frame rate type
  18108.     1,6                                    // Min frame rate, max frame rate,
  18109.     0                                    // Number of initial frames
  18110.     2                                    // Number of looping frames
  18111.         PIGSTL.PIX
  18112.         0,0,not flipped
  18113.         PIGSTL.PIX
  18114.         0,0,flipped
  18115.             
  18116.             
  18117. // Sequence #5 - fatal collision with car
  18118.  
  18119.     don't collide                        // Exclude this frame in collision calcs
  18120.     variable                                // Frame rate type
  18121.     12,12                                    // Min frame rate, max frame rate,
  18122.     5                                    // Number of initial frames
  18123.         PIGHIT1.PIX
  18124.         0,0,not flipped
  18125.         PIGHIT2.PIX
  18126.         0,0,not flipped
  18127.         PIGHIT3.PIX
  18128.         0,0,not flipped
  18129.         PIGHIT4.PIX
  18130.         0,0,not flipped
  18131.         PIGDEDB.PIX
  18132.         0,0,not flipped
  18133.     0                                    // Number of looping frames
  18134.             
  18135. // Sequence #6 - turning into giblets
  18136.  
  18137.     don't collide                        // Exclude this frame in collision calcs
  18138.     fixed                                // Frame rate type
  18139.     1                                    // Number of initial frames
  18140.         CHUNKS.PIX
  18141.         0,0,not flipped
  18142.     0                                    // Number of looping frames
  18143.             
  18144. // Sequence #7 - non-fatal collision with car
  18145.  
  18146.     collide                                // Include this frame in collision calcs
  18147.     variable                                // Frame rate type
  18148.     12,12                                    // Min frame rate, max frame rate,
  18149.     2                                    // Number of initial frames
  18150.         PIGHIT1.PIX
  18151.         0,0,not flipped
  18152.         PIGHIT2.PIX
  18153.         0,0,not flipped
  18154.     0                                    // Number of looping frames
  18155.             
  18156. // Sequence #8 - stationary, looking the other way from side to side
  18157.  
  18158.     collide                                // Include this frame in collision calcs
  18159.     variable                            // Frame rate type
  18160.     1,6                                    // Min frame rate, max frame rate,
  18161.     0                                    // Number of initial frames
  18162.     2                                    // Number of looping frames
  18163.         PIGBAK.PIX
  18164.         0,0,not flipped
  18165.         PIGBAK.PIX
  18166.         0,0,flipped
  18167.             
  18168.     
  18169. NEXT PEDESTRIAN
  18170.  
  18171. // **************** RID - RIDGE RACER BIRD  ****************
  18172.  
  18173. 85                                        // Reference number
  18174. 0.27                                    // Height
  18175. 100                                        // Points value
  18176. 10                                        // Hit points
  18177. 2,4031,4030                                // Exploding noises
  18178. -1                                        // Falling noise
  18179. 0.00002                                    // Acceleration
  18180. 1                                        // Image index
  18181. IDENTITY.TAB
  18182. RID.PIX
  18183. STDPED.MAT
  18184. 2                                        // Index of fatal car-impact action
  18185. 4                                        // Index of non-fatal car-impact action
  18186. 1                                        // Index of after-non-fatal-impact action
  18187. 5                                        // Index of fatal falling action
  18188. 6                                        // Index of non-fatal falling action
  18189. 3                                        // Index of giblets action
  18190.  
  18191. 7                                        // Number of actions
  18192.  
  18193. // Action #0 - stand there, looking nervous
  18194.  
  18195.     0,100                                // Danger level, percentage chance
  18196.     0,0                                    // Initial speed, looping speed
  18197.     20.0                                    // Reaction time for this action
  18198.     0                                    // Sounds
  18199.     3                                    // Number of sequences for this action
  18200.         90,8                            // Max bearing, sequence index
  18201.         270,4                            // Max bearing, sequence index
  18202.         360,8                            // Max bearing, sequence index
  18203.  
  18204.     
  18205. // Action #1 - turn frightened and run like fuck
  18206.  
  18207.     1,100                                // Danger level, percentage chance
  18208.     0,0.0008                            // Initial speed, looping speed
  18209.     0.05                                // Reaction time for this action
  18210.     1,4002                            // Sounds
  18211.     4                                    // Number of sequences for this action
  18212.         90,0                            // Max bearing, sequence index
  18213.         180,1                            // Max bearing, sequence index
  18214.         270,2                            // Max bearing, sequence index
  18215.         360,3                            // Max bearing, sequence index
  18216.     
  18217. // Action #2 - fatal car collision
  18218.  
  18219.     1000,0                                // Danger level, percentage chance
  18220.     0,0                                    // Initial speed, looping speed
  18221.     0                                    // Reaction time for this action
  18222.     1,4014                            // Sounds
  18223.     1                                    // Number of sequences for this action
  18224.         360,5                            // Max bearing, sequence index
  18225.  
  18226. // Action #3 - turning into giblets
  18227.  
  18228.     1000,0                                // Danger level, percentage chance
  18229.     0,0                                    // Initial speed, looping speed
  18230.     0                                    // Reaction time for this action
  18231.     0                                    // Sounds
  18232.     1                                    // Number of sequences for this action
  18233.         360,6                            // Max bearing, sequence index
  18234.  
  18235. // Action #4 - non-fatal car collision
  18236.  
  18237.     1000,0                                // Danger level, percentage chance
  18238.     0,0                                    // Initial speed, looping speed
  18239.     0                                    // Reaction time for this action
  18240.     1,4002                            // Sounds
  18241.     1                                    // Number of sequences for this action
  18242.         360,7                            // Max bearing, sequence index
  18243.  
  18244.  
  18245. // Action #5 - fatal ground collision
  18246.  
  18247.     1000,0                                // Danger level, percentage chance
  18248.     0,0                                    // Initial speed, looping speed
  18249.     0                                    // Reaction time for this action
  18250.     1,4014                            // Sounds
  18251.     1                                    // Number of sequences for this action
  18252.         360,5                            // Max bearing, sequence index
  18253.  
  18254. // Action #6 - non-fatal ground collision
  18255.  
  18256.     1000,0                                // Danger level, percentage chance
  18257.     0,0                                    // Initial speed, looping speed
  18258.     0                                    // Reaction time for this action
  18259.     1,4002                            // Sounds
  18260.     1                                    // Number of sequences for this action
  18261.         360,7                            // Max bearing, sequence index
  18262.  
  18263. 9                                        // Number of sequences
  18264.  
  18265. // Sequence #0 - turn frightened and run away to their right
  18266.  
  18267.     collide                                // Include this frame in collision calcs
  18268.     speed                                // Frame rate type
  18269.     0.08,8                                // Min frame rate, max frame rate,
  18270.     4                                    // Number of initial frames
  18271.         RIDSHK.PIX
  18272.         0,0,not flipped
  18273.         RIDSTL.PIX
  18274.         0,0,not flipped
  18275.         RIDSHK.PIX
  18276.         0,0,flipped
  18277.         RIDTRN.PIX
  18278.         0,0,flipped
  18279.     4                                    // Number of looping frames
  18280.         RIDRUNA1.PIX
  18281.         0,0,not flipped
  18282.         RIDRUNA2.PIX
  18283.         0,0,not flipped
  18284.         RIDRUNA3.PIX
  18285.         0,0,not flipped
  18286.         RIDRUNA2.PIX
  18287.         0,0,not flipped
  18288.             
  18289. // Sequence #1 - turn frightened and run towards to their left
  18290.  
  18291.     collide                                // Include this frame in collision calcs
  18292.     speed                                // Frame rate type
  18293.     0.08,8                                // Min frame rate, max frame rate,
  18294.     4                                    // Number of initial frames
  18295.         RIDSHK.PIX
  18296.         0,0,not flipped
  18297.         RIDSTL.PIX
  18298.         0,0,not flipped
  18299.         RIDSHK.PIX
  18300.         0,0,flipped
  18301.         RIDTRN.PIX
  18302.         0,0,flipped
  18303.     4                                    // Number of looping frames
  18304.         RIDRUNT1.PIX
  18305.         0,0,flipped
  18306.         RIDRUNT2.PIX
  18307.         0,0,flipped
  18308.         RIDRUNT3.PIX
  18309.         0,0,flipped
  18310.         RIDRUNT2.PIX
  18311.         0,0,flipped
  18312.             
  18313. // Sequence #2 - turn frightened and run towards to their right
  18314.  
  18315.     collide                                // Include this frame in collision calcs
  18316.     speed                                // Frame rate type
  18317.     0.08,8                                // Min frame rate, max frame rate,
  18318.     4                                    // Number of initial frames
  18319.         RIDSHK.PIX
  18320.         0,0,flipped
  18321.         RIDSTL.PIX
  18322.         0,0,flipped
  18323.         RIDSHK.PIX
  18324.         0,0,not flipped
  18325.         RIDTRN.PIX
  18326.         0,0,not flipped
  18327.     4                                    // Number of looping frames
  18328.         RIDRUNT1.PIX
  18329.         0,0,not flipped
  18330.         RIDRUNT2.PIX
  18331.         0,0,not flipped
  18332.         RIDRUNT3.PIX
  18333.         0,0,not flipped
  18334.         RIDRUNT2.PIX
  18335.         0,0,not flipped
  18336.             
  18337. // Sequence #3 - turn frightened and run away to their left
  18338.  
  18339.     collide                                // Include this frame in collision calcs
  18340.     speed                                // Frame rate type
  18341.     0.08,8                                // Min frame rate, max frame rate,
  18342.     4                                    // Number of initial frames
  18343.         RIDSHK.PIX
  18344.         0,0,flipped
  18345.         RIDSTL.PIX
  18346.         0,0,flipped
  18347.         RIDSHK.PIX
  18348.         0,0,not flipped
  18349.         RIDTRN.PIX
  18350.         0,0,not flipped
  18351.     4                                    // Number of looping frames
  18352.         RIDRUNA1.PIX
  18353.         0,0,flipped
  18354.         RIDRUNA2.PIX
  18355.         0,0,flipped
  18356.         RIDRUNA3.PIX
  18357.         0,0,flipped
  18358.         RIDRUNA2.PIX
  18359.         0,0,flipped
  18360.             
  18361. // Sequence #4 - stationary, looking from side to side
  18362.  
  18363.     collide                                // Include this frame in collision calcs
  18364.     variable                            // Frame rate type
  18365.     1,6                                    // Min frame rate, max frame rate,
  18366.     0                                    // Number of initial frames
  18367.     2                                    // Number of looping frames
  18368.         RIDSTL.PIX
  18369.         0,0,not flipped
  18370.         RIDSTL.PIX
  18371.         0,0,flipped
  18372.             
  18373.             
  18374. // Sequence #5 - fatal collision with car
  18375.  
  18376.     don't collide                        // Exclude this frame in collision calcs
  18377.     variable                                // Frame rate type
  18378.     12,12                                    // Min frame rate, max frame rate,
  18379.     5                                    // Number of initial frames
  18380.         RIDHIT1B.PIX
  18381.         0,0,not flipped
  18382.         RIDHIT2B.PIX
  18383.         0,0,not flipped
  18384.         RIDHIT3B.PIX
  18385.         0,0,not flipped
  18386.         RIDHIT4B.PIX
  18387.         0,0,not flipped
  18388.         RIDDEDB.PIX
  18389.         0,0,not flipped
  18390.     0                                    // Number of looping frames
  18391.             
  18392. // Sequence #6 - turning into giblets
  18393.  
  18394.     don't collide                        // Exclude this frame in collision calcs
  18395.     fixed                                // Frame rate type
  18396.     1                                    // Number of initial frames
  18397.         CHUNKS.PIX
  18398.         0,0,not flipped
  18399.     0                                    // Number of looping frames
  18400.             
  18401. // Sequence #7 - non-fatal collision with car
  18402.  
  18403.     collide                                // Include this frame in collision calcs
  18404.     variable                                // Frame rate type
  18405.     12,12                                    // Min frame rate, max frame rate,
  18406.     2                                    // Number of initial frames
  18407.         RIDHIT1B.PIX
  18408.         0,0,not flipped
  18409.         RIDHIT2B.PIX
  18410.         0,0,not flipped
  18411.     0                                    // Number of looping frames
  18412.             
  18413. // Sequence #8 - stationary, looking from side to side
  18414.  
  18415. collide                                // Include this frame in collision calcs
  18416. variable                            // Frame rate type
  18417. 1,6                                    // Min frame rate, max frame rate,
  18418. 0                                    // Number of initial frames
  18419. 2                                    // Number of looping frames
  18420.     RIDSTL.PIX
  18421.     0,0,not flipped
  18422.     RIDSTL.PIX
  18423.     0,0,flipped
  18424.             
  18425.             
  18426.  
  18427.  
  18428. NEXT PEDESTRIAN
  18429.  
  18430. // **************** EID - EIDOS BIRD FROM ECTS ****************
  18431.  
  18432. 86                                        // Reference number
  18433. 0.27                                    // Height
  18434. 100                                        // Points value
  18435. 10                                        // Hit points
  18436. 2,4031,4030                                // Exploding noises
  18437. -1                                        // Falling noise
  18438. 0.00002                                    // Acceleration
  18439. 1                                        // Image index
  18440. IDENTITY.TAB
  18441. EID.PIX
  18442. STDPED.MAT
  18443. 2                                        // Index of fatal car-impact action
  18444. 4                                        // Index of non-fatal car-impact action
  18445. 1                                        // Index of after-non-fatal-impact action
  18446. 5                                        // Index of fatal falling action
  18447. 6                                        // Index of non-fatal falling action
  18448. 3                                        // Index of giblets action
  18449.  
  18450. 7                                        // Number of actions
  18451.  
  18452. // Action #0 - stand there, looking nervous
  18453.  
  18454.     0,100                                // Danger level, percentage chance
  18455.     0,0                                    // Initial speed, looping speed
  18456.     20.0                                    // Reaction time for this action
  18457.     0                                    // Sounds
  18458.     3                                    // Number of sequences for this action
  18459.         90,8                            // Max bearing, sequence index
  18460.         270,4                            // Max bearing, sequence index
  18461.         360,8                            // Max bearing, sequence index
  18462.  
  18463.     
  18464. // Action #1 - turn frightened and run like fuck
  18465.  
  18466.     1,100                                // Danger level, percentage chance
  18467.     0,0.0008                            // Initial speed, looping speed
  18468.     0.05                                // Reaction time for this action
  18469.     1,4002                            // Sounds
  18470.     4                                    // Number of sequences for this action
  18471.         90,0                            // Max bearing, sequence index
  18472.         180,1                            // Max bearing, sequence index
  18473.         270,2                            // Max bearing, sequence index
  18474.         360,3                            // Max bearing, sequence index
  18475.     
  18476. // Action #2 - fatal car collision
  18477.  
  18478.     1000,0                                // Danger level, percentage chance
  18479.     0,0                                    // Initial speed, looping speed
  18480.     0                                    // Reaction time for this action
  18481.     1,4014                            // Sounds
  18482.     1                                    // Number of sequences for this action
  18483.         360,5                            // Max bearing, sequence index
  18484.  
  18485. // Action #3 - turning into giblets
  18486.  
  18487.     1000,0                                // Danger level, percentage chance
  18488.     0,0                                    // Initial speed, looping speed
  18489.     0                                    // Reaction time for this action
  18490.     0                                    // Sounds
  18491.     1                                    // Number of sequences for this action
  18492.         360,6                            // Max bearing, sequence index
  18493.  
  18494. // Action #4 - non-fatal car collision
  18495.  
  18496.     1000,0                                // Danger level, percentage chance
  18497.     0,0                                    // Initial speed, looping speed
  18498.     0                                    // Reaction time for this action
  18499.     1,4002                            // Sounds
  18500.     1                                    // Number of sequences for this action
  18501.         360,7                            // Max bearing, sequence index
  18502.  
  18503.  
  18504. // Action #5 - fatal ground collision
  18505.  
  18506.     1000,0                                // Danger level, percentage chance
  18507.     0,0                                    // Initial speed, looping speed
  18508.     0                                    // Reaction time for this action
  18509.     1,4014                            // Sounds
  18510.     1                                    // Number of sequences for this action
  18511.         360,5                            // Max bearing, sequence index
  18512.  
  18513. // Action #6 - non-fatal ground collision
  18514.  
  18515.     1000,0                                // Danger level, percentage chance
  18516.     0,0                                    // Initial speed, looping speed
  18517.     0                                    // Reaction time for this action
  18518.     1,4002                            // Sounds
  18519.     1                                    // Number of sequences for this action
  18520.         360,7                            // Max bearing, sequence index
  18521.  
  18522. 9                                        // Number of sequences
  18523.  
  18524. // Sequence #0 - turn frightened and run away to their right
  18525.  
  18526.     collide                                // Include this frame in collision calcs
  18527.     speed                                // Frame rate type
  18528.     0.08,8                                // Min frame rate, max frame rate,
  18529.     4                                    // Number of initial frames
  18530.         EIDSHK.PIX
  18531.         0,0,not flipped
  18532.         EIDSTL.PIX
  18533.         0,0,not flipped
  18534.         EIDSHK.PIX
  18535.         0,0,flipped
  18536.         EIDTRN.PIX
  18537.         0,0,flipped
  18538.     4                                    // Number of looping frames
  18539.         EIDRUNA1.PIX
  18540.         0,0,not flipped
  18541.         EIDRUNA2.PIX
  18542.         0,0,not flipped
  18543.         EIDRUNA3.PIX
  18544.         0,0,not flipped
  18545.         EIDRUNA2.PIX
  18546.         0,0,not flipped
  18547.             
  18548. // Sequence #1 - turn frightened and run towards to their left
  18549.  
  18550.     collide                                // Include this frame in collision calcs
  18551.     speed                                // Frame rate type
  18552.     0.08,8                                // Min frame rate, max frame rate,
  18553.     4                                    // Number of initial frames
  18554.         EIDSHK.PIX
  18555.         0,0,not flipped
  18556.         EIDSTL.PIX
  18557.         0,0,not flipped
  18558.         EIDSHK.PIX
  18559.         0,0,flipped
  18560.         EIDTRN.PIX
  18561.         0,0,flipped
  18562.     4                                    // Number of looping frames
  18563.         EIDRUNT1.PIX
  18564.         0,0,flipped
  18565.         EIDRUNT2.PIX
  18566.         0,0,flipped
  18567.         EIDRUNT3.PIX
  18568.         0,0,flipped
  18569.         EIDRUNT2.PIX
  18570.         0,0,flipped
  18571.             
  18572. // Sequence #2 - turn frightened and run towards to their right
  18573.  
  18574.     collide                                // Include this frame in collision calcs
  18575.     speed                                // Frame rate type
  18576.     0.08,8                                // Min frame rate, max frame rate,
  18577.     4                                    // Number of initial frames
  18578.         EIDSHK.PIX
  18579.         0,0,flipped
  18580.         EIDSTL.PIX
  18581.         0,0,flipped
  18582.         EIDSHK.PIX
  18583.         0,0,not flipped
  18584.         EIDTRN.PIX
  18585.         0,0,not flipped
  18586.     4                                    // Number of looping frames
  18587.         EIDRUNT1.PIX
  18588.         0,0,not flipped
  18589.         EIDRUNT2.PIX
  18590.         0,0,not flipped
  18591.         EIDRUNT3.PIX
  18592.         0,0,not flipped
  18593.         EIDRUNT2.PIX
  18594.         0,0,not flipped
  18595.             
  18596. // Sequence #3 - turn frightened and run away to their left
  18597.  
  18598.     collide                                // Include this frame in collision calcs
  18599.     speed                                // Frame rate type
  18600.     0.08,8                                // Min frame rate, max frame rate,
  18601.     4                                    // Number of initial frames
  18602.         EIDSHK.PIX
  18603.         0,0,flipped
  18604.         EIDSTL.PIX
  18605.         0,0,flipped
  18606.         EIDSHK.PIX
  18607.         0,0,not flipped
  18608.         EIDTRN.PIX
  18609.         0,0,not flipped
  18610.     4                                    // Number of looping frames
  18611.         EIDRUNA1.PIX
  18612.         0,0,flipped
  18613.         EIDRUNA2.PIX
  18614.         0,0,flipped
  18615.         EIDRUNA3.PIX
  18616.         0,0,flipped
  18617.         EIDRUNA2.PIX
  18618.         0,0,flipped
  18619.             
  18620. // Sequence #4 - stationary, looking from side to side
  18621.  
  18622.     collide                                // Include this frame in collision calcs
  18623.     variable                            // Frame rate type
  18624.     1,6                                    // Min frame rate, max frame rate,
  18625.     0                                    // Number of initial frames
  18626.     2                                    // Number of looping frames
  18627.         EIDSTL.PIX
  18628.         0,0,not flipped
  18629.         EIDSTL.PIX
  18630.         0,0,flipped
  18631.             
  18632.             
  18633. // Sequence #5 - fatal collision with car
  18634.  
  18635.     don't collide                        // Exclude this frame in collision calcs
  18636.     variable                                // Frame rate type
  18637.     12,12                                    // Min frame rate, max frame rate,
  18638.     5                                    // Number of initial frames
  18639.         EIDHIT1B.PIX
  18640.         0,0,not flipped
  18641.         EIDHIT2B.PIX
  18642.         0,0,not flipped
  18643.         EIDHIT3B.PIX
  18644.         0,0,not flipped
  18645.         EIDHIT4B.PIX
  18646.         0,0,not flipped
  18647.         EIDDEDB.PIX
  18648.         0,0,not flipped
  18649.     0                                    // Number of looping frames
  18650.             
  18651. // Sequence #6 - turning into giblets
  18652.  
  18653.     don't collide                        // Exclude this frame in collision calcs
  18654.     fixed                                // Frame rate type
  18655.     1                                    // Number of initial frames
  18656.         CHUNKS.PIX
  18657.         0,0,not flipped
  18658.     0                                    // Number of looping frames
  18659.             
  18660. // Sequence #7 - non-fatal collision with car
  18661.  
  18662.     collide                                // Include this frame in collision calcs
  18663.     variable                                // Frame rate type
  18664.     12,12                                    // Min frame rate, max frame rate,
  18665.     2                                    // Number of initial frames
  18666.         EIDHIT1B.PIX
  18667.         0,0,not flipped
  18668.         EIDHIT2B.PIX
  18669.         0,0,not flipped
  18670.     0                                    // Number of looping frames
  18671.             
  18672. // Sequence #8 - stationary, looking from side to side
  18673.  
  18674. collide                                // Include this frame in collision calcs
  18675. variable                            // Frame rate type
  18676. 1,6                                    // Min frame rate, max frame rate,
  18677. 0                                    // Number of initial frames
  18678. 2                                    // Number of looping frames
  18679.     EIDSTL.PIX
  18680.     0,0,not flipped
  18681.     EIDSTL.PIX
  18682.     0,0,flipped
  18683.             
  18684.             
  18685.  
  18686.  
  18687. NEXT PEDESTRIAN
  18688.  
  18689. // **************** BRN - BURN IN HELL (EDGE) ****************
  18690.  
  18691. 87                                        // Reference number
  18692. 0.27                                    // Height
  18693. 100                                        // Points value
  18694. 10                                        // Hit points
  18695. 2,4031,4030                                // Exploding noises
  18696. 4040                                    // Falling noise
  18697. 0.00002                                    // Acceleration
  18698. 1                                        // Image index
  18699. IDENTITY.TAB
  18700. BRN.PIX
  18701. STDPED.MAT
  18702. 2                                        // Index of fatal car-impact action
  18703. 4                                        // Index of non-fatal car-impact action
  18704. 1                                        // Index of after-non-fatal-impact action
  18705. 5                                        // Index of fatal falling action
  18706. 6                                        // Index of non-fatal falling action
  18707. 3                                        // Index of giblets action
  18708.  
  18709. 7                                        // Number of actions
  18710.  
  18711. // Action #0 - stand there, looking nervous
  18712.  
  18713.     0,100                                // Danger level, percentage chance
  18714.     0,0                                    // Initial speed, looping speed
  18715.     20.0                                    // Reaction time for this action
  18716.     0                                    // Sounds
  18717.     1                                    // Number of sequences for this action
  18718.         360,4                            // Max bearing, sequence index
  18719.     
  18720. // Action #1 - turn frightened and run like fuck
  18721.  
  18722.     1,100                                // Danger level, percentage chance
  18723.     0,0.0008                            // Initial speed, looping speed
  18724.     0.05                                // Reaction time for this action
  18725.     3,4001,4002,4003                            // Sounds
  18726.     4                                    // Number of sequences for this action
  18727.         90,3                            // Max bearing, sequence index
  18728.         180,1                            // Max bearing, sequence index
  18729.         270,2                            // Max bearing, sequence index
  18730.         360,0                            // Max bearing, sequence index
  18731.     
  18732. // Action #2 - fatal car collision
  18733.  
  18734.     1000,0                                // Danger level, percentage chance
  18735.     0,0                                    // Initial speed, looping speed
  18736.     0                                    // Reaction time for this action
  18737.     1,4010                            // Sounds
  18738.     1                                    // Number of sequences for this action
  18739.         360,5                            // Max bearing, sequence index
  18740.  
  18741. // Action #3 - turning into giblets
  18742.  
  18743.     1000,0                                // Danger level, percentage chance
  18744.     0,0                                    // Initial speed, looping speed
  18745.     0                                    // Reaction time for this action
  18746.     0                                    // Sounds
  18747.     1                                    // Number of sequences for this action
  18748.         360,6                            // Max bearing, sequence index
  18749.  
  18750. // Action #4 - non-fatal car collision
  18751.  
  18752.     1000,0                                // Danger level, percentage chance
  18753.     0,0                                    // Initial speed, looping speed
  18754.     0                                    // Reaction time for this action
  18755.     1,4001                            // Sounds
  18756.     1                                    // Number of sequences for this action
  18757.         360,7                            // Max bearing, sequence index
  18758.  
  18759.  
  18760. // Action #5 - fatal ground collision
  18761.  
  18762.     1000,0                                // Danger level, percentage chance
  18763.     0,0                                    // Initial speed, looping speed
  18764.     0                                    // Reaction time for this action
  18765.     1,4010                            // Sounds
  18766.     1                                    // Number of sequences for this action
  18767.         360,5                            // Max bearing, sequence index
  18768.  
  18769. // Action #6 - non-fatal ground collision
  18770.  
  18771.     1000,0                                // Danger level, percentage chance
  18772.     0,0                                    // Initial speed, looping speed
  18773.     0                                    // Reaction time for this action
  18774.     1,4001                            // Sounds
  18775.     1                                    // Number of sequences for this action
  18776.         360,7                            // Max bearing, sequence index
  18777.  
  18778. 8                                        // Number of sequences
  18779.  
  18780. // Sequence #0 - turn frightened and run away to their right
  18781.  
  18782.     collide                                // Include this frame in collision calcs
  18783.     speed                                // Frame rate type
  18784.     0.08,8                                // Min frame rate, max frame rate,
  18785.     4                                    // Number of initial frames
  18786.         BRNSHK.PIX
  18787.         0,0,flipped
  18788.         BRNSTL.PIX
  18789.         0,0,flipped
  18790.         BRNSHK.PIX
  18791.         0,0,not flipped
  18792.         BRNTRN.PIX
  18793.         0,0,not flipped
  18794.     4                                    // Number of looping frames
  18795.         BRNRUNA1.PIX
  18796.         0,0,flipped
  18797.         BRNRUNA2.PIX
  18798.         0,0,flipped
  18799.         BRNRUNA3.PIX
  18800.         0,0,flipped
  18801.         BRNRUNA2.PIX
  18802.         0,0,flipped
  18803.             
  18804. // Sequence #1 - turn frightened and run towards to their left
  18805.  
  18806.     collide                                // Include this frame in collision calcs
  18807.     speed                                // Frame rate type
  18808.     0.08,8                                // Min frame rate, max frame rate,
  18809.     4                                    // Number of initial frames
  18810.         BRNSHK.PIX
  18811.         0,0,flipped
  18812.         BRNSTL.PIX
  18813.         0,0,flipped
  18814.         BRNSHK.PIX
  18815.         0,0,not flipped
  18816.         BRNTRN.PIX
  18817.         0,0,not flipped
  18818.     4                                    // Number of looping frames
  18819.         BRNRUNT1.PIX
  18820.         0,0,not flipped
  18821.         BRNRUNT2.PIX
  18822.         0,0,not flipped
  18823.         BRNRUNT3.PIX
  18824.         0,0,not flipped
  18825.         BRNRUNT2.PIX
  18826.         0,0,not flipped
  18827.             
  18828. // Sequence #2 - turn frightened and run towards to their right
  18829.  
  18830.     collide                                // Include this frame in collision calcs
  18831.     speed                                // Frame rate type
  18832.     0.08,8                                // Min frame rate, max frame rate,
  18833.     4                                    // Number of initial frames
  18834.         BRNSHK.PIX
  18835.         0,0,flipped
  18836.         BRNSTL.PIX
  18837.         0,0,flipped
  18838.         BRNSHK.PIX
  18839.         0,0,not flipped
  18840.         BRNTRN.PIX
  18841.         0,0,not flipped
  18842.     4                                    // Number of looping frames
  18843.         BRNRUNT1.PIX
  18844.         0,0,flipped
  18845.         BRNRUNT2.PIX
  18846.         0,0,flipped
  18847.         BRNRUNT3.PIX
  18848.         0,0,flipped
  18849.         BRNRUNT2.PIX
  18850.         0,0,flipped
  18851.             
  18852. // Sequence #3 - turn frightened and run away to their left
  18853.  
  18854.     collide                                // Include this frame in collision calcs
  18855.     speed                                // Frame rate type
  18856.     0.08,8                                // Min frame rate, max frame rate,
  18857.     4                                    // Number of initial frames
  18858.         BRNSHK.PIX
  18859.         0,0,flipped
  18860.         BRNSTL.PIX
  18861.         0,0,flipped
  18862.         BRNSHK.PIX
  18863.         0,0,not flipped
  18864.         BRNTRN.PIX
  18865.         0,0,not flipped
  18866.     4                                    // Number of looping frames
  18867.         BRNRUNA1.PIX
  18868.         0,0,not flipped
  18869.         BRNRUNA2.PIX
  18870.         0,0,not flipped
  18871.         BRNRUNA3.PIX
  18872.         0,0,not flipped
  18873.         BRNRUNA2.PIX
  18874.         0,0,not flipped
  18875.             
  18876. // Sequence #4 - stationary, looking from side to side
  18877.  
  18878.     collide                                // Include this frame in collision calcs
  18879.     variable                            // Frame rate type
  18880.     1,6                                    // Min frame rate, max frame rate,
  18881.     0                                    // Number of initial frames
  18882.     2                                    // Number of looping frames
  18883.         BRNSTL.PIX
  18884.         0,0,not flipped
  18885.         BRNSTL.PIX
  18886.         0,0,flipped
  18887.             
  18888.             
  18889. // Sequence #5 - fatal collision with car
  18890.  
  18891.     don't collide                        // Exclude this frame in collision calcs
  18892.     variable                                // Frame rate type
  18893.     12,12                                    // Min frame rate, max frame rate,
  18894.     5                                    // Number of initial frames
  18895.         BRNHIT1.PIX
  18896.         0,0,not flipped
  18897.         BRNHIT2.PIX
  18898.         0,0,not flipped
  18899.         BRNHIT3.PIX
  18900.         0,0,not flipped
  18901.         BRNHIT4.PIX
  18902.         0,0,not flipped
  18903.         BRNDED.PIX
  18904.         0,0,not flipped
  18905.     0                                    // Number of looping frames
  18906.             
  18907. // Sequence #6 - turning into giblets
  18908.  
  18909.     don't collide                        // Exclude this frame in collision calcs
  18910.     fixed                                // Frame rate type
  18911.     1                                    // Number of initial frames
  18912.         CHUNKS.PIX
  18913.         0,0,not flipped
  18914.     0                                    // Number of looping frames
  18915.             
  18916. // Sequence #7 - non-fatal collision with car
  18917.  
  18918.     collide                                // Include this frame in collision calcs
  18919.     variable                                // Frame rate type
  18920.     12,12                                    // Min frame rate, max frame rate,
  18921.     2                                    // Number of initial frames
  18922.         BRNHIT1.PIX
  18923.         0,0,not flipped
  18924.         BRNHIT2.PIX
  18925.         0,0,not flipped
  18926.     0                                    // Number of looping frames
  18927.             
  18928.         
  18929. NEXT PEDESTRIAN
  18930.  
  18931. // **************** DEV - RED DEMON ****************
  18932.  
  18933. 88                                        // Reference number
  18934. 0.27                                    // Height
  18935. 100                                        // Points value
  18936. 10                                        // Hit points
  18937. 1,8780                                // Exploding noises
  18938. 4040                                    // Falling noise
  18939. 0.00002                                    // Acceleration
  18940. 1                                        // Image index
  18941. IDENTITY.TAB
  18942. DEV.PIX
  18943. STDPED.MAT
  18944. 2                                        // Index of fatal car-impact action
  18945. 4                                        // Index of non-fatal car-impact action
  18946. 1                                        // Index of after-non-fatal-impact action
  18947. 5                                        // Index of fatal falling action
  18948. 6                                        // Index of non-fatal falling action
  18949. 3                                        // Index of giblets action
  18950.  
  18951. 7                                        // Number of actions
  18952.  
  18953. // Action #0 - stand there, looking nervous
  18954.  
  18955.     0,100                                // Danger level, percentage chance
  18956.     0,0                                    // Initial speed, looping speed
  18957.     20.0                                    // Reaction time for this action
  18958.     0                                    // Sounds
  18959.     1                                    // Number of sequences for this action
  18960.         360,4                            // Max bearing, sequence index
  18961.     
  18962. // Action #1 - turn frightened and run like fuck
  18963.  
  18964.     1,100                                // Danger level, percentage chance
  18965.     0,0.0008                            // Initial speed, looping speed
  18966.     0.05                                // Reaction time for this action
  18967.     1,8780                            // Sounds
  18968.     4                                    // Number of sequences for this action
  18969.         90,3                            // Max bearing, sequence index
  18970.         180,1                            // Max bearing, sequence index
  18971.         270,2                            // Max bearing, sequence index
  18972.         360,0                            // Max bearing, sequence index
  18973.     
  18974. // Action #2 - fatal car collision
  18975.  
  18976.     1000,0                                // Danger level, percentage chance
  18977.     0,0                                    // Initial speed, looping speed
  18978.     0                                    // Reaction time for this action
  18979.     1,4010                            // Sounds
  18980.     1                                    // Number of sequences for this action
  18981.         360,5                            // Max bearing, sequence index
  18982.  
  18983. // Action #3 - turning into giblets
  18984.  
  18985.     1000,0                                // Danger level, percentage chance
  18986.     0,0                                    // Initial speed, looping speed
  18987.     0                                    // Reaction time for this action
  18988.     0                                    // Sounds
  18989.     1                                    // Number of sequences for this action
  18990.         360,6                            // Max bearing, sequence index
  18991.  
  18992. // Action #4 - non-fatal car collision
  18993.  
  18994.     1000,0                                // Danger level, percentage chance
  18995.     0,0                                    // Initial speed, looping speed
  18996.     0                                    // Reaction time for this action
  18997.     1,v                            // Sounds
  18998.     1                                    // Number of sequences for this action
  18999.         360,7                            // Max bearing, sequence index
  19000.  
  19001.  
  19002. // Action #5 - fatal ground collision
  19003.  
  19004.     1000,0                                // Danger level, percentage chance
  19005.     0,0                                    // Initial speed, looping speed
  19006.     0                                    // Reaction time for this action
  19007.     1,4010                            // Sounds
  19008.     1                                    // Number of sequences for this action
  19009.         360,5                            // Max bearing, sequence index
  19010.  
  19011. // Action #6 - non-fatal ground collision
  19012.  
  19013.     1000,0                                // Danger level, percentage chance
  19014.     0,0                                    // Initial speed, looping speed
  19015.     0                                    // Reaction time for this action
  19016.     1,8780                            // Sounds
  19017.     1                                    // Number of sequences for this action
  19018.         360,7                            // Max bearing, sequence index
  19019.  
  19020. 8                                        // Number of sequences
  19021.  
  19022. // Sequence #0 - turn frightened and run away to their right
  19023.  
  19024.     collide                                // Include this frame in collision calcs
  19025.     speed                                // Frame rate type
  19026.     0.08,8                                // Min frame rate, max frame rate,
  19027.     4                                    // Number of initial frames
  19028.         DEVSHK.PIX
  19029.         0,0,flipped
  19030.         DEVSTL.PIX
  19031.         0,0,flipped
  19032.         DEVSHK.PIX
  19033.         0,0,not flipped
  19034.         DEVTRN.PIX
  19035.         0,0,not flipped
  19036.     4                                    // Number of looping frames
  19037.         DEVRUNA1.PIX
  19038.         0,0,flipped
  19039.         DEVRUNA2.PIX
  19040.         0,0,flipped
  19041.         DEVRUNA3.PIX
  19042.         0,0,flipped
  19043.         DEVRUNA2.PIX
  19044.         0,0,flipped
  19045.             
  19046. // Sequence #1 - turn frightened and run towards to their left
  19047.  
  19048.     collide                                // Include this frame in collision calcs
  19049.     speed                                // Frame rate type
  19050.     0.08,8                                // Min frame rate, max frame rate,
  19051.     4                                    // Number of initial frames
  19052.         DEVSHK.PIX
  19053.         0,0,flipped
  19054.         DEVSTL.PIX
  19055.         0,0,flipped
  19056.         DEVSHK.PIX
  19057.         0,0,not flipped
  19058.         DEVTRN.PIX
  19059.         0,0,not flipped
  19060.     4                                    // Number of looping frames
  19061.         DEVRUNT1.PIX
  19062.         0,0,not flipped
  19063.         DEVRUNT2.PIX
  19064.         0,0,not flipped
  19065.         DEVRUNT3.PIX
  19066.         0,0,not flipped
  19067.         DEVRUNT2.PIX
  19068.         0,0,not flipped
  19069.             
  19070. // Sequence #2 - turn frightened and run towards to their right
  19071.  
  19072.     collide                                // Include this frame in collision calcs
  19073.     speed                                // Frame rate type
  19074.     0.08,8                                // Min frame rate, max frame rate,
  19075.     4                                    // Number of initial frames
  19076.         DEVSHK.PIX
  19077.         0,0,flipped
  19078.         DEVSTL.PIX
  19079.         0,0,flipped
  19080.         DEVSHK.PIX
  19081.         0,0,not flipped
  19082.         DEVTRN.PIX
  19083.         0,0,not flipped
  19084.     4                                    // Number of looping frames
  19085.         DEVRUNT1.PIX
  19086.         0,0,flipped
  19087.         DEVRUNT2.PIX
  19088.         0,0,flipped
  19089.         DEVRUNT3.PIX
  19090.         0,0,flipped
  19091.         DEVRUNT2.PIX
  19092.         0,0,flipped
  19093.             
  19094. // Sequence #3 - turn frightened and run away to their left
  19095.  
  19096.     collide                                // Include this frame in collision calcs
  19097.     speed                                // Frame rate type
  19098.     0.08,8                                // Min frame rate, max frame rate,
  19099.     4                                    // Number of initial frames
  19100.         DEVSHK.PIX
  19101.         0,0,flipped
  19102.         DEVSTL.PIX
  19103.         0,0,flipped
  19104.         DEVSHK.PIX
  19105.         0,0,not flipped
  19106.         DEVTRN.PIX
  19107.         0,0,not flipped
  19108.     4                                    // Number of looping frames
  19109.         DEVRUNA1.PIX
  19110.         0,0,not flipped
  19111.         DEVRUNA2.PIX
  19112.         0,0,not flipped
  19113.         DEVRUNA3.PIX
  19114.         0,0,not flipped
  19115.         DEVRUNA2.PIX
  19116.         0,0,not flipped
  19117.             
  19118. // Sequence #4 - stationary, looking from side to side
  19119.  
  19120.     collide                                // Include this frame in collision calcs
  19121.     variable                            // Frame rate type
  19122.     1,6                                    // Min frame rate, max frame rate,
  19123.     0                                    // Number of initial frames
  19124.     2                                    // Number of looping frames
  19125.         DEVSTL.PIX
  19126.         0,0,not flipped
  19127.         DEVSTL.PIX
  19128.         0,0,flipped
  19129.             
  19130.             
  19131. // Sequence #5 - fatal collision with car
  19132.  
  19133.     don't collide                        // Exclude this frame in collision calcs
  19134.     variable                                // Frame rate type
  19135.     12,12                                    // Min frame rate, max frame rate,
  19136.     5                                    // Number of initial frames
  19137.         DEVHIT1.PIX
  19138.         0,0,not flipped
  19139.         DEVHIT2.PIX
  19140.         0,0,not flipped
  19141.         DEVHIT3.PIX
  19142.         0,0,not flipped
  19143.         DEVHIT4.PIX
  19144.         0,0,not flipped
  19145.         DEVDED.PIX
  19146.         0,0,not flipped
  19147.     0                                    // Number of looping frames
  19148.             
  19149. // Sequence #6 - turning into giblets
  19150.  
  19151.     don't collide                        // Exclude this frame in collision calcs
  19152.     fixed                                // Frame rate type
  19153.     1                                    // Number of initial frames
  19154.         CHUNKS.PIX
  19155.         0,0,not flipped
  19156.     0                                    // Number of looping frames
  19157.             
  19158. // Sequence #7 - non-fatal collision with car
  19159.  
  19160.     collide                                // Include this frame in collision calcs
  19161.     variable                                // Frame rate type
  19162.     12,12                                    // Min frame rate, max frame rate,
  19163.     2                                    // Number of initial frames
  19164.         DEVHIT1.PIX
  19165.         0,0,not flipped
  19166.         DEVHIT2.PIX
  19167.         0,0,not flipped
  19168.     0                                    // Number of looping frames
  19169.             
  19170.         
  19171.  
  19172. NEXT PEDESTRIAN
  19173.  
  19174. // **************** SHE - GREY DEMON ****************
  19175.  
  19176. 89                                        // Reference number
  19177. 0.27                                    // Height
  19178. 100                                        // Points value
  19179. 10                                        // Hit points
  19180. 1,8780                                // Exploding noises
  19181. 4040                                    // Falling noise
  19182. 0.00002                                    // Acceleration
  19183. 1                                        // Image index
  19184. IDENTITY.TAB
  19185. she.PIX
  19186. STDPED.MAT
  19187. 2                                        // Index of fatal car-impact action
  19188. 4                                        // Index of non-fatal car-impact action
  19189. 1                                        // Index of after-non-fatal-impact action
  19190. 5                                        // Index of fatal falling action
  19191. 6                                        // Index of non-fatal falling action
  19192. 3                                        // Index of giblets action
  19193.  
  19194. 7                                        // Number of actions
  19195.  
  19196. // Action #0 - stand there, looking nervous
  19197.  
  19198.     0,100                                // Danger level, percentage chance
  19199.     0,0                                    // Initial speed, looping speed
  19200.     20.0                                    // Reaction time for this action
  19201.     0                                    // Sounds
  19202.     1                                    // Number of sequences for this action
  19203.         360,4                            // Max bearing, sequence index
  19204.     
  19205. // Action #1 - turn frightened and run like fuck
  19206.  
  19207.     1,100                                // Danger level, percentage chance
  19208.     0,0.0008                            // Initial speed, looping speed
  19209.     0.05                                // Reaction time for this action
  19210.     1,8780                            // Sounds
  19211.     4                                    // Number of sequences for this action
  19212.         90,3                            // Max bearing, sequence index
  19213.         180,1                            // Max bearing, sequence index
  19214.         270,2                            // Max bearing, sequence index
  19215.         360,0                            // Max bearing, sequence index
  19216.     
  19217. // Action #2 - fatal car collision
  19218.  
  19219.     1000,0                                // Danger level, percentage chance
  19220.     0,0                                    // Initial speed, looping speed
  19221.     0                                    // Reaction time for this action
  19222.     1,4010                            // Sounds
  19223.     1                                    // Number of sequences for this action
  19224.         360,5                            // Max bearing, sequence index
  19225.  
  19226. // Action #3 - turning into giblets
  19227.  
  19228.     1000,0                                // Danger level, percentage chance
  19229.     0,0                                    // Initial speed, looping speed
  19230.     0                                    // Reaction time for this action
  19231.     0                                    // Sounds
  19232.     1                                    // Number of sequences for this action
  19233.         360,6                            // Max bearing, sequence index
  19234.  
  19235. // Action #4 - non-fatal car collision
  19236.  
  19237.     1000,0                                // Danger level, percentage chance
  19238.     0,0                                    // Initial speed, looping speed
  19239.     0                                    // Reaction time for this action
  19240.     1,v                            // Sounds
  19241.     1                                    // Number of sequences for this action
  19242.         360,7                            // Max bearing, sequence index
  19243.  
  19244.  
  19245. // Action #5 - fatal ground collision
  19246.  
  19247.     1000,0                                // Danger level, percentage chance
  19248.     0,0                                    // Initial speed, looping speed
  19249.     0                                    // Reaction time for this action
  19250.     1,4010                            // Sounds
  19251.     1                                    // Number of sequences for this action
  19252.         360,5                            // Max bearing, sequence index
  19253.  
  19254. // Action #6 - non-fatal ground collision
  19255.  
  19256.     1000,0                                // Danger level, percentage chance
  19257.     0,0                                    // Initial speed, looping speed
  19258.     0                                    // Reaction time for this action
  19259.     1,8780                            // Sounds
  19260.     1                                    // Number of sequences for this action
  19261.         360,7                            // Max bearing, sequence index
  19262.  
  19263. 8                                        // Number of sequences
  19264.  
  19265. // Sequence #0 - turn frightened and run away to their right
  19266.  
  19267.     collide                                // Include this frame in collision calcs
  19268.     speed                                // Frame rate type
  19269.     0.08,8                                // Min frame rate, max frame rate,
  19270.     4                                    // Number of initial frames
  19271.         sheSHK.PIX
  19272.         0,0,flipped
  19273.         sheSTL.PIX
  19274.         0,0,flipped
  19275.         sheSHK.PIX
  19276.         0,0,not flipped
  19277.         sheTRN.PIX
  19278.         0,0,not flipped
  19279.     4                                    // Number of looping frames
  19280.         sheRUNA1.PIX
  19281.         0,0,flipped
  19282.         sheRUNA2.PIX
  19283.         0,0,flipped
  19284.         sheRUNA3.PIX
  19285.         0,0,flipped
  19286.         sheRUNA2.PIX
  19287.         0,0,flipped
  19288.             
  19289. // Sequence #1 - turn frightened and run towards to their left
  19290.  
  19291.     collide                                // Include this frame in collision calcs
  19292.     speed                                // Frame rate type
  19293.     0.08,8                                // Min frame rate, max frame rate,
  19294.     4                                    // Number of initial frames
  19295.         sheSHK.PIX
  19296.         0,0,flipped
  19297.         sheSTL.PIX
  19298.         0,0,flipped
  19299.         sheSHK.PIX
  19300.         0,0,not flipped
  19301.         sheTRN.PIX
  19302.         0,0,not flipped
  19303.     4                                    // Number of looping frames
  19304.         sheRUNT1.PIX
  19305.         0,0,not flipped
  19306.         sheRUNT2.PIX
  19307.         0,0,not flipped
  19308.         sheRUNT3.PIX
  19309.         0,0,not flipped
  19310.         sheRUNT2.PIX
  19311.         0,0,not flipped
  19312.             
  19313. // Sequence #2 - turn frightened and run towards to their right
  19314.  
  19315.     collide                                // Include this frame in collision calcs
  19316.     speed                                // Frame rate type
  19317.     0.08,8                                // Min frame rate, max frame rate,
  19318.     4                                    // Number of initial frames
  19319.         sheSHK.PIX
  19320.         0,0,flipped
  19321.         sheSTL.PIX
  19322.         0,0,flipped
  19323.         sheSHK.PIX
  19324.         0,0,not flipped
  19325.         sheTRN.PIX
  19326.         0,0,not flipped
  19327.     4                                    // Number of looping frames
  19328.         sheRUNT1.PIX
  19329.         0,0,flipped
  19330.         sheRUNT2.PIX
  19331.         0,0,flipped
  19332.         sheRUNT3.PIX
  19333.         0,0,flipped
  19334.         sheRUNT2.PIX
  19335.         0,0,flipped
  19336.             
  19337. // Sequence #3 - turn frightened and run away to their left
  19338.  
  19339.     collide                                // Include this frame in collision calcs
  19340.     speed                                // Frame rate type
  19341.     0.08,8                                // Min frame rate, max frame rate,
  19342.     4                                    // Number of initial frames
  19343.         sheSHK.PIX
  19344.         0,0,flipped
  19345.         sheSTL.PIX
  19346.         0,0,flipped
  19347.         sheSHK.PIX
  19348.         0,0,not flipped
  19349.         sheTRN.PIX
  19350.         0,0,not flipped
  19351.     4                                    // Number of looping frames
  19352.         sheRUNA1.PIX
  19353.         0,0,not flipped
  19354.         sheRUNA2.PIX
  19355.         0,0,not flipped
  19356.         sheRUNA3.PIX
  19357.         0,0,not flipped
  19358.         sheRUNA2.PIX
  19359.         0,0,not flipped
  19360.             
  19361. // Sequence #4 - stationary, looking from side to side
  19362.  
  19363.     collide                                // Include this frame in collision calcs
  19364.     variable                            // Frame rate type
  19365.     1,6                                    // Min frame rate, max frame rate,
  19366.     0                                    // Number of initial frames
  19367.     2                                    // Number of looping frames
  19368.         sheSTL.PIX
  19369.         0,0,not flipped
  19370.         sheSTL.PIX
  19371.         0,0,flipped
  19372.             
  19373.             
  19374. // Sequence #5 - fatal collision with car
  19375.  
  19376.     don't collide                        // Exclude this frame in collision calcs
  19377.     variable                                // Frame rate type
  19378.     12,12                                    // Min frame rate, max frame rate,
  19379.     5                                    // Number of initial frames
  19380.         sheHIT1.PIX
  19381.         0,0,not flipped
  19382.         sheHIT2.PIX
  19383.         0,0,not flipped
  19384.         sheHIT3.PIX
  19385.         0,0,not flipped
  19386.         sheHIT4.PIX
  19387.         0,0,not flipped
  19388.         sheDED.PIX
  19389.         0,0,not flipped
  19390.     0                                    // Number of looping frames
  19391.             
  19392. // Sequence #6 - turning into giblets
  19393.  
  19394.     don't collide                        // Exclude this frame in collision calcs
  19395.     fixed                                // Frame rate type
  19396.     1                                    // Number of initial frames
  19397.         CHUNKS.PIX
  19398.         0,0,not flipped
  19399.     0                                    // Number of looping frames
  19400.             
  19401. // Sequence #7 - non-fatal collision with car
  19402.  
  19403.     collide                                // Include this frame in collision calcs
  19404.     variable                                // Frame rate type
  19405.     12,12                                    // Min frame rate, max frame rate,
  19406.     2                                    // Number of initial frames
  19407.         sheHIT1.PIX
  19408.         0,0,not flipped
  19409.         sheHIT2.PIX
  19410.         0,0,not flipped
  19411.     0
  19412.  
  19413. NEXT PEDESTRIAN
  19414.                                     // Number of looping frames            
  19415. // **************** PYE (PARKER - YELLOW COAT) *************************************************
  19416.  
  19417. 90                                        // Reference number
  19418. 0.27                                    // Height
  19419. 100                                        // Points value
  19420. 10                                        // Hit points
  19421. 2,4031,4030                                // Exploding noises
  19422. 4040                                    // Falling noise
  19423. 0.00002                                    // Acceleration
  19424. 1                                        // Image index
  19425. IDENTITY.TAB
  19426. PYE.PIX
  19427. STDPED.MAT
  19428. 2                                        // Index of fatal car-impact action
  19429. 4                                        // Index of non-fatal car-impact action
  19430. 1                                        // Index of after-non-fatal-impact action
  19431. 5                                        // Index of fatal falling action
  19432. 6                                        // Index of non-fatal falling action
  19433. 3                                        // Index of giblets action
  19434.  
  19435. 7                                        // Number of actions
  19436.  
  19437. // Action #0 - stand there, looking nervous
  19438.  
  19439.     0,100                                // Danger level, percentage chance
  19440.     0,0                                    // Initial speed, looping speed
  19441.     20.0                                    // Reaction time for this action
  19442.     0                                    // Sounds
  19443.     1                                    // Number of sequences for this action
  19444.         360,4                            // Max bearing, sequence index
  19445.     
  19446. // Action #1 - turn frightened and run like fuck
  19447.  
  19448.     1,100                                // Danger level, percentage chance
  19449.     0,0.0008                            // Initial speed, looping speed
  19450.     0.05                                // Reaction time for this action
  19451.     1,4001                            // Sounds
  19452.     4                                    // Number of sequences for this action
  19453.         90,3                            // Max bearing, sequence index
  19454.         180,1                            // Max bearing, sequence index
  19455.         270,2                            // Max bearing, sequence index
  19456.         360,0                            // Max bearing, sequence index
  19457.     
  19458. // Action #2 - fatal car collision
  19459.  
  19460.     1000,0                                // Danger level, percentage chance
  19461.     0,0                                    // Initial speed, looping speed
  19462.     0                                    // Reaction time for this action
  19463.     1,4010                            // Sounds
  19464.     1                                    // Number of sequences for this action
  19465.         360,5                            // Max bearing, sequence index
  19466.  
  19467. // Action #3 - turning into giblets
  19468.  
  19469.     1000,0                                // Danger level, percentage chance
  19470.     0,0                                    // Initial speed, looping speed
  19471.     0                                    // Reaction time for this action
  19472.     0                                    // Sounds
  19473.     1                                    // Number of sequences for this action
  19474.         360,6                            // Max bearing, sequence index
  19475.  
  19476. // Action #4 - non-fatal car collision
  19477.  
  19478.     1000,0                                // Danger level, percentage chance
  19479.     0,0                                    // Initial speed, looping speed
  19480.     0                                    // Reaction time for this action
  19481.     1,4001                            // Sounds
  19482.     1                                    // Number of sequences for this action
  19483.         360,7                            // Max bearing, sequence index
  19484.  
  19485.  
  19486. // Action #5 - fatal ground collision
  19487.  
  19488.     1000,0                                // Danger level, percentage chance
  19489.     0,0                                    // Initial speed, looping speed
  19490.     0                                    // Reaction time for this action
  19491.     1,4010                            // Sounds
  19492.     1                                    // Number of sequences for this action
  19493.         360,5                            // Max bearing, sequence index
  19494.  
  19495. // Action #6 - non-fatal ground collision
  19496.  
  19497.     1000,0                                // Danger level, percentage chance
  19498.     0,0                                    // Initial speed, looping speed
  19499.     0                                    // Reaction time for this action
  19500.     1,4001                            // Sounds
  19501.     1                                    // Number of sequences for this action
  19502.         360,7                            // Max bearing, sequence index
  19503.  
  19504. 8                                        // Number of sequences
  19505.  
  19506. // Sequence #0 - turn frightened and run away to their right
  19507.  
  19508.     collide                                // Include this frame in collision calcs
  19509.     speed                                // Frame rate type
  19510.     0.08,8                                // Min frame rate, max frame rate,
  19511.     4                                    // Number of initial frames
  19512.         PYESHK.PIX
  19513.         0,0,flipped
  19514.         PYESTL.PIX
  19515.         0,0,flipped
  19516.         PYESHK.PIX
  19517.         0,0,not flipped
  19518.         PYETRN.PIX
  19519.         0,0,not flipped
  19520.     4                                    // Number of looping frames
  19521.         PYERUNA1.PIX
  19522.         0,0,flipped
  19523.         PYERUNA2.PIX
  19524.         0,0,flipped
  19525.         PYERUNA3.PIX
  19526.         0,0,flipped
  19527.         PYERUNA2.PIX
  19528.         0,0,flipped
  19529.             
  19530. // Sequence #1 - turn frightened and run towards to their left
  19531.  
  19532.     collide                                // Include this frame in collision calcs
  19533.     speed                                // Frame rate type
  19534.     0.08,8                                // Min frame rate, max frame rate,
  19535.     4                                    // Number of initial frames
  19536.         PYESHK.PIX
  19537.         0,0,flipped
  19538.         PYESTL.PIX
  19539.         0,0,flipped
  19540.         PYESHK.PIX
  19541.         0,0,not flipped
  19542.         PYETRN.PIX
  19543.         0,0,not flipped
  19544.     4                                    // Number of looping frames
  19545.         PYERUNT1.PIX
  19546.         0,0,not flipped
  19547.         PYERUNT2.PIX
  19548.         0,0,not flipped
  19549.         PYERUNT3.PIX
  19550.  
  19551.         0,0,not flipped
  19552.         PYERUNT2.PIX
  19553.         0,0,not flipped
  19554.             
  19555. // Sequence #2 - turn frightened and run towards to their right
  19556.  
  19557.     collide                                // Include this frame in collision calcs
  19558.     speed                                // Frame rate type
  19559.     0.08,8                                // Min frame rate, max frame rate,
  19560.     4                                    // Number of initial frames
  19561.         PYESHK.PIX
  19562.         0,0,flipped
  19563.         PYESTL.PIX
  19564.         0,0,flipped
  19565.         PYESHK.PIX
  19566.         0,0,not flipped
  19567.         PYETRN.PIX
  19568.         0,0,not flipped
  19569.     4                                    // Number of looping frames
  19570.         PYERUNT1.PIX
  19571.         0,0,flipped
  19572.         PYERUNT2.PIX
  19573.  
  19574.         0,0,flipped
  19575.         PYERUNT3.PIX
  19576.         0,0,flipped
  19577.         PYERUNT2.PIX
  19578.         0,0,flipped
  19579.             
  19580. // Sequence #3 - turn frightened and run away to their left
  19581.  
  19582.     collide                                // Include this frame in collision calcs
  19583.     speed                                // Frame rate type
  19584.     0.08,8                                // Min frame rate, max frame rate,
  19585.     4                                    // Number of initial frames
  19586.         PYESHK.PIX
  19587.         0,0,flipped
  19588.         PYESTL.PIX
  19589.         0,0,flipped
  19590.         PYESHK.PIX
  19591.         0,0,not flipped
  19592.         PYETRN.PIX
  19593.         0,0,not flipped
  19594.     4                                    // Number of looping frames
  19595.         PYERUNA1.PIX
  19596.         0,0,not flipped
  19597.         PYERUNA2.PIX
  19598.         0,0,not flipped
  19599.         PYERUNA3.PIX
  19600.         0,0,not flipped
  19601.         PYERUNA2.PIX
  19602.         0,0,not flipped
  19603.             
  19604. // Sequence #4 - stationary, looking from side to side
  19605.  
  19606.     collide                                // Include this frame in collision calcs
  19607.     variable                            // Frame rate type
  19608.     1,6                                    // Min frame rate, max frame rate,
  19609.     0                                    // Number of initial frames
  19610.     2                                    // Number of looping frames
  19611.         PYESTL.PIX
  19612.         0,0,not flipped
  19613.         PYESTL.PIX
  19614.         0,0,flipped
  19615.             
  19616.             
  19617. // Sequence #5 - fatal collision with car
  19618.  
  19619.     don't collide                        // Exclude this frame in collision calcs
  19620.     variable                                // Frame rate type
  19621.     12,12                                    // Min frame rate, max frame rate,
  19622.     5                                    // Number of initial frames
  19623.         PYEHIT1.PIX
  19624.         0,0,not flipped
  19625.         PYEHIT2.PIX
  19626.         0,0,not flipped
  19627.         PYEHIT3.PIX
  19628.         0,0,not flipped
  19629.         PYEHIT4.PIX
  19630.         0,0,not flipped
  19631.         PYEDED.PIX
  19632.         0,0,not flipped
  19633.     0                                    // Number of looping frames
  19634.             
  19635. // Sequence #6 - turning into giblets
  19636.  
  19637.     don't collide                        // Exclude this frame in collision calcs
  19638.     fixed                                // Frame rate type
  19639.     1                                    // Number of initial frames
  19640.         CHUNKS.PIX
  19641.         0,0,not flipped
  19642.     0                                    // Number of looping frames
  19643.             
  19644. // Sequence #7 - non-fatal collision with car
  19645.  
  19646.     collide                                // Include this frame in collision calcs
  19647.     variable                                // Frame rate type
  19648.     12,12                                    // Min frame rate, max frame rate,
  19649.     2                                    // Number of initial frames
  19650.         PYEHIT1.PIX
  19651.         0,0,not flipped
  19652.         PYEHIT2.PIX
  19653.         0,0,not flipped
  19654.     0                                    // Number of looping frames
  19655.             
  19656. NEXT PEDESTRIAN
  19657.                                     // Number of looping frames            
  19658.  
  19659.  
  19660. // **************** PBL (PARKER - BLACK COAT) *************************************************
  19661.  
  19662. 91                                        // Reference number
  19663. 0.27                                    // Height
  19664. 100                                        // Points value
  19665. 10                                        // Hit points
  19666. 2,4031,4030                                // Exploding noises
  19667. 4040                                    // Falling noise
  19668. 0.00002                                    // Acceleration
  19669. 1                                        // Image index
  19670. IDENTITY.TAB
  19671. PBL.PIX
  19672. STDPED.MAT
  19673. 2                                        // Index of fatal car-impact action
  19674. 4                                        // Index of non-fatal car-impact action
  19675. 1                                        // Index of after-non-fatal-impact action
  19676. 5                                        // Index of fatal falling action
  19677. 6                                        // Index of non-fatal falling action
  19678. 3                                        // Index of giblets action
  19679.  
  19680. 7                                        // Number of actions
  19681.  
  19682. // Action #0 - stand there, looking nervous
  19683.  
  19684.     0,100                                // Danger level, percentage chance
  19685.     0,0                                    // Initial speed, looping speed
  19686.     20.0                                    // Reaction time for this action
  19687.     0                                    // Sounds
  19688.     1                                    // Number of sequences for this action
  19689.         360,4                            // Max bearing, sequence index
  19690.     
  19691. // Action #1 - turn frightened and run like fuck
  19692.  
  19693.     1,100                                // Danger level, percentage chance
  19694.     0,0.0008                            // Initial speed, looping speed
  19695.     0.05                                // Reaction time for this action
  19696.     1,4001                            // Sounds
  19697.     4                                    // Number of sequences for this action
  19698.         90,3                            // Max bearing, sequence index
  19699.         180,1                            // Max bearing, sequence index
  19700.         270,2                            // Max bearing, sequence index
  19701.         360,0                            // Max bearing, sequence index
  19702.     
  19703. // Action #2 - fatal car collision
  19704.  
  19705.     1000,0                                // Danger level, percentage chance
  19706.     0,0                                    // Initial speed, looping speed
  19707.     0                                    // Reaction time for this action
  19708.     1,4010                            // Sounds
  19709.     1                                    // Number of sequences for this action
  19710.         360,5                            // Max bearing, sequence index
  19711.  
  19712. // Action #3 - turning into giblets
  19713.  
  19714.     1000,0                                // Danger level, percentage chance
  19715.     0,0                                    // Initial speed, looping speed
  19716.     0                                    // Reaction time for this action
  19717.     0                                    // Sounds
  19718.     1                                    // Number of sequences for this action
  19719.         360,6                            // Max bearing, sequence index
  19720.  
  19721. // Action #4 - non-fatal car collision
  19722.  
  19723.     1000,0                                // Danger level, percentage chance
  19724.     0,0                                    // Initial speed, looping speed
  19725.     0                                    // Reaction time for this action
  19726.     1,4001                            // Sounds
  19727.     1                                    // Number of sequences for this action
  19728.         360,7                            // Max bearing, sequence index
  19729.  
  19730.  
  19731. // Action #5 - fatal ground collision
  19732.  
  19733.     1000,0                                // Danger level, percentage chance
  19734.     0,0                                    // Initial speed, looping speed
  19735.     0                                    // Reaction time for this action
  19736.     1,4010                            // Sounds
  19737.     1                                    // Number of sequences for this action
  19738.         360,5                            // Max bearing, sequence index
  19739.  
  19740. // Action #6 - non-fatal ground collision
  19741.  
  19742.     1000,0                                // Danger level, percentage chance
  19743.     0,0                                    // Initial speed, looping speed
  19744.     0                                    // Reaction time for this action
  19745.     1,4001                            // Sounds
  19746.     1                                    // Number of sequences for this action
  19747.         360,7                            // Max bearing, sequence index
  19748.  
  19749. 8                                        // Number of sequences
  19750.  
  19751. // Sequence #0 - turn frightened and run away to their right
  19752.  
  19753.     collide                                // Include this frame in collision calcs
  19754.     speed                                // Frame rate type
  19755.     0.08,8                                // Min frame rate, max frame rate,
  19756.     4                                    // Number of initial frames
  19757.         PBLSHK.PIX
  19758.         0,0,flipped
  19759.         PBLSTL.PIX
  19760.         0,0,flipped
  19761.         PBLSHK.PIX
  19762.         0,0,not flipped
  19763.         PBLTRN.PIX
  19764.         0,0,not flipped
  19765.     4                                    // Number of looping frames
  19766.         PBLRUNA1.PIX
  19767.         0,0,flipped
  19768.         PBLRUNA2.PIX
  19769.         0,0,flipped
  19770.         PBLRUNA3.PIX
  19771.         0,0,flipped
  19772.         PBLRUNA2.PIX
  19773.         0,0,flipped
  19774.             
  19775. // Sequence #1 - turn frightened and run towards to their left
  19776.  
  19777.     collide                                // Include this frame in collision calcs
  19778.     speed                                // Frame rate type
  19779.     0.08,8                                // Min frame rate, max frame rate,
  19780.     4                                    // Number of initial frames
  19781.         PBLSHK.PIX
  19782.         0,0,flipped
  19783.         PBLSTL.PIX
  19784.         0,0,flipped
  19785.         PBLSHK.PIX
  19786.         0,0,not flipped
  19787.         PBLTRN.PIX
  19788.         0,0,not flipped
  19789.     4                                    // Number of looping frames
  19790.         PBLRUNT1.PIX
  19791.         0,0,not flipped
  19792.         PBLRUNT2.PIX
  19793.         0,0,not flipped
  19794.         PBLRUNT3.PIX
  19795.  
  19796.         0,0,not flipped
  19797.         PBLRUNT2.PIX
  19798.         0,0,not flipped
  19799.             
  19800. // Sequence #2 - turn frightened and run towards to their right
  19801.  
  19802.     collide                                // Include this frame in collision calcs
  19803.     speed                                // Frame rate type
  19804.     0.08,8                                // Min frame rate, max frame rate,
  19805.     4                                    // Number of initial frames
  19806.         PBLSHK.PIX
  19807.         0,0,flipped
  19808.         PBLSTL.PIX
  19809.         0,0,flipped
  19810.         PBLSHK.PIX
  19811.         0,0,not flipped
  19812.         PBLTRN.PIX
  19813.         0,0,not flipped
  19814.     4                                    // Number of looping frames
  19815.         PBLRUNT1.PIX
  19816.         0,0,flipped
  19817.         PBLRUNT2.PIX
  19818.  
  19819.         0,0,flipped
  19820.         PBLRUNT3.PIX
  19821.         0,0,flipped
  19822.         PBLRUNT2.PIX
  19823.         0,0,flipped
  19824.             
  19825. // Sequence #3 - turn frightened and run away to their left
  19826.  
  19827.     collide                                // Include this frame in collision calcs
  19828.     speed                                // Frame rate type
  19829.     0.08,8                                // Min frame rate, max frame rate,
  19830.     4                                    // Number of initial frames
  19831.         PBLSHK.PIX
  19832.         0,0,flipped
  19833.         PBLSTL.PIX
  19834.         0,0,flipped
  19835.         PBLSHK.PIX
  19836.         0,0,not flipped
  19837.         PBLTRN.PIX
  19838.         0,0,not flipped
  19839.     4                                    // Number of looping frames
  19840.         PBLRUNA1.PIX
  19841.         0,0,not flipped
  19842.         PBLRUNA2.PIX
  19843.         0,0,not flipped
  19844.         PBLRUNA3.PIX
  19845.         0,0,not flipped
  19846.         PBLRUNA2.PIX
  19847.         0,0,not flipped
  19848.             
  19849. // Sequence #4 - stationary, looking from side to side
  19850.  
  19851.     collide                                // Include this frame in collision calcs
  19852.     variable                            // Frame rate type
  19853.     1,6                                    // Min frame rate, max frame rate,
  19854.     0                                    // Number of initial frames
  19855.     2                                    // Number of looping frames
  19856.         PBLSTL.PIX
  19857.         0,0,not flipped
  19858.         PBLSTL.PIX
  19859.         0,0,flipped
  19860.             
  19861.             
  19862. // Sequence #5 - fatal collision with car
  19863.  
  19864.     don't collide                        // Exclude this frame in collision calcs
  19865.     variable                                // Frame rate type
  19866.     12,12                                    // Min frame rate, max frame rate,
  19867.     5                                    // Number of initial frames
  19868.         PBLHIT1.PIX
  19869.         0,0,not flipped
  19870.         PBLHIT2.PIX
  19871.         0,0,not flipped
  19872.         PBLHIT3.PIX
  19873.         0,0,not flipped
  19874.         PBLHIT4.PIX
  19875.         0,0,not flipped
  19876.         PBLDED.PIX
  19877.         0,0,not flipped
  19878.     0                                    // Number of looping frames
  19879.             
  19880. // Sequence #6 - turning into giblets
  19881.  
  19882.     don't collide                        // Exclude this frame in collision calcs
  19883.     fixed                                // Frame rate type
  19884.     1                                    // Number of initial frames
  19885.         CHUNKS.PIX
  19886.         0,0,not flipped
  19887.     0                                    // Number of looping frames
  19888.             
  19889. // Sequence #7 - non-fatal collision with car
  19890.  
  19891.     collide                                // Include this frame in collision calcs
  19892.     variable                                // Frame rate type
  19893.     12,12                                    // Min frame rate, max frame rate,
  19894.     2                                    // Number of initial frames
  19895.         PBLHIT1.PIX
  19896.         0,0,not flipped
  19897.         PBLHIT2.PIX
  19898.         0,0,not flipped
  19899.     0                                            
  19900. NEXT PEDESTRIAN
  19901.                                     // Number of looping frames            
  19902.  
  19903.  
  19904. // **************** KON (PRISNOR CELL BLOCK 4!!) *************************************************
  19905.  
  19906. 92                                        // Reference number
  19907. 0.27                                    // Height
  19908. 100                                        // Points value
  19909. 10                                        // Hit points
  19910. 2,4031,4030                                // Exploding noises
  19911. 4040                                    // Falling noise
  19912. 0.00002                                    // Acceleration
  19913. 1                                        // Image index
  19914. IDENTITY.TAB
  19915. KON.PIX
  19916. STDPED.MAT
  19917. 2                                        // Index of fatal car-impact action
  19918. 4                                        // Index of non-fatal car-impact action
  19919. 1                                        // Index of after-non-fatal-impact action
  19920. 5                                        // Index of fatal falling action
  19921. 6                                        // Index of non-fatal falling action
  19922. 3                                        // Index of giblets action
  19923.  
  19924. 7                                        // Number of actions
  19925.  
  19926. // Action #0 - stand there, looking nervous
  19927.  
  19928.     0,100                                // Danger level, percentage chance
  19929.     0,0                                    // Initial speed, looping speed
  19930.     20.0                                    // Reaction time for this action
  19931.     0                                    // Sounds
  19932.     1                                    // Number of sequences for this action
  19933.         360,4                            // Max bearing, sequence index
  19934.     
  19935. // Action #1 - turn frightened and run like fuck
  19936.  
  19937.     1,100                                // Danger level, percentage chance
  19938.     0,0.0008                            // Initial speed, looping speed
  19939.     0.05                                // Reaction time for this action
  19940.     2,4004,4007                            // Sounds
  19941.     4                                    // Number of sequences for this action
  19942.         90,3                            // Max bearing, sequence index
  19943.         180,1                            // Max bearing, sequence index
  19944.         270,2                            // Max bearing, sequence index
  19945.         360,0                            // Max bearing, sequence index
  19946.     
  19947. // Action #2 - fatal car collision
  19948.  
  19949.     1000,0                                // Danger level, percentage chance
  19950.     0,0                                    // Initial speed, looping speed
  19951.     0                                    // Reaction time for this action
  19952.     1,4011                            // Sounds
  19953.     1                                    // Number of sequences for this action
  19954.         360,5                            // Max bearing, sequence index
  19955.  
  19956. // Action #3 - turning into giblets
  19957.  
  19958.     1000,0                                // Danger level, percentage chance
  19959.     0,0                                    // Initial speed, looping speed
  19960.     0                                    // Reaction time for this action
  19961.     0                                    // Sounds
  19962.     1                                    // Number of sequences for this action
  19963.         360,6                            // Max bearing, sequence index
  19964.  
  19965. // Action #4 - non-fatal car collision
  19966.  
  19967.     1000,0                                // Danger level, percentage chance
  19968.     0,0                                    // Initial speed, looping speed
  19969.     0                                    // Reaction time for this action
  19970.     1,4001                            // Sounds
  19971.     1                                    // Number of sequences for this action
  19972.         360,7                            // Max bearing, sequence index
  19973.  
  19974.  
  19975. // Action #5 - fatal ground collision
  19976.  
  19977.     1000,0                                // Danger level, percentage chance
  19978.     0,0                                    // Initial speed, looping speed
  19979.     0                                    // Reaction time for this action
  19980.     1,4010                            // Sounds
  19981.     1                                    // Number of sequences for this action
  19982.         360,5                            // Max bearing, sequence index
  19983.  
  19984. // Action #6 - non-fatal ground collision
  19985.  
  19986.     1000,0                                // Danger level, percentage chance
  19987.     0,0                                    // Initial speed, looping speed
  19988.     0                                    // Reaction time for this action
  19989.     1,4001                            // Sounds
  19990.     1                                    // Number of sequences for this action
  19991.         360,7                            // Max bearing, sequence index
  19992.  
  19993. 8                                        // Number of sequences
  19994.  
  19995. // Sequence #0 - turn frightened and run away to their right
  19996.  
  19997.     collide                                // Include this frame in collision calcs
  19998.     speed                                // Frame rate type
  19999.     0.08,8                                // Min frame rate, max frame rate,
  20000.     4                                    // Number of initial frames
  20001.         KONSHK.PIX
  20002.         0,0,flipped
  20003.         KONSTL.PIX
  20004.         0,0,flipped
  20005.         KONSHK.PIX
  20006.         0,0,not flipped
  20007.         KONTRN.PIX
  20008.         0,0,not flipped
  20009.     4                                    // Number of looping frames
  20010.         KONRUNA1.PIX
  20011.         0,0,flipped
  20012.         KONRUNA2.PIX
  20013.         0,0,flipped
  20014.         KONRUNA3.PIX
  20015.         0,0,flipped
  20016.         KONRUNA2.PIX
  20017.         0,0,flipped
  20018.             
  20019. // Sequence #1 - turn frightened and run towards to their left
  20020.  
  20021.     collide                                // Include this frame in collision calcs
  20022.     speed                                // Frame rate type
  20023.     0.08,8                                // Min frame rate, max frame rate,
  20024.     4                                    // Number of initial frames
  20025.         KONSHK.PIX
  20026.         0,0,flipped
  20027.         KONSTL.PIX
  20028.         0,0,flipped
  20029.         KONSHK.PIX
  20030.         0,0,not flipped
  20031.         KONTRN.PIX
  20032.         0,0,not flipped
  20033.     4                                    // Number of looping frames
  20034.         KONRUNT1.PIX
  20035.         0,0,not flipped
  20036.         KONRUNT2.PIX
  20037.         0,0,not flipped
  20038.         KONRUNT3.PIX
  20039.  
  20040.         0,0,not flipped
  20041.         KONRUNT2.PIX
  20042.         0,0,not flipped
  20043.             
  20044. // Sequence #2 - turn frightened and run towards to their right
  20045.  
  20046.     collide                                // Include this frame in collision calcs
  20047.     speed                                // Frame rate type
  20048.     0.08,8                                // Min frame rate, max frame rate,
  20049.     4                                    // Number of initial frames
  20050.         KONSHK.PIX
  20051.         0,0,flipped
  20052.         KONSTL.PIX
  20053.         0,0,flipped
  20054.         KONSHK.PIX
  20055.         0,0,not flipped
  20056.         KONTRN.PIX
  20057.         0,0,not flipped
  20058.     4                                    // Number of looping frames
  20059.         KONRUNT1.PIX
  20060.         0,0,flipped
  20061.         KONRUNT2.PIX
  20062.  
  20063.         0,0,flipped
  20064.         KONRUNT3.PIX
  20065.         0,0,flipped
  20066.         KONRUNT2.PIX
  20067.         0,0,flipped
  20068.             
  20069. // Sequence #3 - turn frightened and run away to their left
  20070.  
  20071.     collide                                // Include this frame in collision calcs
  20072.     speed                                // Frame rate type
  20073.     0.08,8                                // Min frame rate, max frame rate,
  20074.     4                                    // Number of initial frames
  20075.         KONSHK.PIX
  20076.         0,0,flipped
  20077.         KONSTL.PIX
  20078.         0,0,flipped
  20079.         KONSHK.PIX
  20080.         0,0,not flipped
  20081.         KONTRN.PIX
  20082.         0,0,not flipped
  20083.     4                                    // Number of looping frames
  20084.         KONRUNA1.PIX
  20085.         0,0,not flipped
  20086.         KONRUNA2.PIX
  20087.         0,0,not flipped
  20088.         KONRUNA3.PIX
  20089.         0,0,not flipped
  20090.         KONRUNA2.PIX
  20091.         0,0,not flipped
  20092.             
  20093. // Sequence #4 - stationary, looking from side to side
  20094.  
  20095.     collide                                // Include this frame in collision calcs
  20096.     variable                            // Frame rate type
  20097.     1,6                                    // Min frame rate, max frame rate,
  20098.     0                                    // Number of initial frames
  20099.     2                                    // Number of looping frames
  20100.         KONSTL.PIX
  20101.         0,0,not flipped
  20102.         KONSTL.PIX
  20103.         0,0,flipped
  20104.             
  20105.             
  20106. // Sequence #5 - fatal collision with car
  20107.  
  20108.     don't collide                        // Exclude this frame in collision calcs
  20109.     variable                                // Frame rate type
  20110.     12,12                                    // Min frame rate, max frame rate,
  20111.     5                                    // Number of initial frames
  20112.         KONHIT1.PIX
  20113.         0,0,not flipped
  20114.         KONHIT2.PIX
  20115.         0,0,not flipped
  20116.         KONHIT3.PIX
  20117.         0,0,not flipped
  20118.         KONHIT4.PIX
  20119.         0,0,not flipped
  20120.         KONDED.PIX
  20121.         0,0,not flipped
  20122.     0                                    // Number of looping frames
  20123.             
  20124. // Sequence #6 - turning into giblets
  20125.  
  20126.     don't collide                        // Exclude this frame in collision calcs
  20127.     fixed                                // Frame rate type
  20128.     1                                    // Number of initial frames
  20129.         CHUNKS.PIX
  20130.         0,0,not flipped
  20131.     0                                    // Number of looping frames
  20132.             
  20133. // Sequence #7 - non-fatal collision with car
  20134.  
  20135.     collide                                // Include this frame in collision calcs
  20136.     variable                                // Frame rate type
  20137.     12,12                                    // Min frame rate, max frame rate,
  20138.     2                                    // Number of initial frames
  20139.         KONHIT1.PIX
  20140.         0,0,not flipped
  20141.         KONHIT2.PIX
  20142.         0,0,not flipped
  20143.     0                                            
  20144. NEXT PEDESTRIAN
  20145.  
  20146.  
  20147. // **************** HAT (WAS CRM) ****************
  20148.  
  20149. 93                                        // Reference number
  20150. 0.27                                    // Height
  20151. 150                                        // Points value
  20152. 20                                        // Hit points
  20153. 2,4031,4030                                // Exploding noises
  20154. 4040                                    // Falling noise
  20155. 0.00002                                    // Acceleration
  20156. 1                                        // Image index
  20157. IDENTITY.TAB
  20158. HAT.PIX
  20159. STDPED.MAT
  20160. 2                                        // Index of fatal car-impact action
  20161. 4                                        // Index of non-fatal car-impact action
  20162. 1                                        // Index of after-non-fatal-impact action
  20163. 5                                        // Index of fatal falling action
  20164. 6                                        // Index of non-fatal falling action
  20165. 3                                        // Index of giblets action
  20166.  
  20167. 7                                        // Number of actions
  20168.  
  20169. // Action #0 - stand there, looking nervous
  20170.  
  20171.     0,100                                // Danger level, percentage chance
  20172.     0,0                                    // Initial speed, looping speed
  20173.     20.0                                    // Reaction time for this action
  20174.     0                                    // Sounds
  20175.     3                                    // Number of sequences for this action
  20176.         90,8                            // Max bearing, sequence index
  20177.         270,4                            // Max bearing, sequence index
  20178.         360,8                            // Max bearing, sequence index
  20179.  
  20180. // Action #1 - turn frightened and run like fuck
  20181.  
  20182.     1,100                                // Danger level, percentage chance
  20183.     0,0.0005                            // Initial speed, looping speed
  20184.     0.05                                // Reaction time for this action
  20185.     1,4001                            // Sounds
  20186.     4                                    // Number of sequences for this action
  20187.         90,3                            // Max bearing, sequence index
  20188.         180,1                            // Max bearing, sequence index
  20189.         270,2                            // Max bearing, sequence index
  20190.         360,0                            // Max bearing, sequence index
  20191.     
  20192. // Action #2 - fatal car collision
  20193.  
  20194.     1000,0                                // Danger level, percentage chance
  20195.     0,0                                    // Initial speed, looping speed
  20196.     0                                    // Reaction time for this action
  20197.     1,4010                            // Sounds
  20198.     1                                    // Number of sequences for this action
  20199.         360,5                            // Max bearing, sequence index
  20200.  
  20201. // Action #3 - turning into giblets
  20202.  
  20203.     1000,0                                // Danger level, percentage chance
  20204.     0,0                                    // Initial speed, looping speed
  20205.     0                                    // Reaction time for this action
  20206.     0                                    // Sounds
  20207.     1                                    // Number of sequences for this action
  20208.         360,6                            // Max bearing, sequence index
  20209.  
  20210. // Action #4 - non-fatal car collision
  20211.  
  20212.     1000,0                                // Danger level, percentage chance
  20213.     0,0                                    // Initial speed, looping speed
  20214.     0                                    // Reaction time for this action
  20215.     1,4001                            // Sounds
  20216.     1                                    // Number of sequences for this action
  20217.         360,7                            // Max bearing, sequence index
  20218.  
  20219.  
  20220. // Action #5 - fatal ground collision
  20221.  
  20222.     1000,0                                // Danger level, percentage chance
  20223.     0,0                                    // Initial speed, looping speed
  20224.     0                                    // Reaction time for this action
  20225.     1,4010                            // Sounds
  20226.     1                                    // Number of sequences for this action
  20227.         360,5                            // Max bearing, sequence index
  20228.  
  20229. // Action #6 - non-fatal ground collision
  20230.  
  20231.     1000,0                                // Danger level, percentage chance
  20232.     0,0                                    // Initial speed, looping speed
  20233.     0                                    // Reaction time for this action
  20234.     1,4001                            // Sounds
  20235.     1                                    // Number of sequences for this action
  20236.         360,7                            // Max bearing, sequence index
  20237.  
  20238. 9                                        // Number of sequences
  20239.  
  20240. // Sequence #0 - turn frightened and run away to their right
  20241.  
  20242.     collide                                // Include this frame in collision calcs
  20243.     speed                                // Frame rate type
  20244.     0.09,8                                // Min frame rate, max frame rate,
  20245.     4                                    // Number of initial frames
  20246.         HATSHK.PIX
  20247.         0,0,flipped
  20248.         HATSTL.PIX
  20249.         0,0,flipped
  20250.         HATSHK.PIX
  20251.         0,0,not flipped
  20252.         HATTRN.PIX
  20253.         0,0,not flipped
  20254.     4                                    // Number of looping frames
  20255.         HATRUNA1.PIX
  20256.         0,0,flipped
  20257.         HATRUNA2.PIX
  20258.         0,0,flipped
  20259.         HATRUNA3.PIX
  20260.         0,0,flipped
  20261.         HATRUNA2.PIX
  20262.         0,0,flipped
  20263.             
  20264. // Sequence #1 - turn frightened and run towards to their left
  20265.  
  20266.     collide                                // Include this frame in collision calcs
  20267.     speed                                // Frame rate type
  20268.     0.07,8                                // Min frame rate, max frame rate,
  20269.     4                                    // Number of initial frames
  20270.         HATSHK.PIX
  20271.         0,0,flipped
  20272.         HATSTL.PIX
  20273.         0,0,flipped
  20274.         HATSHK.PIX
  20275.         0,0,not flipped
  20276.         HATTRN.PIX
  20277.         0,0,not flipped
  20278.     4                                    // Number of looping frames
  20279.         HATRUNT1.PIX
  20280.         0,0,not flipped
  20281.         HATRUNT2.PIX
  20282.         0,0,not flipped
  20283.         HATRUNT3.PIX
  20284.         0,0,not flipped
  20285.         HATRUNT2.PIX
  20286.         0,0,not flipped
  20287.             
  20288. // Sequence #2 - turn frightened and run towards to their right
  20289.  
  20290.     collide                                // Include this frame in collision calcs
  20291.     speed                                // Frame rate type
  20292.     0.07,8                                // Min frame rate, max frame rate,
  20293.     4                                    // Number of initial frames
  20294.         HATSHK.PIX
  20295.         0,0,flipped
  20296.         HATSTL.PIX
  20297.         0,0,flipped
  20298.         HATSHK.PIX
  20299.         0,0,not flipped
  20300.         HATTRN.PIX
  20301.         0,0,not flipped
  20302.     4                                    // Number of looping frames
  20303.         HATRUNT1.PIX
  20304.         0,0,flipped
  20305.         HATRUNT2.PIX
  20306.         0,0,flipped
  20307.         HATRUNT3.PIX
  20308.         0,0,flipped
  20309.         HATRUNT2.PIX
  20310.         0,0,flipped
  20311.             
  20312. // Sequence #3 - turn frightened and run away to their left
  20313.  
  20314.     collide                                // Include this frame in collision calcs
  20315.     speed                                // Frame rate type
  20316.     0.09,8                                // Min frame rate, max frame rate,
  20317.     4                                    // Number of initial frames
  20318.         HATSHK.PIX
  20319.         0,0,flipped
  20320.         HATSTL.PIX
  20321.         0,0,flipped
  20322.         HATSHK.PIX
  20323.         0,0,not flipped
  20324.         HATTRN.PIX
  20325.         0,0,not flipped
  20326.     4                                    // Number of looping frames
  20327.         HATRUNA1.PIX
  20328.         0,0,not flipped
  20329.         HATRUNA2.PIX
  20330.         0,0,not flipped
  20331.         HATRUNA3.PIX
  20332.         0,0,not flipped
  20333.         HATRUNA2.PIX
  20334.         0,0,not flipped
  20335.             
  20336. // Sequence #4 - stationary, looking from side to side
  20337.  
  20338.     collide                                // Include this frame in collision calcs
  20339.     variable                            // Frame rate type
  20340.     1,6                                    // Min frame rate, max frame rate,
  20341.     0                                    // Number of initial frames
  20342.     2                                    // Number of looping frames
  20343.         HATSTL.PIX
  20344.         0,0,not flipped
  20345.         HATSTL.PIX
  20346.         0,0,flipped
  20347.             
  20348.             
  20349. // Sequence #5 - fatal collision with car
  20350.  
  20351.     don't collide                        // Exclude this frame in collision calcs
  20352.     variable                                // Frame rate type
  20353.     12,12                                    // Min frame rate, max frame rate,
  20354.     5                                    // Number of initial frames
  20355.         HATHIT1.PIX
  20356.         0,0,not flipped
  20357.         HATHIT2.PIX
  20358.         0,0,not flipped
  20359.         HATHIT3.PIX
  20360.         0,0,not flipped
  20361.         HATHIT4.PIX
  20362.         0,0,not flipped
  20363.         HATDED.PIX
  20364.         0,0,not flipped
  20365.     0                                    // Number of looping frames
  20366.             
  20367. // Sequence #6 - turning into giblets
  20368.  
  20369.     don't collide                        // Exclude this frame in collision calcs
  20370.     fixed                                // Frame rate type
  20371.     1                                    // Number of initial frames
  20372.         CHUNKS.PIX
  20373.         0,0,not flipped
  20374.     0                                    // Number of looping frames
  20375.             
  20376. // Sequence #7 - non-fatal collision with car
  20377.  
  20378.     collide                                // Include this frame in collision calcs
  20379.     variable                                // Frame rate type
  20380.     12,12                                    // Min frame rate, max frame rate,
  20381.     2                                    // Number of initial frames
  20382.         HATHIT1.PIX
  20383.         0,0,not flipped
  20384.         HATHIT2.PIX
  20385.         0,0,not flipped
  20386.     0                                    // Number of looping frames
  20387.             
  20388. // Sequence #8 - stationary, looking the other way from side to side
  20389.  
  20390.     collide                                // Include this frame in collision calcs
  20391.     variable                            // Frame rate type
  20392.     1,6                                    // Min frame rate, max frame rate,
  20393.     0                                    // Number of initial frames
  20394.     2                                    // Number of looping frames
  20395.         HATBAK.PIX
  20396.         0,0,not flipped
  20397.         HATBAK.PIX
  20398.         0,0,flipped
  20399.             
  20400.     
  20401. NEXT PEDESTRIAN
  20402.  
  20403. // **************** GER - PORN STAR - NOT GERI SPICE AT ALL...****************
  20404.  
  20405. 94                                        // Reference number
  20406. 0.27                                    // Height
  20407. 100                                        // Points value
  20408. 10                                        // Hit points
  20409. 1,4032                                // Exploding noises
  20410. -1                                        // Falling noise
  20411. 0.00002                                    // Acceleration
  20412. 1                                        // Image index
  20413. IDENTITY.TAB
  20414. GER.PIX
  20415. STDPED.MAT
  20416. 2                                        // Index of fatal car-impact action
  20417. 4                                        // Index of non-fatal car-impact action
  20418. 1                                        // Index of after-non-fatal-impact action
  20419. 5                                        // Index of fatal falling action
  20420. 6                                        // Index of non-fatal falling action
  20421. 3                                        // Index of giblets action
  20422.  
  20423. 7                                        // Number of actions
  20424.  
  20425. // Action #0 - stand there, looking nervous
  20426.  
  20427.     0,100                                // Danger level, percentage chance
  20428.     0,0                                    // Initial speed, looping speed
  20429.     20.0                                    // Reaction time for this action
  20430.     0                                    // Sounds
  20431.     3                                    // Number of sequences for this action
  20432.         90,8                            // Max bearing, sequence index
  20433.         270,4                            // Max bearing, sequence index
  20434.         360,8                            // Max bearing, sequence index
  20435.  
  20436.     
  20437. // Action #1 - turn frightened and run like fuck
  20438.  
  20439.     1,100                                // Danger level, percentage chance
  20440.     0,0.0008                            // Initial speed, looping speed
  20441.     0.05                                // Reaction time for this action
  20442.     1,4002                            // Sounds
  20443.     4                                    // Number of sequences for this action
  20444.         90,0                            // Max bearing, sequence index
  20445.         180,1                            // Max bearing, sequence index
  20446.         270,2                            // Max bearing, sequence index
  20447.         360,3                            // Max bearing, sequence index
  20448.     
  20449. // Action #2 - fatal car collision
  20450.  
  20451.     1000,0                                // Danger level, percentage chance
  20452.     0,0                                    // Initial speed, looping speed
  20453.     0                                    // Reaction time for this action
  20454.     1,4014                            // Sounds
  20455.     1                                    // Number of sequences for this action
  20456.         360,5                            // Max bearing, sequence index
  20457.  
  20458. // Action #3 - turning into giblets
  20459.  
  20460.     1000,0                                // Danger level, percentage chance
  20461.     0,0                                    // Initial speed, looping speed
  20462.     0                                    // Reaction time for this action
  20463.     0                                    // Sounds
  20464.     1                                    // Number of sequences for this action
  20465.         360,6                            // Max bearing, sequence index
  20466.  
  20467. // Action #4 - non-fatal car collision
  20468.  
  20469.     1000,0                                // Danger level, percentage chance
  20470.     0,0                                    // Initial speed, looping speed
  20471.     0                                    // Reaction time for this action
  20472.     1,4002                            // Sounds
  20473.     1                                    // Number of sequences for this action
  20474.         360,7                            // Max bearing, sequence index
  20475.  
  20476.  
  20477. // Action #5 - fatal ground collision
  20478.  
  20479.     1000,0                                // Danger level, percentage chance
  20480.     0,0                                    // Initial speed, looping speed
  20481.     0                                    // Reaction time for this action
  20482.     1,4014                            // Sounds
  20483.     1                                    // Number of sequences for this action
  20484.         360,5                            // Max bearing, sequence index
  20485.  
  20486. // Action #6 - non-fatal ground collision
  20487.  
  20488.     1000,0                                // Danger level, percentage chance
  20489.     0,0                                    // Initial speed, looping speed
  20490.     0                                    // Reaction time for this action
  20491.     1,4002                            // Sounds
  20492.     1                                    // Number of sequences for this action
  20493.         360,7                            // Max bearing, sequence index
  20494.  
  20495. 9                                        // Number of sequences
  20496.  
  20497. // Sequence #0 - turn frightened and run away to their right
  20498.  
  20499.     collide                                // Include this frame in collision calcs
  20500.     speed                                // Frame rate type
  20501.     0.08,8                                // Min frame rate, max frame rate,
  20502.     4                                    // Number of initial frames
  20503.         GERSHK.PIX
  20504.         0,0,not flipped
  20505.         GERSTL.PIX
  20506.         0,0,not flipped
  20507.         GERSHK.PIX
  20508.         0,0,flipped
  20509.         GERTRN.PIX
  20510.         0,0,flipped
  20511.     4                                    // Number of looping frames
  20512.         GERRUNA1.PIX
  20513.         0,0,not flipped
  20514.         GERRUNA2.PIX
  20515.         0,0,not flipped
  20516.         GERRUNA3.PIX
  20517.         0,0,not flipped
  20518.         GERRUNA2.PIX
  20519.         0,0,not flipped
  20520.             
  20521. // Sequence #1 - turn frightened and run towards to their left
  20522.  
  20523.     collide                                // Include this frame in collision calcs
  20524.     speed                                // Frame rate type
  20525.     0.08,8                                // Min frame rate, max frame rate,
  20526.     4                                    // Number of initial frames
  20527.         GERSHK.PIX
  20528.         0,0,not flipped
  20529.         GERSTL.PIX
  20530.         0,0,not flipped
  20531.         GERSHK.PIX
  20532.         0,0,flipped
  20533.         GERTRN.PIX
  20534.         0,0,flipped
  20535.     4                                    // Number of looping frames
  20536.         GERRUNT1.PIX
  20537.         0,0,flipped
  20538.         GERRUNT2.PIX
  20539.         0,0,flipped
  20540.         GERRUNT3.PIX
  20541.         0,0,flipped
  20542.         GERRUNT2.PIX
  20543.         0,0,flipped
  20544.             
  20545. // Sequence #2 - turn frightened and run towards to their right
  20546.  
  20547.     collide                                // Include this frame in collision calcs
  20548.     speed                                // Frame rate type
  20549.     0.08,8                                // Min frame rate, max frame rate,
  20550.     4                                    // Number of initial frames
  20551.         GERSHK.PIX
  20552.         0,0,flipped
  20553.         GERSTL.PIX
  20554.         0,0,flipped
  20555.         GERSHK.PIX
  20556.         0,0,not flipped
  20557.         GERTRN.PIX
  20558.         0,0,not flipped
  20559.     4                                    // Number of looping frames
  20560.         GERRUNT1.PIX
  20561.         0,0,not flipped
  20562.         GERRUNT2.PIX
  20563.         0,0,not flipped
  20564.         GERRUNT3.PIX
  20565.         0,0,not flipped
  20566.         GERRUNT2.PIX
  20567.         0,0,not flipped
  20568.             
  20569. // Sequence #3 - turn frightened and run away to their left
  20570.  
  20571.     collide                                // Include this frame in collision calcs
  20572.     speed                                // Frame rate type
  20573.     0.08,8                                // Min frame rate, max frame rate,
  20574.     4                                    // Number of initial frames
  20575.         GERSHK.PIX
  20576.         0,0,flipped
  20577.         GERSTL.PIX
  20578.         0,0,flipped
  20579.         GERSHK.PIX
  20580.         0,0,not flipped
  20581.         GERTRN.PIX
  20582.         0,0,not flipped
  20583.     4                                    // Number of looping frames
  20584.         GERRUNA1.PIX
  20585.         0,0,flipped
  20586.         GERRUNA2.PIX
  20587.         0,0,flipped
  20588.         GERRUNA3.PIX
  20589.         0,0,flipped
  20590.         GERRUNA2.PIX
  20591.         0,0,flipped
  20592.             
  20593. // Sequence #4 - stationary, looking from side to side
  20594.  
  20595.     collide                                // Include this frame in collision calcs
  20596.     variable                            // Frame rate type
  20597.     1,6                                    // Min frame rate, max frame rate,
  20598.     0                                    // Number of initial frames
  20599.     2                                    // Number of looping frames
  20600.         GERSTL.PIX
  20601.         0,0,not flipped
  20602.         GERSTL.PIX
  20603.         0,0,flipped
  20604.             
  20605.             
  20606. // Sequence #5 - fatal collision with car
  20607.  
  20608.     don't collide                        // Exclude this frame in collision calcs
  20609.     variable                                // Frame rate type
  20610.     12,12                                    // Min frame rate, max frame rate,
  20611.     5                                    // Number of initial frames
  20612.         GERHIT1B.PIX
  20613.         0,0,not flipped
  20614.         GERHIT2B.PIX
  20615.         0,0,not flipped
  20616.         GERHIT3B.PIX
  20617.         0,0,not flipped
  20618.         GERHIT4B.PIX
  20619.         0,0,not flipped
  20620.         GERDEDB.PIX
  20621.         0,0,not flipped
  20622.     0                                    // Number of looping frames
  20623.             
  20624. // Sequence #6 - turning into giblets
  20625.  
  20626.     don't collide                        // Exclude this frame in collision calcs
  20627.     fixed                                // Frame rate type
  20628.     1                                    // Number of initial frames
  20629.         CHUNKS.PIX
  20630.         0,0,not flipped
  20631.     0                                    // Number of looping frames
  20632.             
  20633. // Sequence #7 - non-fatal collision with car
  20634.  
  20635.     collide                                // Include this frame in collision calcs
  20636.     variable                                // Frame rate type
  20637.     12,12                                    // Min frame rate, max frame rate,
  20638.     2                                    // Number of initial frames
  20639.         GERHIT1B.PIX
  20640.         0,0,not flipped
  20641.         GERHIT2B.PIX
  20642.         0,0,not flipped
  20643.     0                                    // Number of looping frames
  20644.             
  20645. // Sequence #8 - stationary, looking from side to side
  20646.  
  20647. collide                                // Include this frame in collision calcs
  20648. variable                            // Frame rate type
  20649. 1,6                                    // Min frame rate, max frame rate,
  20650. 0                                    // Number of initial frames
  20651. 2                                    // Number of looping frames
  20652.     GERSTL.PIX
  20653.     0,0,not flipped
  20654.     GERSTL.PIX
  20655.     0,0,flipped
  20656.             
  20657.             
  20658.  
  20659. NEXT PEDESTRIAN
  20660.  
  20661. // **************** FIB (NOT FIBI FROM FRIENDS, IT'S ANOTHER PORN STAR SO THERE)-FM0 ****************
  20662.  
  20663. 95                                        // Reference number
  20664. 0.27                                    // Height
  20665. 100                                        // Points value
  20666. 10                                        // Hit points
  20667. 1,4032                                // Exploding noises
  20668. -1                                        // Falling noise
  20669. 0.00002                                    // Acceleration
  20670. 1                                        // Image index
  20671. IDENTITY.TAB
  20672. FIB.PIX
  20673. STDPED.MAT
  20674. 2                                        // Index of fatal car-impact action
  20675. 4                                        // Index of non-fatal car-impact action
  20676. 1                                        // Index of after-non-fatal-impact action
  20677. 5                                        // Index of fatal falling action
  20678. 6                                        // Index of non-fatal falling action
  20679. 3                                        // Index of giblets action
  20680.  
  20681. 7                                        // Number of actions
  20682.  
  20683. // Action #0 - stand there, looking nervous
  20684.  
  20685.     0,100                                // Danger level, percentage chance
  20686.     0,0                                    // Initial speed, looping speed
  20687.     20.0                                    // Reaction time for this action
  20688.     0                                    // Sounds
  20689.     3                                    // Number of sequences for this action
  20690.         90,8                            // Max bearing, sequence index
  20691.         270,4                            // Max bearing, sequence index
  20692.         360,8                            // Max bearing, sequence index
  20693.  
  20694.     
  20695. // Action #1 - turn frightened and run like fuck
  20696.  
  20697.     1,100                                // Danger level, percentage chance
  20698.     0,0.0008                            // Initial speed, looping speed
  20699.     0.05                                // Reaction time for this action
  20700.     1,4003                            // Sounds
  20701.     4                                    // Number of sequences for this action
  20702.         90,0                            // Max bearing, sequence index
  20703.         180,1                            // Max bearing, sequence index
  20704.         270,2                            // Max bearing, sequence index
  20705.         360,3                            // Max bearing, sequence index
  20706.     
  20707. // Action #2 - fatal car collision
  20708.  
  20709.     1000,0                                // Danger level, percentage chance
  20710.     0,0                                    // Initial speed, looping speed
  20711.     0                                    // Reaction time for this action
  20712.     1,4012                            // Sounds
  20713.     1                                    // Number of sequences for this action
  20714.         360,5                            // Max bearing, sequence index
  20715.  
  20716. // Action #3 - turning into giblets
  20717.  
  20718.     1000,0                                // Danger level, percentage chance
  20719.     0,0                                    // Initial speed, looping speed
  20720.     0                                    // Reaction time for this action
  20721.     0                                    // Sounds
  20722.     1                                    // Number of sequences for this action
  20723.         360,6                            // Max bearing, sequence index
  20724.  
  20725. // Action #4 - non-fatal car collision
  20726.  
  20727.     1000,0                                // Danger level, percentage chance
  20728.     0,0                                    // Initial speed, looping speed
  20729.     0                                    // Reaction time for this action
  20730.     1,4002                            // Sounds
  20731.     1                                    // Number of sequences for this action
  20732.         360,7                            // Max bearing, sequence index
  20733.  
  20734.  
  20735. // Action #5 - fatal ground collision
  20736.  
  20737.     1000,0                                // Danger level, percentage chance
  20738.     0,0                                    // Initial speed, looping speed
  20739.     0                                    // Reaction time for this action
  20740.     1,4014                            // Sounds
  20741.     1                                    // Number of sequences for this action
  20742.         360,5                            // Max bearing, sequence index
  20743.  
  20744. // Action #6 - non-fatal ground collision
  20745.  
  20746.     1000,0                                // Danger level, percentage chance
  20747.     0,0                                    // Initial speed, looping speed
  20748.     0                                    // Reaction time for this action
  20749.     1,4002                            // Sounds
  20750.     1                                    // Number of sequences for this action
  20751.         360,7                            // Max bearing, sequence index
  20752.  
  20753. 9                                        // Number of sequences
  20754.  
  20755. // Sequence #0 - turn frightened and run away to their right
  20756.  
  20757.     collide                                // Include this frame in collision calcs
  20758.     speed                                // Frame rate type
  20759.     0.08,8                                // Min frame rate, max frame rate,
  20760.     4                                    // Number of initial frames
  20761.         FIBSHK.PIX
  20762.         0,0,not flipped
  20763.         FIBSTL.PIX
  20764.         0,0,not flipped
  20765.         FIBSHK.PIX
  20766.         0,0,flipped
  20767.         FIBTRN.PIX
  20768.         0,0,flipped
  20769.     4                                    // Number of looping frames
  20770.         FIBRUNA1.PIX
  20771.         0,0,not flipped
  20772.         FIBRUNA2.PIX
  20773.         0,0,not flipped
  20774.         FIBRUNA3.PIX
  20775.         0,0,not flipped
  20776.         FIBRUNA2.PIX
  20777.         0,0,not flipped
  20778.             
  20779. // Sequence #1 - turn frightened and run towards to their left
  20780.  
  20781.     collide                                // Include this frame in collision calcs
  20782.     speed                                // Frame rate type
  20783.     0.08,8                                // Min frame rate, max frame rate,
  20784.     4                                    // Number of initial frames
  20785.         FIBSHK.PIX
  20786.         0,0,not flipped
  20787.         FIBSTL.PIX
  20788.         0,0,not flipped
  20789.         FIBSHK.PIX
  20790.         0,0,flipped
  20791.         FIBTRN.PIX
  20792.         0,0,flipped
  20793.     4                                    // Number of looping frames
  20794.         FIBRUNT1.PIX
  20795.         0,0,flipped
  20796.         FIBRUNT2.PIX
  20797.         0,0,flipped
  20798.         FIBRUNT3.PIX
  20799.         0,0,flipped
  20800.         FIBRUNT2.PIX
  20801.         0,0,flipped
  20802.             
  20803. // Sequence #2 - turn frightened and run towards to their right
  20804.  
  20805.  
  20806.     collide                                // Include this frame in collision calcs
  20807.     speed                                // Frame rate type
  20808.     0.08,8                                // Min frame rate, max frame rate,
  20809.     4                                    // Number of initial frames
  20810.         FIBSHK.PIX
  20811.         0,0,flipped
  20812.         FIBSTL.PIX
  20813.         0,0,flipped
  20814.         FIBSHK.PIX
  20815.         0,0,not flipped
  20816.         FIBTRN.PIX
  20817.         0,0,not flipped
  20818.     4                                    // Number of looping frames
  20819.         FIBRUNT1.PIX
  20820.         0,0,not flipped
  20821.         FIBRUNT2.PIX
  20822.         0,0,not flipped
  20823.         FIBRUNT3.PIX
  20824.         0,0,not flipped
  20825.         FIBRUNT2.PIX
  20826.         0,0,not flipped
  20827.             
  20828. // Sequence #3 - turn frightened and run away to their left
  20829.  
  20830.     collide                                // Include this frame in collision calcs
  20831.     speed                                // Frame rate type
  20832.     0.08,8                                // Min frame rate, max frame rate,
  20833.     4                                    // Number of initial frames
  20834.         FIBSHK.PIX
  20835.         0,0,flipped
  20836.         FIBSTL.PIX
  20837.         0,0,flipped
  20838.         FIBSHK.PIX
  20839.         0,0,not flipped
  20840.         FIBTRN.PIX
  20841.         0,0,not flipped
  20842.     4                                    // Number of looping frames
  20843.         FIBRUNA1.PIX
  20844.         0,0,flipped
  20845.         FIBRUNA2.PIX
  20846.         0,0,flipped
  20847.         FIBRUNA3.PIX
  20848.         0,0,flipped
  20849.         FIBRUNA2.PIX
  20850.         0,0,flipped
  20851.             
  20852. // Sequence #4 - stationary, looking from side to side
  20853.  
  20854.     collide                                // Include this frame in collision calcs
  20855.     variable                            // Frame rate type
  20856.     1,6                                    // Min frame rate, max frame rate,
  20857.     0                                    // Number of initial frames
  20858.     2                                    // Number of looping frames
  20859.         FIBSTL.PIX
  20860.         0,0,not flipped
  20861.         FIBSTL.PIX
  20862.         0,0,flipped
  20863.             
  20864.             
  20865. // Sequence #5 - fatal collision with car
  20866.  
  20867.     don't collide                        // Exclude this frame in collision calcs
  20868.     variable                                // Frame rate type
  20869.     12,12                                    // Min frame rate, max frame rate,
  20870.     5                                    // Number of initial frames
  20871.         FIBHIT1B.PIX
  20872.         0,0,not flipped
  20873.         FIBHIT2B.PIX
  20874.         0,0,not flipped
  20875.         FIBHIT3B.PIX
  20876.         0,0,not flipped
  20877.         FIBHIT4B.PIX
  20878.         0,0,not flipped
  20879.         FIBDEDB.PIX
  20880.         0,0,not flipped
  20881.     0                                    // Number of looping frames
  20882.             
  20883. // Sequence #6 - turning into giblets
  20884.  
  20885.     don't collide                        // Exclude this frame in collision calcs
  20886.     fixed                                // Frame rate type
  20887.     1                                    // Number of initial frames
  20888.         CHUNKS.PIX
  20889.         0,0,not flipped
  20890.     0                                    // Number of looping frames
  20891.             
  20892. // Sequence #7 - non-fatal collision with car
  20893.  
  20894.     collide                                // Include this frame in collision calcs
  20895.     variable                                // Frame rate type
  20896.     12,12                                    // Min frame rate, max frame rate,
  20897.     2                                    // Number of initial frames
  20898.         FIBHIT1B.PIX
  20899.         0,0,not flipped
  20900.         FIBHIT2B.PIX
  20901.         0,0,not flipped
  20902.     0                                    // Number of looping frames
  20903.             
  20904. // Sequence #8 - stationary, looking from side to side
  20905.  
  20906. collide                                // Include this frame in collision calcs
  20907. variable                            // Frame rate type
  20908. 1,6                                    // Min frame rate, max frame rate,
  20909. 0                                    // Number of initial frames
  20910. 2                                    // Number of looping frames
  20911.     FIBSTL.PIX
  20912.     0,0,not flipped
  20913.     FIBSTL.PIX
  20914.     0,0,flipped
  20915.             
  20916.             
  20917. NEXT PEDESTRIAN
  20918.  
  20919.  
  20920. // **************** NAT  - NATELIE IN LUMBER SHIRT  (CAM) ****************
  20921.  
  20922. 96                                        // Reference number
  20923. 0.245                                    // Height
  20924. 100                                        // Points value
  20925. 10                                        // Hit points
  20926. 1,4032                                // Exploding noises
  20927. -1                                        // Falling noise
  20928. 0.00002                                    // Acceleration
  20929. 1                                        // Image index
  20930. IDENTITY.TAB
  20931. NAT.PIX
  20932. STDPED.MAT
  20933. 2                                        // Index of fatal car-impact action
  20934. 4                                        // Index of non-fatal car-impact action
  20935. 1                                        // Index of after-non-fatal-impact action
  20936. 5                                        // Index of fatal falling action
  20937. 6                                        // Index of non-fatal falling action
  20938. 3                                        // Index of giblets action
  20939.  
  20940. 7                                        // Number of actions
  20941.  
  20942. // Action #0 - stand there, looking nervous
  20943.  
  20944.     0,100                                // Danger level, percentage chance
  20945.     0,0                                    // Initial speed, looping speed
  20946.     20.0                                    // Reaction time for this action
  20947.     0                                    // Sounds
  20948.     3                                    // Number of sequences for this action
  20949.         90,8                            // Max bearing, sequence index
  20950.         270,4                            // Max bearing, sequence index
  20951.         360,8                            // Max bearing, sequence index
  20952.     
  20953. // Action #1 - turn frightened and run like fuck
  20954.  
  20955.     1,100                                // Danger level, percentage chance
  20956.     0,0.0008                            // Initial speed, looping speed
  20957.     0.05                                // Reaction time for this action
  20958.     1,4002                            // Sounds
  20959.     4                                    // Number of sequences for this action
  20960.         90,3                            // Max bearing, sequence index
  20961.         180,1                            // Max bearing, sequence index
  20962.         270,2                            // Max bearing, sequence index
  20963.         360,0                            // Max bearing, sequence index
  20964.     
  20965. // Action #2 - fatal car collision
  20966.  
  20967.     1000,0                                // Danger level, percentage chance
  20968.     0,0                                    // Initial speed, looping speed
  20969.     0                                    // Reaction time for this action
  20970.     1,4015                            // Sounds
  20971.     1                                    // Number of sequences for this action
  20972.         360,5                            // Max bearing, sequence index
  20973.  
  20974. // Action #3 - turning into giblets
  20975.  
  20976.     1000,0                                // Danger level, percentage chance
  20977.     0,0                                    // Initial speed, looping speed
  20978.     0                                    // Reaction time for this action
  20979.     0                                    // Sounds
  20980.     1                                    // Number of sequences for this action
  20981.         360,6                            // Max bearing, sequence index
  20982.  
  20983. // Action #4 - non-fatal car collision
  20984.  
  20985.     1000,0                                // Danger level, percentage chance
  20986.     0,0                                    // Initial speed, looping speed
  20987.     0                                    // Reaction time for this action
  20988.     1,4002                            // Sounds
  20989.     1                                    // Number of sequences for this action
  20990.         360,7                            // Max bearing, sequence index
  20991.  
  20992.  
  20993. // Action #5 - fatal ground collision
  20994.  
  20995.     1000,0                                // Danger level, percentage chance
  20996.     0,0                                    // Initial speed, looping speed
  20997.     0                                    // Reaction time for this action
  20998.     1,4015                            // Sounds
  20999.     1                                    // Number of sequences for this action
  21000.         360,5                            // Max bearing, sequence index
  21001.  
  21002. // Action #6 - non-fatal ground collision
  21003.  
  21004.     1000,0                                // Danger level, percentage chance
  21005.     0,0                                    // Initial speed, looping speed
  21006.     0                                    // Reaction time for this action
  21007.     1,4002                            // Sounds
  21008.     1                                    // Number of sequences for this action
  21009.         360,7                            // Max bearing, sequence index
  21010.  
  21011. 9                                        // Number of sequences
  21012.  
  21013. // Sequence #0 - turn frightened and run away to their right
  21014.  
  21015.     collide                                // Include this frame in collision calcs
  21016.     speed                                // Frame rate type
  21017.     0.08,8                                // Min frame rate, max frame rate,
  21018.     4                                    // Number of initial frames
  21019.         NATSHK.PIX
  21020.         0,0,flipped
  21021.         NATSTL.PIX
  21022.         0,0,flipped
  21023.         NATSHK.PIX
  21024.         0,0,not flipped
  21025.         NATTRN.PIX
  21026.         0,0,not flipped
  21027.     4                                    // Number of looping frames
  21028.         NATRUNA1.PIX
  21029.         0,0,flipped
  21030.         NATRUNA2.PIX
  21031.         0,0,flipped
  21032.         NATRUNA3.PIX
  21033.         0,0,flipped
  21034.         NATRUNA2.PIX
  21035.         0,0,flipped
  21036.             
  21037. // Sequence #1 - turn frightened and run towards to their left
  21038.  
  21039.     collide                                // Include this frame in collision calcs
  21040.     speed                                // Frame rate type
  21041.     0.08,8                                // Min frame rate, max frame rate,
  21042.     4                                    // Number of initial frames
  21043.         NATSHK.PIX
  21044.         0,0,flipped
  21045.         NATSTL.PIX
  21046.         0,0,flipped
  21047.         NATSHK.PIX
  21048.         0,0,not flipped
  21049.         NATTRN.PIX
  21050.         0,0,not flipped
  21051.     4                                    // Number of looping frames
  21052.         NATRUNT1.PIX
  21053.         0,0,not flipped
  21054.         NATRUNT2.PIX
  21055.         0,0,not flipped
  21056.         NATRUNT3.PIX
  21057.         0,0,not flipped
  21058.         NATRUNT2.PIX
  21059.         0,0,not flipped
  21060.             
  21061. // Sequence #2 - turn frightened and run towards to their right
  21062.  
  21063.     collide                                // Include this frame in collision calcs
  21064.     speed                                // Frame rate type
  21065.     0.08,8                                // Min frame rate, max frame rate,
  21066.     4                                    // Number of initial frames
  21067.         NATSHK.PIX
  21068.         0,0,flipped
  21069.         NATSTL.PIX
  21070.         0,0,flipped
  21071.         NATSHK.PIX
  21072.         0,0,not flipped
  21073.         NATTRN.PIX
  21074.         0,0,not flipped
  21075.     4                                    // Number of looping frames
  21076.         NATRUNT1.PIX
  21077.         0,0,flipped
  21078.         NATRUNT2.PIX
  21079.         0,0,flipped
  21080.         NATRUNT3.PIX
  21081.         0,0,flipped
  21082.         NATRUNT2.PIX
  21083.         0,0,flipped
  21084.             
  21085. // Sequence #3 - turn frightened and run away to their left
  21086.  
  21087.     collide                                // Include this frame in collision calcs
  21088.     speed                                // Frame rate type
  21089.     0.08,8                                // Min frame rate, max frame rate,
  21090.     4                                    // Number of initial frames
  21091.         NATSHK.PIX
  21092.         0,0,flipped
  21093.         NATSTL.PIX
  21094.         0,0,flipped
  21095.         NATSHK.PIX
  21096.         0,0,not flipped
  21097.         NATTRN.PIX
  21098.         0,0,not flipped
  21099.     4                                    // Number of looping frames
  21100.         NATRUNA1.PIX
  21101.         0,0,not flipped
  21102.         NATRUNA2.PIX
  21103.         0,0,not flipped
  21104.         NATRUNA3.PIX
  21105.         0,0,not flipped
  21106.         NATRUNA2.PIX
  21107.         0,0,not flipped
  21108.             
  21109. // Sequence #4 - stationary, looking from side to side
  21110.  
  21111.     collide                                // Include this frame in collision calcs
  21112.     variable                            // Frame rate type
  21113.     1,6                                    // Min frame rate, max frame rate,
  21114.     0                                    // Number of initial frames
  21115.     2                                    // Number of looping frames
  21116.         NATSTL.PIX
  21117.         0,0,not flipped
  21118.         NATSTL.PIX
  21119.         0,0,flipped
  21120.             
  21121.             
  21122. // Sequence #5 - fatal collision with car
  21123.  
  21124.     don't collide                        // Exclude this frame in collision calcs
  21125.     variable                                // Frame rate type
  21126.     12,12                                    // Min frame rate, max frame rate,
  21127.     5                                    // Number of initial frames
  21128.         NATHIT1.PIX
  21129.         0,0,not flipped
  21130.         NATHIT2.PIX
  21131.         0,0,not flipped
  21132.         NATHIT3.PIX
  21133.         0,0,not flipped
  21134.         NATHIT4.PIX
  21135.         0,0,not flipped
  21136.         NATDED.PIX
  21137.         0,0,not flipped
  21138.     0                                    // Number of looping frames
  21139.             
  21140. // Sequence #6 - turning into giblets
  21141.  
  21142.     don't collide                        // Exclude this frame in collision calcs
  21143.     fixed                                // Frame rate type
  21144.     1                                    // Number of initial frames
  21145.         CHUNKS.PIX
  21146.         0,0,not flipped
  21147.     0                                    // Number of looping frames
  21148.             
  21149. // Sequence #7 - non-fatal collision with car
  21150.  
  21151.     collide                                // Include this frame in collision calcs
  21152.     variable                                // Frame rate type
  21153.     12,12                                    // Min frame rate, max frame rate,
  21154.     2                                    // Number of initial frames
  21155.         NATHIT1.PIX
  21156.         0,0,not flipped
  21157.         NATHIT2.PIX
  21158.         0,0,not flipped
  21159.     0                                    // Number of looping frames
  21160.             
  21161. // Sequence #8 - stationary, looking the other way from side to side
  21162.  
  21163.     collide                                // Include this frame in collision calcs
  21164.     variable                            // Frame rate type
  21165.     1,6                                    // Min frame rate, max frame rate,
  21166.     0                                    // Number of initial frames
  21167.     2                                    // Number of looping frames
  21168.         NATBAK.PIX
  21169.         0,0,not flipped
  21170.         NATBAK.PIX
  21171.         0,0,flipped
  21172.             
  21173.     
  21174. NEXT PEDESTRIAN
  21175.  
  21176. // **************** EMM - WAS EMY BUT THE CUNTING CUNT REFUSED TO WORK - ANN****************
  21177.  
  21178. 97                                        // Reference number
  21179. 0.27                                    // Height
  21180. 100                                        // Points value
  21181. 10                                        // Hit points
  21182. 1,4032                                // Exploding noises
  21183. 4003                                        // Falling noise
  21184. 0.00002                                    // Acceleration
  21185. 1                                        // Image index
  21186. IDENTITY.TAB
  21187. EMM.PIX
  21188. STDPED.MAT
  21189.  
  21190. 2                                        // Index of fatal car-impact action
  21191. 4                                        // Index of non-fatal car-impact action
  21192. 1                                        // Index of after-non-fatal-impact action
  21193. 5                                        // Index of fatal falling action
  21194. 6                                        // Index of non-fatal falling action
  21195. 3                                        // Index of giblets action
  21196.  
  21197. 7                                        // Number of actions
  21198.  
  21199. // Action #0 - stand there, looking nervous
  21200.  
  21201.     0,100                                // Danger level, percentage chance
  21202.     0,0                                    // Initial speed, looping speed
  21203.     20.0                                    // Reaction time for this action
  21204.     0                                    // Sounds
  21205.     3                                    // Number of sequences for this action
  21206.         90,8                            // Max bearing, sequence index
  21207.         270,4                            // Max bearing, sequence index
  21208.         360,8                            // Max bearing, sequence index
  21209.  
  21210.     
  21211. // Action #1 - turn frightened and run like fuck
  21212.  
  21213.     1,100                                // Danger level, percentage chance
  21214.     0,0.0008                            // Initial speed, looping speed
  21215.     0.05                                // Reaction time for this action
  21216.     2,4002,4003                            // Sounds
  21217.     4                                    // Number of sequences for this action
  21218.         90,0                            // Max bearing, sequence index
  21219.         180,1                            // Max bearing, sequence index
  21220.         270,2                            // Max bearing, sequence index
  21221.         360,3                            // Max bearing, sequence index
  21222.     
  21223. // Action #2 - fatal car collision
  21224.  
  21225.     1000,0                                // Danger level, percentage chance
  21226.     0,0                                    // Initial speed, looping speed
  21227.     0                                    // Reaction time for this action
  21228.     1,4014                            // Sounds
  21229.     1                                    // Number of sequences for this action
  21230.         360,5                            // Max bearing, sequence index
  21231.  
  21232. // Action #3 - turning into giblets
  21233.  
  21234.     1000,0                                // Danger level, percentage chance
  21235.     0,0                                    // Initial speed, looping speed
  21236.     0                                    // Reaction time for this action
  21237.     0                                    // Sounds
  21238.     1                                    // Number of sequences for this action
  21239.         360,6                            // Max bearing, sequence index
  21240.  
  21241. // Action #4 - non-fatal car collision
  21242.  
  21243.     1000,0                                // Danger level, percentage chance
  21244.     0,0                                    // Initial speed, looping speed
  21245.     0                                    // Reaction time for this action
  21246.     1,4002                            // Sounds
  21247.     1                                    // Number of sequences for this action
  21248.         360,7                            // Max bearing, sequence index
  21249.  
  21250.  
  21251. // Action #5 - fatal ground collision
  21252.  
  21253.     1000,0                                // Danger level, percentage chance
  21254.     0,0                                    // Initial speed, looping speed
  21255.     0                                    // Reaction time for this action
  21256.     1,4014                            // Sounds
  21257.     1                                    // Number of sequences for this action
  21258.         360,5                            // Max bearing, sequence index
  21259.  
  21260. // Action #6 - non-fatal ground collision
  21261.  
  21262.     1000,0                                // Danger level, percentage chance
  21263.     0,0                                    // Initial speed, looping speed
  21264.     0                                    // Reaction time for this action
  21265.     1,4002                            // Sounds
  21266.     1                                    // Number of sequences for this action
  21267.         360,7                            // Max bearing, sequence index
  21268.  
  21269. 9                                        // Number of sequences
  21270.  
  21271. // Sequence #0 - turn frightened and run away to their right
  21272.  
  21273.     collide                                // Include this frame in collision calcs
  21274.     speed                                // Frame rate type
  21275.     0.08,8                                // Min frame rate, max frame rate,
  21276.     4                                    // Number of initial frames
  21277.         EMMSHK.PIX
  21278.         0,0,flipped
  21279.         EMMSTL.PIX
  21280.         0,0,flipped
  21281.         EMMSHK.PIX
  21282.         0,0,not flipped
  21283.         EMMTRN.PIX
  21284.         0,0,not flipped
  21285.     4                                    // Number of looping frames
  21286.         EMMRUNA1.PIX
  21287.         0,0,flipped
  21288.         EMMRUNA2.PIX
  21289.         0,0,flipped
  21290.         EMMRUNA3.PIX
  21291.         0,0,flipped
  21292.         EMMRUNA2.PIX
  21293.         0,0,flipped
  21294.             
  21295. // Sequence #1 - turn frightened and run towards to their left
  21296.  
  21297.     collide                                // Include this frame in collision calcs
  21298.     speed                                // Frame rate type
  21299.     0.08,8                                // Min frame rate, max frame rate,
  21300.     4                                    // Number of initial frames
  21301.         EMMSHK.PIX
  21302.         0,0,flipped
  21303.         EMMSTL.PIX
  21304.         0,0,flipped
  21305.         EMMSHK.PIX
  21306.         0,0,not flipped
  21307.         EMMTRN.PIX
  21308.         0,0,not flipped
  21309.     4                                    // Number of looping frames
  21310.         EMMRUNT1.PIX
  21311.         0,0,not flipped
  21312.         EMMRUNT2.PIX
  21313.         0,0,not flipped
  21314.         EMMRUNT3.PIX
  21315.         0,0,not flipped
  21316.         EMMRUNT2.PIX
  21317.         0,0,not flipped
  21318.             
  21319. // Sequence #2 - turn frightened and run towards to their right
  21320.  
  21321.     collide                                // Include this frame in collision calcs
  21322.     speed                                // Frame rate type
  21323.     0.08,8                                // Min frame rate, max frame rate,
  21324.     4                                    // Number of initial frames
  21325.         EMMSHK.PIX
  21326.         0,0,flipped
  21327.         EMMSTL.PIX
  21328.         0,0,flipped
  21329.         EMMSHK.PIX
  21330.         0,0,not flipped
  21331.         EMMTRN.PIX
  21332.         0,0,not flipped
  21333.     4                                    // Number of looping frames
  21334.         EMMRUNT1.PIX
  21335.         0,0,flipped
  21336.         EMMRUNT2.PIX
  21337.         0,0,flipped
  21338.         EMMRUNT3.PIX
  21339.         0,0,flipped
  21340.         EMMRUNT2.PIX
  21341.         0,0,flipped
  21342.             
  21343. // Sequence #3 - turn frightened and run away to their left
  21344.  
  21345.     collide                                // Include this frame in collision calcs
  21346.     speed                                // Frame rate type
  21347.     0.08,8                                // Min frame rate, max frame rate,
  21348.     4                                    // Number of initial frames
  21349.         EMMSHK.PIX
  21350.         0,0,flipped
  21351.         EMMSTL.PIX
  21352.         0,0,flipped
  21353.         EMMSHK.PIX
  21354.         0,0,not flipped
  21355.         EMMTRN.PIX
  21356.         0,0,not flipped
  21357.     4                                    // Number of looping frames
  21358.         EMMRUNA1.PIX
  21359.         0,0,not flipped
  21360.         EMMRUNA2.PIX
  21361.         0,0,not flipped
  21362.         EMMRUNA3.PIX
  21363.         0,0,not flipped
  21364.         EMMRUNA2.PIX
  21365.         0,0,not flipped
  21366.             
  21367. // Sequence #4 - stationary, looking from side to side
  21368.  
  21369.     collide                                // Include this frame in collision calcs
  21370.     variable                            // Frame rate type
  21371.     1,6                                    // Min frame rate, max frame rate,
  21372.     0                                    // Number of initial frames
  21373.     2                                    // Number of looping frames
  21374.         EMMSTL.PIX
  21375.         0,0,not flipped
  21376.         EMMSTL.PIX
  21377.         0,0,flipped
  21378.             
  21379.             
  21380. // Sequence #5 - fatal collision with car
  21381.  
  21382.     don't collide                        // Exclude this frame in collision calcs
  21383.     variable                                // Frame rate type
  21384.     12,12                                    // Min frame rate, max frame rate,
  21385.     5                                    // Number of initial frames
  21386.         EMMHIT1.PIX
  21387.         0,0,not flipped
  21388.         EMMHIT2.PIX
  21389.         0,0,not flipped
  21390.         EMMHIT3.PIX
  21391.         0,0,not flipped
  21392.         EMMHIT4.PIX
  21393.         0,0,not flipped
  21394.         EMMDED.PIX
  21395.         0,0,not flipped
  21396.     0                                    // Number of looping frames
  21397.             
  21398. // Sequence #6 - turning into giblets
  21399.  
  21400.     don't collide                        // Exclude this frame in collision calcs
  21401.     fixed                                // Frame rate type
  21402.     1                                    // Number of initial frames
  21403.         CHUNKS.PIX
  21404.         0,0,not flipped
  21405.     0                                    // Number of looping frames
  21406.             
  21407. // Sequence #7 - non-fatal collision with car
  21408.  
  21409.     collide                                // Include this frame in collision calcs
  21410.     variable                                // Frame rate type
  21411.     12,12                                    // Min frame rate, max frame rate,
  21412.     2                                    // Number of initial frames
  21413.         EMMHIT1.PIX
  21414.         0,0,not flipped
  21415.         EMMHIT2.PIX
  21416.         0,0,not flipped
  21417.     0                                    // Number of looping frames
  21418.             
  21419. // Sequence #8 - stationary, looking the other way from side to side
  21420.  
  21421.     collide                                // Include this frame in collision calcs
  21422.     variable                            // Frame rate type
  21423.     1,6                                    // Min frame rate, max frame rate,
  21424.     0                                    // Number of initial frames
  21425.     2                                    // Number of looping frames
  21426.         EMMBAK.PIX
  21427.         0,0,not flipped
  21428.         EMMBAK.PIX
  21429.         0,0,flipped
  21430.             
  21431.  
  21432.  
  21433. END OF PEDESTRIANS
  21434.