// **************** NIK 2 **************** 1 // Reference number 0.24 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4003 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB NIK.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNA1.PIX 0,0,flipped NIKRUNA2.PIX 0,0,flipped NIKRUNA3.PIX 0,0,flipped NIKRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNT1.PIX 0,0,not flipped NIKRUNT2.PIX 0,0,not flipped NIKRUNT3.PIX 0,0,not flipped NIKRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNT1.PIX 0,0,flipped NIKRUNT2.PIX 0,0,flipped NIKRUNT3.PIX 0,0,flipped NIKRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNA1.PIX 0,0,not flipped NIKRUNA2.PIX 0,0,not flipped NIKRUNA3.PIX 0,0,not flipped NIKRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames NIKSTL.PIX 0,0,not flipped NIKSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames NIKHIT1.PIX 0,0,not flipped NIKHIT2.PIX 0,0,not flipped NIKHIT3.PIX 0,0,not flipped NIKHIT4.PIX 0,0,not flipped NIKDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames NIKHIT1.PIX 0,0,not flipped NIKHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames NIKBAK.PIX 0,0,not flipped NIKBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** RO1 2 **************** 32 // Reference number 0.35 // Height 125 // Points value 15 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB RO1.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4003 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames RO1SHK.PIX 0,0,flipped RO1STL1.PIX 0,0,flipped RO1SHK.PIX 0,0,not flipped RO1TRN.PIX 0,0,not flipped 4 // Number of looping frames RO1RUNA1.PIX 0,0,flipped RO1RUNA2.PIX 0,0,flipped RO1RUNA3.PIX 0,0,flipped RO1RUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames RO1SHK.PIX 0,0,flipped RO1STL1.PIX 0,0,flipped RO1SHK.PIX 0,0,not flipped RO1TRN.PIX 0,0,not flipped 4 // Number of looping frames RO1RUNT1.PIX 0,0,not flipped RO1RUNT2.PIX 0,0,not flipped RO1RUNT3.PIX 0,0,not flipped RO1RUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames RO1SHK.PIX 0,0,flipped RO1STL1.PIX 0,0,flipped RO1SHK.PIX 0,0,not flipped RO1TRN.PIX 0,0,not flipped 4 // Number of looping frames RO1RUNT1.PIX 0,0,flipped RO1RUNT2.PIX 0,0,flipped RO1RUNT3.PIX 0,0,flipped RO1RUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames RO1SHK.PIX 0,0,flipped RO1STL1.PIX 0,0,flipped RO1SHK.PIX 0,0,not flipped RO1TRN.PIX 0,0,not flipped 4 // Number of looping frames RO1RUNA1.PIX 0,0,not flipped RO1RUNA2.PIX 0,0,not flipped RO1RUNA3.PIX 0,0,not flipped RO1RUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames RO1STL1.PIX 0,0,flipped RO1STL2.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 4 // Number of initial frames RO1HIT1.PIX 0,0,not flipped RO1HIT2.PIX 0,0,not flipped RO1HIT3.PIX 0,0,not flipped RO1HIT4.PIX 0,0,not flipped 2 // Number of looping frames RO1DED1.PIX 0,0,not flipped RO1DED2.PIX 0,0,not flipped // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames RO1HIT1.PIX 0,0,not flipped RO1HIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames RO1BAK1.PIX 0,0,not flipped RO1BAK2.PIX 0,0,flipped NEXT PEDESTRIAN // **************** BUS 2 **************** 2 // Reference number 0.27 // Height 125 // Points value 15 // Hit points 2,4031,4030 // Exploding noises 4003 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB BUS.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4003,4904 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNA1.PIX 0,0,flipped BUSRUNA2.PIX 0,0,flipped BUSRUNA3.PIX 0,0,flipped BUSRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNT1.PIX 0,0,not flipped BUSRUNT2.PIX 0,0,not flipped BUSRUNT3.PIX 0,0,not flipped BUSRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNT1.PIX 0,0,flipped BUSRUNT2.PIX 0,0,flipped BUSRUNT3.PIX 0,0,flipped BUSRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNA1.PIX 0,0,not flipped BUSRUNA2.PIX 0,0,not flipped BUSRUNA3.PIX 0,0,not flipped BUSRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BUSSTL.PIX 0,0,not flipped BUSSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames BUSHIT1.PIX 0,0,not flipped BUSHIT2.PIX 0,0,not flipped BUSHIT3.PIX 0,0,not flipped BUSHIT4.PIX 0,0,not flipped BUSDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames BUSHIT1.PIX 0,0,not flipped BUSHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BUSBAK.PIX 0,0,not flipped BUSBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** FAT 2 **************** 3 // Reference number 0.27 // Height 150 // Points value 20 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB FAT.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0005 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4001,4001,4902 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNA1.PIX 0,0,flipped FATRUNA2.PIX 0,0,flipped FATRUNA3.PIX 0,0,flipped FATRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNT1.PIX 0,0,not flipped FATRUNT2.PIX 0,0,not flipped FATRUNT3.PIX 0,0,not flipped FATRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNT1.PIX 0,0,flipped FATRUNT2.PIX 0,0,flipped FATRUNT3.PIX 0,0,flipped FATRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNA1.PIX 0,0,not flipped FATRUNA2.PIX 0,0,not flipped FATRUNA3.PIX 0,0,not flipped FATRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FATSTL.PIX 0,0,not flipped FATSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames FATHIT1.PIX 0,0,not flipped FATHIT2.PIX 0,0,not flipped FATHIT3.PIX 0,0,not flipped FATHIT4.PIX 0,0,not flipped FATDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames FATHIT1.PIX 0,0,not flipped FATHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FATBAK.PIX 0,0,not flipped FATBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** ANN 2 **************** 4 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4003 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB ANN.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4904,4905 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNA1.PIX 0,0,flipped ANRUNA2.PIX 0,0,flipped ANRUNA3.PIX 0,0,flipped ANRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNT1.PIX 0,0,not flipped ANRUNT2.PIX 0,0,not flipped ANRUNT3.PIX 0,0,not flipped ANRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNT1.PIX 0,0,flipped ANRUNT2.PIX 0,0,flipped ANRUNT3.PIX 0,0,flipped ANRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNA1.PIX 0,0,not flipped ANRUNA2.PIX 0,0,not flipped ANRUNA3.PIX 0,0,not flipped ANRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames ANSTL.PIX 0,0,not flipped ANSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames ANHIT1.PIX 0,0,not flipped ANHIT2.PIX 0,0,not flipped ANHIT3.PIX 0,0,not flipped ANHIT4.PIX 0,0,not flipped ANDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames ANHIT1.PIX 0,0,not flipped ANHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames ANBAK.PIX 0,0,not flipped ANBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** PER 2 **************** 5 // Reference number 0.29 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PER.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4004 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 3,4011,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNA1.PIX 0,0,flipped PERRUNA2.PIX 0,0,flipped PERRUNA3.PIX 0,0,flipped PERRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNT1.PIX 0,0,not flipped PERRUNT2.PIX 0,0,not flipped PERRUNT3.PIX 0,0,not flipped PERRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNT1.PIX 0,0,flipped PERRUNT2.PIX 0,0,flipped PERRUNT3.PIX 0,0,flipped PERRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNA1.PIX 0,0,not flipped PERRUNA2.PIX 0,0,not flipped PERRUNA3.PIX 0,0,not flipped PERRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PERSTL.PIX 0,0,not flipped PERSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PERHIT1.PIX 0,0,not flipped PERHIT2.PIX 0,0,not flipped PERHIT3.PIX 0,0,not flipped PERHIT4.PIX 0,0,not flipped PERDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PERHIT1.PIX 0,0,not flipped PERHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PERBAK.PIX 0,0,not flipped PERBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** PRS 2 **************** 6 // Reference number 0.25 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PRS.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4904,4905 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNA1.PIX 0,0,flipped PRSRUNA2.PIX 0,0,flipped PRSRUNA3.PIX 0,0,flipped PRSRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNT1.PIX 0,0,not flipped PRSRUNT2.PIX 0,0,not flipped PRSRUNT3.PIX 0,0,not flipped PRSRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNT1.PIX 0,0,flipped PRSRUNT2.PIX 0,0,flipped PRSRUNT3.PIX 0,0,flipped PRSRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNA1.PIX 0,0,not flipped PRSRUNA2.PIX 0,0,not flipped PRSRUNA3.PIX 0,0,not flipped PRSRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PRSSTL.PIX 0,0,not flipped PRSSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PRSHIT1.PIX 0,0,not flipped PRSHIT2.PIX 0,0,not flipped PRSHIT3.PIX 0,0,not flipped PRSHIT4.PIX 0,0,not flipped PRSDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PRSHIT1.PIX 0,0,not flipped PRSHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PRSBAK.PIX 0,0,not flipped PRSBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** TON 2 **************** 7 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB TON.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4000,4902 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNA1.PIX 0,0,flipped TONRUNA2.PIX 0,0,flipped TONRUNA3.PIX 0,0,flipped TONRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNT1.PIX 0,0,not flipped TONRUNT2.PIX 0,0,not flipped TONRUNT3.PIX 0,0,not flipped TONRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNT1.PIX 0,0,flipped TONRUNT2.PIX 0,0,flipped TONRUNT3.PIX 0,0,flipped TONRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNA1.PIX 0,0,not flipped TONRUNA2.PIX 0,0,not flipped TONRUNA3.PIX 0,0,not flipped TONRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames TONSTL.PIX 0,0,not flipped TONSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames TONHIT1.PIX 0,0,not flipped TONHIT2.PIX 0,0,not flipped TONHIT3.PIX 0,0,not flipped TONHIT4.PIX 0,0,not flipped TONDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames TONHIT1.PIX 0,0,not flipped TONHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames TONBAK.PIX 0,0,not flipped TONBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** CAM 2 **************** 8 // Reference number 0.245 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CAM.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNA1.PIX 0,0,flipped CAMRUNA2.PIX 0,0,flipped CAMRUNA3.PIX 0,0,flipped CAMRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNT1.PIX 0,0,not flipped CAMRUNT2.PIX 0,0,not flipped CAMRUNT3.PIX 0,0,not flipped CAMRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNT1.PIX 0,0,flipped CAMRUNT2.PIX 0,0,flipped CAMRUNT3.PIX 0,0,flipped CAMRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNA1.PIX 0,0,not flipped CAMRUNA2.PIX 0,0,not flipped CAMRUNA3.PIX 0,0,not flipped CAMRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CAMSTL.PIX 0,0,not flipped CAMSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CAMHIT1.PIX 0,0,not flipped CAMHIT2.PIX 0,0,not flipped CAMHIT3.PIX 0,0,not flipped CAMHIT4.PIX 0,0,not flipped CAMDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CAMHIT1.PIX 0,0,not flipped CAMHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CAMBAK.PIX 0,0,not flipped CAMBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** CW0 2 **************** 9 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CW0.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4001,4902,4903 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 3,4010,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNA1.PIX 0,0,flipped CW0RUNA2.PIX 0,0,flipped CW0RUNA3.PIX 0,0,flipped CW0RUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNT1.PIX 0,0,not flipped CW0RUNT2.PIX 0,0,not flipped CW0RUNT3.PIX 0,0,not flipped CW0RUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNT1.PIX 0,0,flipped CW0RUNT2.PIX 0,0,flipped CW0RUNT3.PIX 0,0,flipped CW0RUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNA1.PIX 0,0,not flipped CW0RUNA2.PIX 0,0,not flipped CW0RUNA3.PIX 0,0,not flipped CW0RUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CW0STL.PIX 0,0,not flipped CW0STL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CW0HIT1.PIX 0,0,not flipped CW0HIT2.PIX 0,0,not flipped CW0HIT3.PIX 0,0,not flipped CW0HIT4.PIX 0,0,not flipped CW0DED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CW0HIT1.PIX 0,0,not flipped CW0HIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** CW1 2 **************** 10 // Reference number 0.27 // Height 125 // Points value 15 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CW1.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4000,4902,4000 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,2 // Max bearing, sequence index 270,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4011,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNA1.PIX 0,0,flipped CW1RUNA2.PIX 0,0,flipped CW1RUNA3.PIX 0,0,flipped CW1RUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNT1.PIX 0,0,not flipped CW1RUNT2.PIX 0,0,not flipped CW1RUNT3.PIX 0,0,not flipped CW1RUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNT1.PIX 0,0,flipped CW1RUNT2.PIX 0,0,flipped CW1RUNT3.PIX 0,0,flipped CW1RUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNA1.PIX 0,0,not flipped CW1RUNA2.PIX 0,0,not flipped CW1RUNA3.PIX 0,0,not flipped CW1RUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CW1STL.PIX 0,0,not flipped CW1STL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CW1HIT1.PIX 0,0,not flipped CW1HIT2.PIX 0,0,not flipped CW1HIT3.PIX 0,0,not flipped CW1HIT4.PIX 0,0,not flipped CW1DED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CW1HIT1.PIX 0,0,not flipped CW1HIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** CW3 2 **************** 11 // Reference number 0.25 // Height 110 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CW3.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4000,4910 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,2 // Max bearing, sequence index 270,1 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 3,4010,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNA1.PIX 0,0,flipped CW3RUNA2.PIX 0,0,flipped CW3RUNA3.PIX 0,0,flipped CW3RUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNT1.PIX 0,0,not flipped CW3RUNT2.PIX 0,0,not flipped CW3RUNT3.PIX 0,0,not flipped CW3RUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNT1.PIX 0,0,flipped CW3RUNT2.PIX 0,0,flipped CW3RUNT3.PIX 0,0,flipped CW3RUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNA1.PIX 0,0,not flipped CW3RUNA2.PIX 0,0,not flipped CW3RUNA3.PIX 0,0,not flipped CW3RUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CW3STL.PIX 0,0,not flipped CW3STL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CW3HIT1.PIX 0,0,not flipped CW3HIT2.PIX 0,0,not flipped CW3HIT3.PIX 0,0,not flipped CW3HIT4.PIX 0,0,not flipped CW3DED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CW3HIT1.PIX 0,0,not flipped CW3HIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** FLAG WAVEY BASTARD MAN **************** 99 // Reference number 0.325 // Height 1000 // Points value 20 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB FLG.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 8 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 7,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4000,4902 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,2 // Max bearing, sequence index 270,1 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #7 - wave that flag baby..... 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,8 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNA1.PIX 0,0,not flipped FLGRUNA2.PIX 0,0,not flipped FLGRUNA3.PIX 0,0,not flipped FLGRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNT1.PIX 0,0,flipped FLGRUNT2.PIX 0,0,flipped FLGRUNT3.PIX 0,0,flipped FLGRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNT1.PIX 0,0,not flipped FLGRUNT2.PIX 0,0,not flipped FLGRUNT3.PIX 0,0,not flipped FLGRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNA1.PIX 0,0,flipped FLGRUNA2.PIX 0,0,flipped FLGRUNA3.PIX 0,0,flipped FLGRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FLGSTL1.PIX 0,0,flipped FLGSTL2.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 9,10 // Min frame rate, max frame rate, 4 // Number of initial frames FLGHIT1.PIX 0,0,not flipped FLGHIT2.PIX 0,0,not flipped FLGHIT3.PIX 0,0,not flipped FLGHIT4.PIX 0,0,not flipped 2 // Number of looping frames FLGDED1.PIX 0,0,not flipped FLGDED2.PIX 0,0,not flipped // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames FLGHIT1.PIX 0,0,not flipped FLGHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - flag waving jobby bastard collide // Include this frame in collision calcs variable // Frame rate type 9,10 // Min frame rate, max frame rate, 0 // Number of initial frames 4 // Number of looping frames FLGWAV1.PIX 0,0,not flipped FLGWAV2.PIX 0,0,not flipped FLGWAV3.PIX 0.07,0,not flipped FLGWAV4.PIX 0.07,0,not flipped NEXT PEDESTRIAN // **************** NIK 2 **************** 51 // Reference number 0.24 // Height 200 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4003 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB NIK.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4002,4904,4905 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNA1.PIX 0,0,flipped NIKRUNA2.PIX 0,0,flipped NIKRUNA3.PIX 0,0,flipped NIKRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNT1.PIX 0,0,not flipped NIKRUNT2.PIX 0,0,not flipped NIKRUNT3.PIX 0,0,not flipped NIKRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNT1.PIX 0,0,flipped NIKRUNT2.PIX 0,0,flipped NIKRUNT3.PIX 0,0,flipped NIKRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NIKSHK.PIX 0,0,flipped NIKSTL.PIX 0,0,flipped NIKSHK.PIX 0,0,not flipped NIKTRN.PIX 0,0,not flipped 4 // Number of looping frames NIKRUNA1.PIX 0,0,not flipped NIKRUNA2.PIX 0,0,not flipped NIKRUNA3.PIX 0,0,not flipped NIKRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames NIKSTL.PIX 0,0,not flipped NIKSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames NIKHIT1.PIX 0,0,not flipped NIKHIT2.PIX 0,0,not flipped NIKHIT3.PIX 0,0,not flipped NIKHIT4.PIX 0,0,not flipped NIKDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames NIKHIT1.PIX 0,0,not flipped NIKHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames NIKBAK.PIX 0,0,not flipped NIKBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** BUS 2 **************** 52 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB BUS.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4003 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNA1.PIX 0,0,flipped BUSRUNA2.PIX 0,0,flipped BUSRUNA3.PIX 0,0,flipped BUSRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNT1.PIX 0,0,not flipped BUSRUNT2.PIX 0,0,not flipped BUSRUNT3.PIX 0,0,not flipped BUSRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNT1.PIX 0,0,flipped BUSRUNT2.PIX 0,0,flipped BUSRUNT3.PIX 0,0,flipped BUSRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames BUSSHK.PIX 0,0,flipped BUSSTL.PIX 0,0,flipped BUSSHK.PIX 0,0,not flipped BUSTRN.PIX 0,0,not flipped 4 // Number of looping frames BUSRUNA1.PIX 0,0,not flipped BUSRUNA2.PIX 0,0,not flipped BUSRUNA3.PIX 0,0,not flipped BUSRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BUSSTL.PIX 0,0,not flipped BUSSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames BUSHIT1.PIX 0,0,not flipped BUSHIT2.PIX 0,0,not flipped BUSHIT3.PIX 0,0,not flipped BUSHIT4.PIX 0,0,not flipped BUSDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames BUSHIT1.PIX 0,0,not flipped BUSHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BUSBAK.PIX 0,0,not flipped BUSBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** FAT 2 **************** 53 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB FAT.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0005 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNA1.PIX 0,0,flipped FATRUNA2.PIX 0,0,flipped FATRUNA3.PIX 0,0,flipped FATRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNT1.PIX 0,0,not flipped FATRUNT2.PIX 0,0,not flipped FATRUNT3.PIX 0,0,not flipped FATRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNT1.PIX 0,0,flipped FATRUNT2.PIX 0,0,flipped FATRUNT3.PIX 0,0,flipped FATRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames FATSHK.PIX 0,0,flipped FATSTL.PIX 0,0,flipped FATSHK.PIX 0,0,not flipped FATTRN.PIX 0,0,not flipped 4 // Number of looping frames FATRUNA1.PIX 0,0,not flipped FATRUNA2.PIX 0,0,not flipped FATRUNA3.PIX 0,0,not flipped FATRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FATSTL.PIX 0,0,not flipped FATSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames FATHIT1.PIX 0,0,not flipped FATHIT2.PIX 0,0,not flipped FATHIT3.PIX 0,0,not flipped FATHIT4.PIX 0,0,not flipped FATDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames FATHIT1.PIX 0,0,not flipped FATHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FATBAK.PIX 0,0,not flipped FATBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** ANN 2 **************** 54 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB ANN.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNA1.PIX 0,0,flipped ANRUNA2.PIX 0,0,flipped ANRUNA3.PIX 0,0,flipped ANRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNT1.PIX 0,0,not flipped ANRUNT2.PIX 0,0,not flipped ANRUNT3.PIX 0,0,not flipped ANRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNT1.PIX 0,0,flipped ANRUNT2.PIX 0,0,flipped ANRUNT3.PIX 0,0,flipped ANRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ANSHK.PIX 0,0,flipped ANSTL.PIX 0,0,flipped ANSHK.PIX 0,0,not flipped ANTRN.PIX 0,0,not flipped 4 // Number of looping frames ANRUNA1.PIX 0,0,not flipped ANRUNA2.PIX 0,0,not flipped ANRUNA3.PIX 0,0,not flipped ANRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames ANSTL.PIX 0,0,not flipped ANSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames ANHIT1.PIX 0,0,not flipped ANHIT2.PIX 0,0,not flipped ANHIT3.PIX 0,0,not flipped ANHIT4.PIX 0,0,not flipped ANDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames ANHIT1.PIX 0,0,not flipped ANHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames ANBAK.PIX 0,0,not flipped ANBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** PER 2 **************** 55 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PER.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4000 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNA1.PIX 0,0,flipped PERRUNA2.PIX 0,0,flipped PERRUNA3.PIX 0,0,flipped PERRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNT1.PIX 0,0,not flipped PERRUNT2.PIX 0,0,not flipped PERRUNT3.PIX 0,0,not flipped PERRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNT1.PIX 0,0,flipped PERRUNT2.PIX 0,0,flipped PERRUNT3.PIX 0,0,flipped PERRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PERSHK.PIX 0,0,flipped PERSTL.PIX 0,0,flipped PERSHK.PIX 0,0,not flipped PERTRN.PIX 0,0,not flipped 4 // Number of looping frames PERRUNA1.PIX 0,0,not flipped PERRUNA2.PIX 0,0,not flipped PERRUNA3.PIX 0,0,not flipped PERRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PERSTL.PIX 0,0,not flipped PERSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PERHIT1.PIX 0,0,not flipped PERHIT2.PIX 0,0,not flipped PERHIT3.PIX 0,0,not flipped PERHIT4.PIX 0,0,not flipped PERDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PERHIT1.PIX 0,0,not flipped PERHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PERBAK.PIX 0,0,not flipped PERBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** PRS 2 **************** 56 // Reference number 0.25 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PRS.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4003 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4013 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNA1.PIX 0,0,flipped PRSRUNA2.PIX 0,0,flipped PRSRUNA3.PIX 0,0,flipped PRSRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNT1.PIX 0,0,not flipped PRSRUNT2.PIX 0,0,not flipped PRSRUNT3.PIX 0,0,not flipped PRSRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNT1.PIX 0,0,flipped PRSRUNT2.PIX 0,0,flipped PRSRUNT3.PIX 0,0,flipped PRSRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PRSSHK.PIX 0,0,flipped PRSSTL.PIX 0,0,flipped PRSSHK.PIX 0,0,not flipped PRSTRN.PIX 0,0,not flipped 4 // Number of looping frames PRSRUNA1.PIX 0,0,not flipped PRSRUNA2.PIX 0,0,not flipped PRSRUNA3.PIX 0,0,not flipped PRSRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PRSSTL.PIX 0,0,not flipped PRSSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PRSHIT1.PIX 0,0,not flipped PRSHIT2.PIX 0,0,not flipped PRSHIT3.PIX 0,0,not flipped PRSHIT4.PIX 0,0,not flipped PRSDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PRSHIT1.PIX 0,0,not flipped PRSHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PRSBAK.PIX 0,0,not flipped PRSBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** TON 2 **************** 57 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB TON.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNA1.PIX 0,0,flipped TONRUNA2.PIX 0,0,flipped TONRUNA3.PIX 0,0,flipped TONRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNT1.PIX 0,0,not flipped TONRUNT2.PIX 0,0,not flipped TONRUNT3.PIX 0,0,not flipped TONRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNT1.PIX 0,0,flipped TONRUNT2.PIX 0,0,flipped TONRUNT3.PIX 0,0,flipped TONRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TONSHK.PIX 0,0,flipped TONSTL.PIX 0,0,flipped TONSHK.PIX 0,0,not flipped TONTRN.PIX 0,0,not flipped 4 // Number of looping frames TONRUNA1.PIX 0,0,not flipped TONRUNA2.PIX 0,0,not flipped TONRUNA3.PIX 0,0,not flipped TONRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames TONSTL.PIX 0,0,not flipped TONSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames TONHIT1.PIX 0,0,not flipped TONHIT2.PIX 0,0,not flipped TONHIT3.PIX 0,0,not flipped TONHIT4.PIX 0,0,not flipped TONDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames TONHIT1.PIX 0,0,not flipped TONHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames TONBAK.PIX 0,0,not flipped TONBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** CAM 2 **************** 58 // Reference number 0.245 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CAM.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNA1.PIX 0,0,flipped CAMRUNA2.PIX 0,0,flipped CAMRUNA3.PIX 0,0,flipped CAMRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNT1.PIX 0,0,not flipped CAMRUNT2.PIX 0,0,not flipped CAMRUNT3.PIX 0,0,not flipped CAMRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNT1.PIX 0,0,flipped CAMRUNT2.PIX 0,0,flipped CAMRUNT3.PIX 0,0,flipped CAMRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CAMSHK.PIX 0,0,flipped CAMSTL.PIX 0,0,flipped CAMSHK.PIX 0,0,not flipped CAMTRN.PIX 0,0,not flipped 4 // Number of looping frames CAMRUNA1.PIX 0,0,not flipped CAMRUNA2.PIX 0,0,not flipped CAMRUNA3.PIX 0,0,not flipped CAMRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CAMSTL.PIX 0,0,not flipped CAMSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CAMHIT1.PIX 0,0,not flipped CAMHIT2.PIX 0,0,not flipped CAMHIT3.PIX 0,0,not flipped CAMHIT4.PIX 0,0,not flipped CAMDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CAMHIT1.PIX 0,0,not flipped CAMHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CAMBAK.PIX 0,0,not flipped CAMBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** CW0 2 **************** 59 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CW0.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNA1.PIX 0,0,flipped CW0RUNA2.PIX 0,0,flipped CW0RUNA3.PIX 0,0,flipped CW0RUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNT1.PIX 0,0,not flipped CW0RUNT2.PIX 0,0,not flipped CW0RUNT3.PIX 0,0,not flipped CW0RUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNT1.PIX 0,0,flipped CW0RUNT2.PIX 0,0,flipped CW0RUNT3.PIX 0,0,flipped CW0RUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW0SHK.PIX 0,0,flipped CW0STL.PIX 0,0,flipped CW0SHK.PIX 0,0,not flipped CW0TRN.PIX 0,0,not flipped 4 // Number of looping frames CW0RUNA1.PIX 0,0,not flipped CW0RUNA2.PIX 0,0,not flipped CW0RUNA3.PIX 0,0,not flipped CW0RUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CW0STL.PIX 0,0,not flipped CW0STL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CW0HIT1.PIX 0,0,not flipped CW0HIT2.PIX 0,0,not flipped CW0HIT3.PIX 0,0,not flipped CW0HIT4.PIX 0,0,not flipped CW0DED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CW0HIT1.PIX 0,0,not flipped CW0HIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** CW1 2 **************** 60 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CW1.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4000 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,2 // Max bearing, sequence index 270,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNA1.PIX 0,0,flipped CW1RUNA2.PIX 0,0,flipped CW1RUNA3.PIX 0,0,flipped CW1RUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNT1.PIX 0,0,not flipped CW1RUNT2.PIX 0,0,not flipped CW1RUNT3.PIX 0,0,not flipped CW1RUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNT1.PIX 0,0,flipped CW1RUNT2.PIX 0,0,flipped CW1RUNT3.PIX 0,0,flipped CW1RUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.10,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW1SHK.PIX 0,0,flipped CW1STL.PIX 0,0,flipped CW1SHK.PIX 0,0,not flipped CW1TRN.PIX 0,0,not flipped 4 // Number of looping frames CW1RUNA1.PIX 0,0,not flipped CW1RUNA2.PIX 0,0,not flipped CW1RUNA3.PIX 0,0,not flipped CW1RUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CW1STL.PIX 0,0,not flipped CW1STL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CW1HIT1.PIX 0,0,not flipped CW1HIT2.PIX 0,0,not flipped CW1HIT3.PIX 0,0,not flipped CW1HIT4.PIX 0,0,not flipped CW1DED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CW1HIT1.PIX 0,0,not flipped CW1HIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** CW3 2 **************** 61 // Reference number 0.25 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CW3.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4000 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,2 // Max bearing, sequence index 270,1 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNA1.PIX 0,0,flipped CW3RUNA2.PIX 0,0,flipped CW3RUNA3.PIX 0,0,flipped CW3RUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNT1.PIX 0,0,not flipped CW3RUNT2.PIX 0,0,not flipped CW3RUNT3.PIX 0,0,not flipped CW3RUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNT1.PIX 0,0,flipped CW3RUNT2.PIX 0,0,flipped CW3RUNT3.PIX 0,0,flipped CW3RUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames CW3SHK.PIX 0,0,flipped CW3STL.PIX 0,0,flipped CW3SHK.PIX 0,0,not flipped CW3TRN.PIX 0,0,not flipped 4 // Number of looping frames CW3RUNA1.PIX 0,0,not flipped CW3RUNA2.PIX 0,0,not flipped CW3RUNA3.PIX 0,0,not flipped CW3RUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CW3STL.PIX 0,0,not flipped CW3STL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CW3HIT1.PIX 0,0,not flipped CW3HIT2.PIX 0,0,not flipped CW3HIT3.PIX 0,0,not flipped CW3HIT4.PIX 0,0,not flipped CW3DED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CW3HIT1.PIX 0,0,not flipped CW3HIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** FLAG WAVEY BASTARD MAN **************** 99 // Reference number 0.325 // Height 1000 // Points value 20 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB FLG.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 8 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 7,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4000 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,2 // Max bearing, sequence index 270,1 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #7 - wave that flag baby..... 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,8 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNA1.PIX 0,0,not flipped FLGRUNA2.PIX 0,0,not flipped FLGRUNA3.PIX 0,0,not flipped FLGRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNT1.PIX 0,0,flipped FLGRUNT2.PIX 0,0,flipped FLGRUNT3.PIX 0,0,flipped FLGRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNT1.PIX 0,0,not flipped FLGRUNT2.PIX 0,0,not flipped FLGRUNT3.PIX 0,0,not flipped FLGRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames FLGSHK.PIX 0,0,flipped FLGSTL1.PIX 0,0,flipped FLGSHK.PIX 0,0,not flipped 4 // Number of looping frames FLGRUNA1.PIX 0,0,flipped FLGRUNA2.PIX 0,0,flipped FLGRUNA3.PIX 0,0,flipped FLGRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FLGSTL1.PIX 0,0,flipped FLGSTL2.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 9,10 // Min frame rate, max frame rate, 4 // Number of initial frames FLGHIT1.PIX 0,0,not flipped FLGHIT2.PIX 0,0,not flipped FLGHIT3.PIX 0,0,not flipped FLGHIT4.PIX 0,0,not flipped 2 // Number of looping frames FLGDED1.PIX 0,0,not flipped FLGDED2.PIX 0,0,not flipped // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames FLGHIT1.PIX 0,0,not flipped FLGHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - flag waving jobby bastard collide // Include this frame in collision calcs variable // Frame rate type 9,10 // Min frame rate, max frame rate, 0 // Number of initial frames 4 // Number of looping frames FLGWAV1.PIX 0,0,not flipped FLGWAV2.PIX 0,0,not flipped FLGWAV3.PIX 0.07,0,not flipped FLGWAV4.PIX 0.07,0,not flipped NEXT PEDESTRIAN // **************** FOOTBALLER #1 **************** 20 // Reference number 0.28 // Height 150 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB SKN.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4000,4000,4903 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 3,4010,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames SKNSHK.PIX 0,0,flipped SKNSTL.PIX 0,0,flipped SKNSHK.PIX 0,0,not flipped 4 // Number of looping frames SKNRUNA1.PIX 0,0,flipped SKNRUNA2.PIX 0,0,flipped SKNRUNA3.PIX 0,0,flipped SKNRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames SKNSHK.PIX 0,0,flipped SKNSTL.PIX 0,0,flipped SKNSHK.PIX 0,0,not flipped 4 // Number of looping frames SKNRUNT1.PIX 0,0,not flipped SKNRUNT2.PIX 0,0,not flipped SKNRUNT3.PIX 0,0,not flipped SKNRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames SKNSHK.PIX 0,0,flipped SKNSTL.PIX 0,0,flipped SKNSHK.PIX 0,0,not flipped 4 // Number of looping frames SKNRUNT1.PIX 0,0,flipped SKNRUNT2.PIX 0,0,flipped SKNRUNT3.PIX 0,0,flipped SKNRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames SKNSHK.PIX 0,0,flipped SKNSTL.PIX 0,0,flipped SKNSHK.PIX 0,0,not flipped 4 // Number of looping frames SKNRUNA1.PIX 0,0,not flipped SKNRUNA2.PIX 0,0,not flipped SKNRUNA3.PIX 0,0,not flipped SKNRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames SKNSTL.PIX 0,0,not flipped SKNSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames SKNHIT1B.PIX 0,0,not flipped SKNHIT2B.PIX 0,0,not flipped SKNHIT3B.PIX 0,0,not flipped SKNHIT4B.PIX 0,0,not flipped SKNDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames SKNHIT1B.PIX 0,0,not flipped SKNHIT2B.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** FOOTBALLER #2 **************** 21 // Reference number 0.28 // Height 150 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB COW.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4001,4902,4004 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 3,4011,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames COWSHK.PIX 0,0,flipped COWSTL.PIX 0,0,flipped COWSHK.PIX 0,0,not flipped 4 // Number of looping frames COWRUNA1.PIX 0,0,flipped COWRUNA2.PIX 0,0,flipped COWRUNA3.PIX 0,0,flipped COWRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames COWSHK.PIX 0,0,flipped COWSTL.PIX 0,0,flipped COWSHK.PIX 0,0,not flipped 4 // Number of looping frames COWRUNT1.PIX 0,0,not flipped COWRUNT2.PIX 0,0,not flipped COWRUNT3.PIX 0,0,not flipped COWRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames COWSHK.PIX 0,0,flipped COWSTL.PIX 0,0,flipped COWSHK.PIX 0,0,not flipped 4 // Number of looping frames COWRUNT1.PIX 0,0,flipped COWRUNT2.PIX 0,0,flipped COWRUNT3.PIX 0,0,flipped COWRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 3 // Number of initial frames COWSHK.PIX 0,0,flipped COWSTL.PIX 0,0,flipped COWSHK.PIX 0,0,not flipped 4 // Number of looping frames COWRUNA1.PIX 0,0,not flipped COWRUNA2.PIX 0,0,not flipped COWRUNA3.PIX 0,0,not flipped COWRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames COWSTL.PIX 0,0,not flipped COWSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames COWHIT1B.PIX 0,0,not flipped COWHIT2B.PIX 0,0,not flipped COWHIT3B.PIX 0,0,not flipped COWHIT4B.PIX 0,0,not flipped COWDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames COWHIT1B.PIX 0,0,not flipped COWHIT2B.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** BIK 2 **************** 12 // Reference number 0.24 // Height 175 // Points value 20 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB BIK.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4002,4904,4905 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BIKSHK1.PIX 0,0,flipped BIKSTL1.PIX 0,0,flipped BIKSHK1.PIX 0,0,not flipped BIKTRN.PIX 0,0,not flipped 4 // Number of looping frames BIKRUNA1.PIX 0,0,flipped BIKRUNA2.PIX 0,0,flipped BIKRUNA3.PIX 0,0,flipped BIKRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BIKSHK1.PIX 0,0,flipped BIKSTL1.PIX 0,0,not flipped BIKSHK1.PIX 0,0,not flipped BIKTRN.PIX 0,0,not flipped 4 // Number of looping frames BIKRUNT1.PIX 0,0,flipped BIKRUNT2.PIX 0,0,flipped BIKRUNT3.PIX 0,0,flipped BIKRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BIKSHK1.PIX 0,0,flipped BIKSTL1.PIX 0,0,flipped BIKSHK1.PIX 0,0,not flipped BIKTRN.PIX 0,0,not flipped 4 // Number of looping frames BIKRUNT1.PIX 0,0,flipped BIKRUNT2.PIX 0,0,flipped BIKRUNT3.PIX 0,0,flipped BIKRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BIKSHK1.PIX 0,0,flipped BIKSTL1.PIX 0,0,flipped BIKSHK1.PIX 0,0,not flipped BIKTRN.PIX 0,0,not flipped 4 // Number of looping frames BIKRUNA1.PIX 0,0,not flipped BIKRUNA2.PIX 0,0,not flipped BIKRUNA3.PIX 0,0,not flipped BIKRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BIKSTL1.PIX 0,0,not flipped BIKSTL2.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames BIKHIT1.PIX 0,0,not flipped BIKHIT2B.PIX 0,0,not flipped BIKHIT3B.PIX 0,0,not flipped BIKHIT4B.PIX 0,0,not flipped BIKDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames BIKHIT1.PIX 0,0,not flipped BIKHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BIKTRN.PIX 0,0,not flipped BIKTRN.PIX 0,0,flipped NEXT PEDESTRIAN // **************** COP 2 **************** 13 // Reference number 0.275 // Height 175 // Points value 25 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB COP.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4001,4001,4910 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 3,4010,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames COPSHK.PIX 0,0,not flipped COPSTL.PIX 0,0,not flipped COPSHK.PIX 0,0,flipped COPTRN.PIX 0,0,flipped 4 // Number of looping frames COPRUNA1.PIX 0,0,not flipped COPRUNA2.PIX 0,0,not flipped COPRUNA3.PIX 0,0,not flipped COPRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames COPSHK.PIX 0,0,not flipped COPSTL.PIX 0,0,not flipped COPSHK.PIX 0,0,flipped COPTRN.PIX 0,0,flipped 4 // Number of looping frames COPRUNT1.PIX 0,0,flipped COPRUNT2.PIX 0,0,flipped COPRUNT3.PIX 0,0,flipped COPRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames COPSHK.PIX 0,0,not flipped COPSTL.PIX 0,0,not flipped COPSHK.PIX 0,0,flipped COPTRN.PIX 0,0,flipped 4 // Number of looping frames COPRUNT1.PIX 0,0,not flipped COPRUNT2.PIX 0,0,not flipped COPRUNT3.PIX 0,0,not flipped COPRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.06,8 // Min frame rate, max frame rate, 4 // Number of initial frames COPSHK.PIX 0,0,not flipped COPSTL.PIX 0,0,not flipped COPSHK.PIX 0,0,flipped COPTRN.PIX 0,0,flipped 4 // Number of looping frames COPRUNA1.PIX 0,0,flipped COPRUNA2.PIX 0,0,flipped COPRUNA3.PIX 0,0,flipped COPRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames COPSTL.PIX 0,0,not flipped COPSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames COPHIT1B.PIX 0,0,not flipped COPHIT2B.PIX 0,0,not flipped COPHIT3B.PIX 0,0,not flipped COPHIT4B.PIX 0,0,not flipped COPDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames COPHIT1B.PIX 0,0,not flipped COPHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames COPSTL.PIX 0,0,flipped COPSTL.PIX 0,0,not flipped NEXT PEDESTRIAN // **************** CPT 2 **************** 14 // Reference number 0.275 // Height 175 // Points value 25 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CPT.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0005 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4000,4910 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4010,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames CPTSHK.PIX 0,0,not flipped CPTSTL.PIX 0,0,not flipped CPTSHK.PIX 0,0,flipped CPTTRN.PIX 0,0,flipped 4 // Number of looping frames CPTRUNA1.PIX 0,0,flipped CPTRUNA2.PIX 0,0,flipped CPTRUNA3.PIX 0,0,flipped CPTRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames CPTSHK.PIX 0,0,not flipped CPTSTL.PIX 0,0,not flipped CPTSHK.PIX 0,0,flipped CPTTRN.PIX 0,0,flipped 4 // Number of looping frames CPTRUNT1.PIX 0,0,flipped CPTRUNT2.PIX 0,0,flipped CPTRUNT3.PIX 0,0,flipped CPTRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames CPTSHK.PIX 0,0,not flipped CPTSTL.PIX 0,0,not flipped CPTSHK.PIX 0,0,flipped CPTTRN.PIX 0,0,flipped 4 // Number of looping frames CPTRUNT1.PIX 0,0,not flipped CPTRUNT2.PIX 0,0,not flipped CPTRUNT3.PIX 0,0,not flipped CPTRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames CPTSHK.PIX 0,0,flipped CPTSTL.PIX 0,0,flipped CPTSHK.PIX 0,0,not flipped CPTTRN.PIX 0,0,not flipped 4 // Number of looping frames CPTRUNA1.PIX 0,0,not flipped CPTRUNA2.PIX 0,0,not flipped CPTRUNA3.PIX 0,0,not flipped CPTRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CPTSTL.PIX 0,0,not flipped CPTSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 4 // Number of initial frames CPTHIT1B.PIX 0,0,not flipped CPTHIT2B.PIX 0,0,not flipped CPTHIT3B.PIX 0,0,not flipped CPTDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CPTHIT1B.PIX 0,0,not flipped CPTHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CPTSTL.PIX 0,0,not flipped CPTSTL.PIX 0,0,flipped NEXT PEDESTRIAN // **************** FM0 2 **************** 15 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB FM0.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FM0SHK.PIX 0,0,not flipped FM0STL.PIX 0,0,not flipped FM0SHK.PIX 0,0,flipped FM0TRN.PIX 0,0,flipped 4 // Number of looping frames FM0RUNA1.PIX 0,0,not flipped FM0RUNA2.PIX 0,0,not flipped FM0RUNA3.PIX 0,0,not flipped FM0RUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FM0SHK.PIX 0,0,not flipped FM0STL.PIX 0,0,not flipped FM0SHK.PIX 0,0,flipped FM0TRN.PIX 0,0,flipped 4 // Number of looping frames FM0RUNT1.PIX 0,0,flipped FM0RUNT2.PIX 0,0,flipped FM0RUNT3.PIX 0,0,flipped FM0RUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FM0SHK.PIX 0,0,flipped FM0STL.PIX 0,0,flipped FM0SHK.PIX 0,0,not flipped FM0TRN.PIX 0,0,not flipped 4 // Number of looping frames FM0RUNT1.PIX 0,0,not flipped FM0RUNT2.PIX 0,0,not flipped FM0RUNT3.PIX 0,0,not flipped FM0RUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FM0SHK.PIX 0,0,flipped FM0STL.PIX 0,0,flipped FM0SHK.PIX 0,0,not flipped FM0TRN.PIX 0,0,not flipped 4 // Number of looping frames FM0RUNA1.PIX 0,0,flipped FM0RUNA2.PIX 0,0,flipped FM0RUNA3.PIX 0,0,flipped FM0RUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FM0STL.PIX 0,0,not flipped FM0STL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames FM0HIT1B.PIX 0,0,not flipped FM0HIT2B.PIX 0,0,not flipped FM0HIT3B.PIX 0,0,not flipped FM0HIT4B.PIX 0,0,not flipped FM0DEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames FM0HIT1B.PIX 0,0,not flipped FM0HIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FM0STL.PIX 0,0,not flipped FM0STL.PIX 0,0,flipped NEXT PEDESTRIAN // **************** MAN 2 **************** 16 // Reference number 0.25 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB MAN.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4001,4902 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MANSHK.PIX 0,0,flipped MANSTL.PIX 0,0,flipped MANSHK.PIX 0,0,not flipped MANTRN.PIX 0,0,not flipped 4 // Number of looping frames MANRUNA1.PIX 0,0,not flipped MANRUNA2.PIX 0,0,not flipped MANRUNA3.PIX 0,0,not flipped MANRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MANSHK.PIX 0,0,flipped MANSTL.PIX 0,0,flipped MANSHK.PIX 0,0,not flipped MANTRN.PIX 0,0,not flipped 4 // Number of looping frames MANRUNT1.PIX 0,0,not flipped MANRUNT2.PIX 0,0,not flipped MANRUNT3.PIX 0,0,not flipped MANRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MANSHK.PIX 0,0,flipped MANSTL.PIX 0,0,flipped MANSHK.PIX 0,0,not flipped MANTRN.PIX 0,0,not flipped 4 // Number of looping frames MANRUNT1.PIX 0,0,flipped MANRUNT2.PIX 0,0,flipped MANRUNT3.PIX 0,0,flipped MANRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MANSHK.PIX 0,0,flipped MANSTL.PIX 0,0,flipped MANSHK.PIX 0,0,not flipped MANTRN.PIX 0,0,not flipped 4 // Number of looping frames MANRUNA1.PIX 0,0,flipped MANRUNA2.PIX 0,0,flipped MANRUNA3.PIX 0,0,flipped MANRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MANSTL.PIX 0,0,flipped MANSTL.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames MANHIT1B.PIX 0,0,not flipped MANHIT2B.PIX 0,0,not flipped MANHIT3B.PIX 0,0,not flipped MANHIT4B.PIX 0,0,not flipped MANDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames MANHIT1B.PIX 0,0,not flipped MANHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MANSTL.PIX 0,0,flipped MANSTL.PIX 0,0,not flipped NEXT PEDESTRIAN // **************** MUS 2 **************** 17 // Reference number 0.275 // Height 150 // Points value 15 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB MUS.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4001,4902 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 3,4010,4010,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MUSSHK.PIX 0,0,flipped MUSSTL1.PIX 0,0,flipped MUSSHK.PIX 0,0,not flipped MUSTRN.PIX 0,0,not flipped 4 // Number of looping frames MUSRUNA1.PIX 0,0,not flipped MUSRUNA2.PIX 0,0,not flipped MUSRUNA3.PIX 0,0,not flipped MUSRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MUSSHK.PIX 0,0,flipped MUSSTL1.PIX 0,0,flipped MUSSHK.PIX 0,0,not flipped MUSTRN.PIX 0,0,not flipped 4 // Number of looping frames MUSRUNT1.PIX 0,0,not flipped MUSRUNT2.PIX 0,0,not flipped MUSRUNT3.PIX 0,0,not flipped MUSRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MUSSHK.PIX 0,0,flipped MUSSTL1.PIX 0,0,flipped MUSSHK.PIX 0,0,not flipped MUSTRN.PIX 0,0,not flipped 4 // Number of looping frames MUSRUNT1.PIX 0,0,flipped MUSRUNT2.PIX 0,0,flipped MUSRUNT3.PIX 0,0,flipped MUSRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MUSSHK.PIX 0,0,flipped MUSSTL1.PIX 0,0,flipped MUSSHK.PIX 0,0,not flipped MUSTRN.PIX 0,0,not flipped 4 // Number of looping frames MUSRUNA1.PIX 0,0,flipped MUSRUNA2.PIX 0,0,flipped MUSRUNA3.PIX 0,0,flipped MUSRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MUSSTL1.PIX 0,0,flipped MUSSTL2.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 4 // Number of initial frames MUSHIT1B.PIX 0,0,not flipped MUSHIT2B.PIX 0,0,not flipped MUSHIT3B.PIX 0,0,not flipped MUSDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames MUSHIT1B.PIX 0,0,not flipped MUSHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MUSSTL2.PIX 0,0,not flipped MUSSTL1.PIX 0,0,not flipped NEXT PEDESTRIAN // **************** OLD 2 **************** 18 // Reference number 0.265 // Height 200 // Points value 30 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB OLD.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001,4909 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4907,4906 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames OLDSHK.PIX 0,0,flipped OLDSTL1.PIX 0,0,flipped OLDSHK.PIX 0,0,not flipped OLDTRN.PIX 0,0,not flipped 4 // Number of looping frames OLDRUNA1.PIX 0,0,flipped OLDRUNA2.PIX 0,0,flipped OLDRUNA3.PIX 0,0,flipped OLDRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames OLDSHK.PIX 0,0,flipped OLDSTL1.PIX 0,0,flipped OLDSHK.PIX 0,0,not flipped OLDTRN.PIX 0,0,not flipped 4 // Number of looping frames OLDRUNT1.PIX 0,0,flipped OLDRUNT2.PIX 0,0,flipped OLDRUNT3.PIX 0,0,flipped OLDRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames OLDSHK.PIX 0,0,flipped OLDSTL1.PIX 0,0,flipped OLDSHK.PIX 0,0,not flipped OLDTRN.PIX 0,0,not flipped 4 // Number of looping frames OLDRUNT1.PIX 0,0,not flipped OLDRUNT2.PIX 0,0,not flipped OLDRUNT3.PIX 0,0,not flipped OLDRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames OLDSHK.PIX 0,0,flipped OLDSTL1.PIX 0,0,flipped OLDSHK.PIX 0,0,not flipped OLDTRN.PIX 0,0,not flipped 4 // Number of looping frames OLDRUNA1.PIX 0,0,not flipped OLDRUNA2.PIX 0,0,not flipped OLDRUNA3.PIX 0,0,not flipped OLDRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames OLDSTL1.PIX 0,0,not flipped OLDSTL2.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames OLDHIT1B.PIX 0,0,not flipped OLDHIT2B.PIX 0,0,not flipped OLDHIT3B.PIX 0,0,not flipped OLDHIT4B.PIX 0,0,not flipped OLDDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames OLDHIT1B.PIX 0,0,not flipped OLDHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames OLDBAK.PIX 0,0,not flipped OLDBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** RID 2 **************** 19 // Reference number 0.245 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB RID.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4002,4904,4905 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,not flipped RIDSTL1B.PIX 0,0,not flipped RIDSHK.PIX 0,0,flipped RIDTRN.PIX 0,0,flipped 4 // Number of looping frames RIDRUNA1.PIX 0,0,not flipped RIDRUNA2.PIX 0,0,not flipped RIDRUNA3.PIX 0,0,not flipped RIDRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,not flipped RIDSTL1B.PIX 0,0,not flipped RIDSHK.PIX 0,0,flipped RIDTRN.PIX 0,0,flipped 4 // Number of looping frames RIDRUNT1.PIX 0,0,flipped RIDRUNT2.PIX 0,0,flipped RIDRUNT3.PIX 0,0,flipped RIDRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,not flipped RIDSTL1A.PIX 0,0,not flipped RIDSHK.PIX 0,0,flipped RIDTRN.PIX 0,0,flipped 4 // Number of looping frames RIDRUNT1.PIX 0,0,not flipped RIDRUNT2.PIX 0,0,not flipped RIDRUNT3.PIX 0,0,not flipped RIDRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,not flipped RIDSTL1B.PIX 0,0,not flipped RIDSHK.PIX 0,0,flipped RIDTRN.PIX 0,0,flipped 4 // Number of looping frames RIDRUNA1.PIX 0,0,flipped RIDRUNA2.PIX 0,0,flipped RIDRUNA3.PIX 0,0,flipped RIDRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames RIDSTL1A.PIX 0,0,flipped RIDSTL1B.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames RIDHIT1B.PIX 0,0,not flipped RIDHIT2B.PIX 0,0,not flipped RIDHIT3B.PIX 0,0,not flipped RIDHIT4B.PIX 0,0,not flipped RIDDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames RIDHIT1B.PIX 0,0,not flipped RIDHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - SLINKING ACROSS THE TRACK WITH 'GET READY' BOARD collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames RIDSTIL2.PIX 0,0,not flipped RIDSHK2.PIX 0,0,not flipped NEXT PEDESTRIAN // **************** MOO 2 **************** 26 // Reference number 0.23 // Height 150 // Points value 30 // Hit points 2,4051,4051 // Exploding noises 4050 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB MOO.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4050 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4051 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4051 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4051 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4051 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped 4 // Number of looping frames MOORUNA1.PIX 0,0,flipped MOORUNA2.PIX 0,0,flipped MOORUNA3.PIX 0,0,flipped MOORUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped 4 // Number of looping frames MOORUNT1.PIX 0,0,not flipped MOORUNT2.PIX 0,0,not flipped MOORUNT3.PIX 0,0,not flipped MOORUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 5 // Number of initial frames MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOORUNT1.PIX 0,0,not flipped 4 // Number of looping frames MOORUNT1.PIX 0,0,flipped MOORUNT2.PIX 0,0,flipped MOORUNT3.PIX 0,0,flipped MOORUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MOOSHK1.PIX 0,0,flipped MOOSHK3.PIX 0,0,flipped MOOSHK1.PIX 0,0,flipped MOOSHK3.PIX 0,0,flipped 4 // Number of looping frames MOORUNA1.PIX 0,0,not flipped MOORUNA2.PIX 0,0,not flipped MOORUNA3.PIX 0,0,not flipped MOORUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MOZSTL1.PIX 0,0,not flipped MOZSTL2.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames MOOHIT1.PIX 0,0,not flipped MOOHIT2.PIX 0,0,not flipped MOOHIT3.PIX 0,0,not flipped MOOHIT4.PIX 0,0,not flipped MOODED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames MOODED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames MOOHIT1.PIX 0,0,not flipped MOOHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MOZSTL2.PIX 0,0,not flipped MOZSTL1.PIX 0,0,not flipped NEXT PEDESTRIAN // **************** LTH **************** 22 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB LTH.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames LTHSHK.PIX 0,0,flipped LTHSTL.PIX 0,0,flipped LTHSHK.PIX 0,0,not flipped LTHTRN.PIX 0,0,not flipped 4 // Number of looping frames LTHRUNA1.PIX 0,0,flipped LTHRUNA2.PIX 0,0,flipped LTHRUNA3.PIX 0,0,flipped LTHRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames LTHSHK.PIX 0,0,flipped LTHSTL.PIX 0,0,flipped LTHSHK.PIX 0,0,not flipped LTHTRN.PIX 0,0,not flipped 4 // Number of looping frames LTHRUNT1.PIX 0,0,flipped LTHRUNT2.PIX 0,0,flipped LTHRUNT3.PIX 0,0,flipped LTHRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames LTHSHK.PIX 0,0,flipped LTHSTL.PIX 0,0,flipped LTHSHK.PIX 0,0,not flipped LTHTRN.PIX 0,0,not flipped 4 // Number of looping frames LTHRUNT1.PIX 0,0,not flipped LTHRUNT2.PIX 0,0,not flipped LTHRUNT3.PIX 0,0,not flipped LTHRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames LTHSHK.PIX 0,0,flipped LTHSTL.PIX 0,0,flipped LTHSHK.PIX 0,0,not flipped LTHTRN.PIX 0,0,not flipped 4 // Number of looping frames LTHRUNA1.PIX 0,0,not flipped LTHRUNA2.PIX 0,0,not flipped LTHRUNA3.PIX 0,0,not flipped LTHRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames LTHSTL.PIX 0,0,not flipped LTHSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames LTHHIT1.PIX 0,0,not flipped LTHHIT2.PIX 0,0,not flipped LTHHIT3.PIX 0,0,not flipped LTHHIT4.PIX 0,0,not flipped LTHDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames LTHHIT1.PIX 0,0,not flipped LTHHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames LTHBAK.PIX 0,0,not flipped LTHBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** TIA **************** 24 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB TIA.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TIASHK.PIX 0,0,flipped TIASTL.PIX 0,0,flipped TIASHK.PIX 0,0,not flipped TIATRN.PIX 0,0,not flipped 4 // Number of looping frames TIARUNA1.PIX 0,0,flipped TIARUNA2.PIX 0,0,flipped TIARUNA3.PIX 0,0,flipped TIARUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TIASHK.PIX 0,0,flipped TIASTL.PIX 0,0,flipped TIASHK.PIX 0,0,not flipped TIATRN.PIX 0,0,not flipped 4 // Number of looping frames TIARUNT1.PIX 0,0,flipped TIARUNT2.PIX 0,0,flipped TIARUNT3.PIX 0,0,flipped TIARUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TIASHK.PIX 0,0,flipped TIASTL.PIX 0,0,flipped TIASHK.PIX 0,0,not flipped TIATRN.PIX 0,0,not flipped 4 // Number of looping frames TIARUNT1.PIX 0,0,not flipped TIARUNT2.PIX 0,0,not flipped TIARUNT3.PIX 0,0,not flipped TIARUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames TIASHK.PIX 0,0,flipped TIASTL.PIX 0,0,flipped TIASHK.PIX 0,0,not flipped TIATRN.PIX 0,0,not flipped 4 // Number of looping frames TIARUNA1.PIX 0,0,not flipped TIARUNA2.PIX 0,0,not flipped TIARUNA3.PIX 0,0,not flipped TIARUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames TIASTL.PIX 0,0,not flipped TIASTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames TIAHIT1B.PIX 0,0,not flipped TIAHIT2B.PIX 0,0,not flipped TIAHIT3B.PIX 0,0,not flipped TIAHIT4B.PIX 0,0,not flipped TIADEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames TIAHIT1B.PIX 0,0,not flipped TIAHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames TIABAK.PIX 0,0,not flipped TIABAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** ZIM **************** 25 // Reference number 0.265 // Height 200 // Points value 30 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00001 // Acceleration 1 // Image index IDENTITY.TAB ZIM.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,8017 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4003 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ZIMTRN.PIX 0,0,flipped ZIMSTL.PIX 0,0,flipped ZIMSTL.PIX 0,0,not flipped ZIMTRN.PIX 0,0,not flipped 4 // Number of looping frames ZIMRUNA1.PIX 0,0,flipped ZIMRUNA2.PIX 0,0,flipped ZIMRUNA3.PIX 0,0,flipped ZIMRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ZIMTRN.PIX 0,0,flipped ZIMSTL.PIX 0,0,flipped ZIMSTL.PIX 0,0,not flipped ZIMTRN.PIX 0,0,not flipped 4 // Number of looping frames ZIMRUNT1.PIX 0,0,not flipped ZIMRUNT2.PIX 0,0,not flipped ZIMRUNT3.PIX 0,0,not flipped ZIMRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ZIMTRN.PIX 0,0,flipped ZIMSTL.PIX 0,0,flipped ZIMSTL.PIX 0,0,not flipped ZIMTRN.PIX 0,0,not flipped 4 // Number of looping frames ZIMRUNT1.PIX 0,0,flipped ZIMRUNT2.PIX 0,0,flipped ZIMRUNT3.PIX 0,0,flipped ZIMRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames ZIMTRN.PIX 0,0,flipped ZIMSTL.PIX 0,0,flipped ZIMSTL.PIX 0,0,not flipped ZIMTRN.PIX 0,0,not flipped 4 // Number of looping frames ZIMRUNA1.PIX 0,0,not flipped ZIMRUNA2.PIX 0,0,not flipped ZIMRUNA3.PIX 0,0,not flipped ZIMRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames ZIMSTL.PIX 0,0,not flipped ZIMSTL.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames ZIMHIT1.PIX 0,0,not flipped ZIMHIT2.PIX 0,0,not flipped ZIMHIT3.PIX 0,0,not flipped ZIMHIT4.PIX 0,0,not flipped ZIMDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames ZIMHIT1.PIX 0,0,not flipped ZIMHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames ZIMBAK.PIX 0,0,not flipped ZIMBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** GRN 2 **************** 27 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB GRN.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GRNSHK.PIX 0,0,not flipped GRNSTL.PIX 0,0,not flipped GRNSHK.PIX 0,0,flipped GRNTRN.PIX 0,0,flipped 4 // Number of looping frames GRNRUNA1.PIX 0,0,not flipped GRNRUNA2.PIX 0,0,not flipped GRNRUNA3.PIX 0,0,not flipped GRNRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GRNSHK.PIX 0,0,not flipped GRNSTL.PIX 0,0,not flipped GRNSHK.PIX 0,0,flipped GRNTRN.PIX 0,0,flipped 4 // Number of looping frames GRNRUNT1.PIX 0,0,flipped GRNRUNT2.PIX 0,0,flipped GRNRUNT3.PIX 0,0,flipped GRNRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GRNSHK.PIX 0,0,flipped GRNSTL.PIX 0,0,flipped GRNSHK.PIX 0,0,not flipped GRNTRN.PIX 0,0,not flipped 4 // Number of looping frames GRNRUNT1.PIX 0,0,not flipped GRNRUNT2.PIX 0,0,not flipped GRNRUNT3.PIX 0,0,not flipped GRNRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GRNSHK.PIX 0,0,flipped GRNSTL.PIX 0,0,flipped GRNSHK.PIX 0,0,not flipped GRNTRN.PIX 0,0,not flipped 4 // Number of looping frames GRNRUNA1.PIX 0,0,flipped GRNRUNA2.PIX 0,0,flipped GRNRUNA3.PIX 0,0,flipped GRNRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GRNSTL.PIX 0,0,not flipped GRNSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames GRNHIT4.PIX 0,0,not flipped GRNHIT3.PIX 0,0,not flipped GRNHIT2.PIX 0,0,not flipped GRNHIT1.PIX 0,0,not flipped GRNDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames GRNHIT1.PIX 0,0,not flipped GRNHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GRNBAK.PIX 0,0,not flipped GRNBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** GOD 2 **************** 28 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB GOD.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GODSHK.PIX 0,0,flipped GODSTL.PIX 0,0,flipped GODSHK.PIX 0,0,not flipped GODTRN.PIX 0,0,not flipped 4 // Number of looping frames GODRUNA1.PIX 0,0,flipped GODRUNA2.PIX 0,0,flipped GODRUNA3.PIX 0,0,flipped GODRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GODSHK.PIX 0,0,flipped GODSTL.PIX 0,0,flipped GODSHK.PIX 0,0,not flipped GODTRN.PIX 0,0,not flipped 4 // Number of looping frames GODRUNT1.PIX 0,0,not flipped GODRUNT2.PIX 0,0,not flipped GODRUNT3.PIX 0,0,not flipped GODRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GODSHK.PIX 0,0,flipped GODSTL.PIX 0,0,flipped GODSHK.PIX 0,0,not flipped GODTRN.PIX 0,0,not flipped 4 // Number of looping frames GODRUNT1.PIX 0,0,flipped GODRUNT2.PIX 0,0,flipped GODRUNT3.PIX 0,0,flipped GODRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GODSHK.PIX 0,0,flipped GODSTL.PIX 0,0,flipped GODSHK.PIX 0,0,not flipped GODTRN.PIX 0,0,not flipped 4 // Number of looping frames GODRUNA1.PIX 0,0,not flipped GODRUNA2.PIX 0,0,not flipped GODRUNA3.PIX 0,0,not flipped GODRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GODSTL.PIX 0,0,not flipped GODSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames GODHIT1.PIX 0,0,not flipped GODHIT2.PIX 0,0,not flipped GODHIT3.PIX 0,0,not flipped GODHIT4.PIX 0,0,not flipped GODDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames GODHIT1.PIX 0,0,not flipped GODHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GODSTL.PIX 0,0,not flipped GODSTL.PIX 0,0,flipped NEXT PEDESTRIAN // **************** RED 2 **************** 30 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB RED.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4001,4000,4902 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4011,4907 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames REDSHK.PIX 0,0,flipped REDSTL.PIX 0,0,flipped REDSHK.PIX 0,0,not flipped REDSTL.PIX 0,0,not flipped 4 // Number of looping frames REDRUNA1.PIX 0,0,flipped REDRUNA2.PIX 0,0,flipped REDRUNA3.PIX 0,0,flipped REDRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames REDSHK.PIX 0,0,flipped REDSTL.PIX 0,0,flipped REDSHK.PIX 0,0,not flipped REDSTL.PIX 0,0,not flipped 4 // Number of looping frames REDRUNT1.PIX 0,0,not flipped REDRUNT2.PIX 0,0,not flipped REDRUNT3.PIX 0,0,not flipped REDRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames REDSHK.PIX 0,0,flipped REDSTL.PIX 0,0,flipped REDSHK.PIX 0,0,not flipped REDSTL.PIX 0,0,not flipped 4 // Number of looping frames REDRUNT1.PIX 0,0,flipped REDRUNT2.PIX 0,0,flipped REDRUNT3.PIX 0,0,flipped REDRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames REDSHK.PIX 0,0,flipped REDSTL.PIX 0,0,flipped REDSHK.PIX 0,0,not flipped REDSTL.PIX 0,0,not flipped 4 // Number of looping frames REDRUNA1.PIX 0,0,not flipped REDRUNA2.PIX 0,0,not flipped REDRUNA3.PIX 0,0,not flipped REDRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames REDSTL.PIX 0,0,not flipped REDSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames REDHIT1.PIX 0,0,not flipped REDHIT2.PIX 0,0,not flipped REDHIT3.PIX 0,0,not flipped REDHIT4.PIX 0,0,not flipped REDDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames REDHIT1.PIX 0,0,not flipped REDHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames REDBAK.PIX 0,0,not flipped REDBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** KEL 2 **************** 31 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4003 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB KEL.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KELSHK.PIX 0,0,flipped KELSTL.PIX 0,0,flipped KELSHK.PIX 0,0,not flipped KELTRN.PIX 0,0,not flipped 4 // Number of looping frames KELRUNA1.PIX 0,0,flipped KELRUNA2.PIX 0,0,flipped KELRUNA3.PIX 0,0,flipped KELRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KELSHK.PIX 0,0,flipped KELSTL.PIX 0,0,flipped KELSHK.PIX 0,0,not flipped KELTRN.PIX 0,0,not flipped 4 // Number of looping frames KELRUNT1.PIX 0,0,not flipped KELRUNT2.PIX 0,0,not flipped KELRUNT3.PIX 0,0,not flipped KELRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KELSHK.PIX 0,0,flipped KELSTL.PIX 0,0,flipped KELSHK.PIX 0,0,not flipped KELTRN.PIX 0,0,not flipped 4 // Number of looping frames KELRUNT1.PIX 0,0,flipped KELRUNT2.PIX 0,0,flipped KELRUNT3.PIX 0,0,flipped KELRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KELSHK.PIX 0,0,flipped KELSTL.PIX 0,0,flipped KELSHK.PIX 0,0,not flipped KELTRN.PIX 0,0,not flipped 4 // Number of looping frames KELRUNA1.PIX 0,0,not flipped KELRUNA2.PIX 0,0,not flipped KELRUNA3.PIX 0,0,not flipped KELRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames KELSTL.PIX 0,0,not flipped KELSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames KELHIT1.PIX 0,0,not flipped KELHIT2.PIX 0,0,not flipped KELHIT3.PIX 0,0,not flipped KELHIT4.PIX 0,0,not flipped KELDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames KELHIT1.PIX 0,0,not flipped KELHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames KELBAK.PIX 0,0,not flipped KELBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** BAT 2 **************** 29 // Reference number 0.25 // Height 110 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB BAT.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4000,4902 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,2 // Max bearing, sequence index 270,1 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BATSHK.PIX 0,0,flipped BATSTL.PIX 0,0,flipped BATSHK.PIX 0,0,not flipped BATTRN.PIX 0,0,not flipped 4 // Number of looping frames BATRUNA1.PIX 0,0,not flipped BATRUNA2.PIX 0,0,not flipped BATRUNA3.PIX 0,0,not flipped BATRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BATSHK.PIX 0,0,flipped BATSTL.PIX 0,0,flipped BATSHK.PIX 0,0,not flipped BATTRN.PIX 0,0,not flipped 4 // Number of looping frames BATRUNT1.PIX 0,0,not flipped BATRUNT2.PIX 0,0,not flipped BATRUNT3.PIX 0,0,not flipped BATRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BATSHK.PIX 0,0,flipped BATSTL.PIX 0,0,flipped BATSHK.PIX 0,0,not flipped BATTRN.PIX 0,0,not flipped 4 // Number of looping frames BATRUNT1.PIX 0,0,flipped BATRUNT2.PIX 0,0,flipped BATRUNT3.PIX 0,0,flipped BATRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BATSHK.PIX 0,0,flipped BATSTL.PIX 0,0,flipped BATSHK.PIX 0,0,not flipped BATTRN.PIX 0,0,not flipped 4 // Number of looping frames BATRUNA1.PIX 0,0,flipped BATRUNA2.PIX 0,0,flipped BATRUNA3.PIX 0,0,flipped BATRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BATSTL.PIX 0,0,not flipped BATSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames BATHIT1.PIX 0,0,not flipped BATHIT2.PIX 0,0,not flipped BATHIT3.PIX 0,0,not flipped BATHIT4.PIX 0,0,not flipped BATDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames BATHIT1.PIX 0,0,not flipped BATHIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** BARREL **************** 100 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 101 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 102 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 103 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 104 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 105 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OCYLNDR1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OCYLNDR2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 106 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OCYLNDR1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OCYLNDR2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 107 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 108 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OYDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OYDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 109 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 // Exploding noises -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OYDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OYDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 110 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 111 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OCYLNDR1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OCYLNDR2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 112 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 113 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OGDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 114 // Reference number 0.35 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB MINE.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs variable // Frame rate type 4,4 0 // Number of initial frames 10 // Number of looping frames MINER0.PIX 0,0,flipped MINER1.PIX 0,0,flipped MINER2.PIX 0,0,flipped MINER3.PIX 0,0,flipped MINER4.PIX 0,0,flipped MINER5.PIX 0,0,flipped MINER4.PIX 0,0,flipped MINER3.PIX 0,0,flipped MINER2.PIX 0,0,flipped MINER1.PIX 0,0,flipped // Sequence #1 - standing there collide // Include this frame in collision calcs variable // Frame rate type 4,4 0 // Number of initial frames 10 // Number of looping frames MINER0.PIX 0,0,flipped MINER1.PIX 0,0,flipped MINER2.PIX 0,0,flipped MINER3.PIX 0,0,flipped MINER4.PIX 0,0,flipped MINER5.PIX 0,0,flipped MINER4.PIX 0,0,flipped MINER3.PIX 0,0,flipped MINER2.PIX 0,0,flipped MINER1.PIX 0,0,flipped // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 115 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 116 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 117 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 118 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 119 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 120 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 121 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 122 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 123 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 124 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 125 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 126 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 127 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 128 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QGDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 129 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 130 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QCYLNDR1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QCYLNDR2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 131 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QYDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QYDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 132 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 133 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 134 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 135 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 136 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames OTYRES2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 137 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames ORDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 138 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QGDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QGDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 139 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 140 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 141 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 142 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 143 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 144 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 145 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** D.CRUMP 2 **************** 33 // Reference number 0.27 // Height 150 // Points value 20 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB CRM.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0005 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames CRMSHK.PIX 0,0,flipped CRMSTL.PIX 0,0,flipped CRMSHK.PIX 0,0,not flipped CRMTRN.PIX 0,0,not flipped 4 // Number of looping frames CRMRUNA1.PIX 0,0,flipped CRMRUNA2.PIX 0,0,flipped CRMRUNA3.PIX 0,0,flipped CRMRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames CRMSHK.PIX 0,0,flipped CRMSTL.PIX 0,0,flipped CRMSHK.PIX 0,0,not flipped CRMTRN.PIX 0,0,not flipped 4 // Number of looping frames CRMRUNT1.PIX 0,0,not flipped CRMRUNT2.PIX 0,0,not flipped CRMRUNT3.PIX 0,0,not flipped CRMRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames CRMSHK.PIX 0,0,flipped CRMSTL.PIX 0,0,flipped CRMSHK.PIX 0,0,not flipped CRMTRN.PIX 0,0,not flipped 4 // Number of looping frames CRMRUNT1.PIX 0,0,flipped CRMRUNT2.PIX 0,0,flipped CRMRUNT3.PIX 0,0,flipped CRMRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames CRMSHK.PIX 0,0,flipped CRMSTL.PIX 0,0,flipped CRMSHK.PIX 0,0,not flipped CRMTRN.PIX 0,0,not flipped 4 // Number of looping frames CRMRUNA1.PIX 0,0,not flipped CRMRUNA2.PIX 0,0,not flipped CRMRUNA3.PIX 0,0,not flipped CRMRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CRMSTL.PIX 0,0,not flipped CRMSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames CRMHIT1.PIX 0,0,not flipped CRMHIT2.PIX 0,0,not flipped CRMHIT3.PIX 0,0,not flipped CRMHIT4.PIX 0,0,not flipped CRMDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames CRMHIT1.PIX 0,0,not flipped CRMHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames CRMBAK.PIX 0,0,not flipped CRMBAK.PIX 0,0,flipped NEXT PEDESTRIAN 146 // Reference number 0.35 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB LNDMINE8.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames LNDMINE8.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames LNDMINE8.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 147 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 148 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN 149 // Reference number 0.19 // Height 0 // Points value 0.0001 // Hit points 1,5400 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BARREL.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 10,0 // Max bearing, sequence index 350,1 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 3 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM1.PIX 0,0,flipped 0 // Number of looping frames // Sequence #1 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames QRDRUM2.PIX 0,0,flipped 0 // Number of looping frames // Sequence #2 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 7 // Number of initial frames EXP1.PIX -0.02,0.11,flipped EXP2.PIX -0.03357,0.1492,flipped EXP3.PIX -0.05222,0.16039,flipped EXP4.PIX -0.05968,0.18277,flipped EXP5.PIX -0.05222,0.20515,flipped EXP6.PIX -0.05222,0.22007,flipped EXP7.PIX -0.05595,0.2238,flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** SHEEP **************** 76 // Reference number 0.17 // Height 150 // Points value 30 // Hit points 2,9113,9113 // Exploding noises 9112 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB SHP.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 1,9111 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,9111,9112 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9113 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9112 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9113 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9112 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped 4 // Number of looping frames MOORUNA1.PIX 0,0,flipped MOORUNA2.PIX 0,0,flipped MOORUNA3.PIX 0,0,flipped MOORUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped 4 // Number of looping frames MOORUNT1.PIX 0,0,not flipped MOORUNT2.PIX 0,0,not flipped MOORUNT3.PIX 0,0,not flipped MOORUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 5 // Number of initial frames MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOOSHK1.PIX 0,0,not flipped MOOSHK3.PIX 0,0,not flipped MOORUNT1.PIX 0,0,not flipped 4 // Number of looping frames MOORUNT1.PIX 0,0,flipped MOORUNT2.PIX 0,0,flipped MOORUNT3.PIX 0,0,flipped MOORUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MOOSHK1.PIX 0,0,flipped MOOSHK3.PIX 0,0,flipped MOOSHK1.PIX 0,0,flipped MOOSHK3.PIX 0,0,flipped 4 // Number of looping frames MOORUNA1.PIX 0,0,not flipped MOORUNA2.PIX 0,0,not flipped MOORUNA3.PIX 0,0,not flipped MOORUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MOZSTL1.PIX 0,0,not flipped MOZSTL2.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames MOOHIT1.PIX 0,0,not flipped MOOHIT2.PIX 0,0,not flipped MOOHIT3.PIX 0,0,not flipped MOOHIT4.PIX 0,0,not flipped MOODED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames MOODED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames MOOHIT1.PIX 0,0,not flipped MOOHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MOZSTL2.PIX 0,0,not flipped MOZSTL1.PIX 0,0,not flipped NEXT PEDESTRIAN // **************** KINKY WHIP BITCH **************** 77 // Reference number 0.27 // Height 175 // Points value 20 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB KIN.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KINSHK1.PIX 0,0,flipped KINSTL1.PIX 0,0,flipped KINSHK1.PIX 0,0,not flipped KINTRN.PIX 0,0,not flipped 4 // Number of looping frames KINRUNA1.PIX 0,0,flipped KINRUNA2.PIX 0,0,flipped KINRUNA3.PIX 0,0,flipped KINRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KINSHK1.PIX 0,0,flipped KINSTL1.PIX 0,0,not flipped KINSHK1.PIX 0,0,not flipped KINTRN.PIX 0,0,not flipped 4 // Number of looping frames KINRUNT1.PIX 0,0,flipped KINRUNT2.PIX 0,0,flipped KINRUNT3.PIX 0,0,flipped KINRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KINSHK1.PIX 0,0,flipped KINSTL1.PIX 0,0,flipped KINSHK1.PIX 0,0,not flipped KINTRN.PIX 0,0,not flipped 4 // Number of looping frames KINRUNT1.PIX 0,0,flipped KINRUNT2.PIX 0,0,flipped KINRUNT3.PIX 0,0,flipped KINRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KINSHK1.PIX 0,0,flipped KINSTL1.PIX 0,0,flipped KINSHK1.PIX 0,0,not flipped KINTRN.PIX 0,0,not flipped 4 // Number of looping frames KINRUNA1.PIX 0,0,not flipped KINRUNA2.PIX 0,0,not flipped KINRUNA3.PIX 0,0,not flipped KINRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames KINSTL1.PIX 0,0,not flipped KINSTL2.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames KINHIT1.PIX 0,0,not flipped KINHIT2B.PIX 0,0,not flipped KINHIT3B.PIX 0,0,not flipped KINHIT4B.PIX 0,0,not flipped KINDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames KINHIT1.PIX 0,0,not flipped KINHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames KINTRN.PIX 0,0,not flipped KINTRN.PIX 0,0,flipped NEXT PEDESTRIAN // ********** MONK/DRUID TYPE MNK (same as old) ***************** // ********** starring Sean "shittin' bricks" Connery ******* 78 // Reference number 0.265 // Height 200 // Points value 30 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB MNK.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4005 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MNKSHK.PIX 0,0,flipped MNKSTL1.PIX 0,0,flipped MNKSHK.PIX 0,0,not flipped MNKTRN.PIX 0,0,not flipped 4 // Number of looping frames MNKRUNA1.PIX 0,0,flipped MNKRUNA2.PIX 0,0,flipped MNKRUNA3.PIX 0,0,flipped MNKRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MNKSHK.PIX 0,0,flipped MNKSTL1.PIX 0,0,flipped MNKSHK.PIX 0,0,not flipped MNKTRN.PIX 0,0,not flipped 4 // Number of looping frames MNKRUNT1.PIX 0,0,flipped MNKRUNT2.PIX 0,0,flipped MNKRUNT3.PIX 0,0,flipped MNKRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MNKSHK.PIX 0,0,flipped MNKSTL1.PIX 0,0,flipped MNKSHK.PIX 0,0,not flipped MNKTRN.PIX 0,0,not flipped 4 // Number of looping frames MNKRUNT1.PIX 0,0,not flipped MNKRUNT2.PIX 0,0,not flipped MNKRUNT3.PIX 0,0,not flipped MNKRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames MNKSHK.PIX 0,0,flipped MNKSTL1.PIX 0,0,flipped MNKSHK.PIX 0,0,not flipped MNKTRN.PIX 0,0,not flipped 4 // Number of looping frames MNKRUNA1.PIX 0,0,not flipped MNKRUNA2.PIX 0,0,not flipped MNKRUNA3.PIX 0,0,not flipped MNKRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MNKSTL1.PIX 0,0,not flipped MNKSTL2.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames MNKHIT1B.PIX 0,0,not flipped MNKHIT2B.PIX 0,0,not flipped MNKHIT3B.PIX 0,0,not flipped MNKHIT4B.PIX 0,0,not flipped MNKDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames MNKHIT1B.PIX 0,0,not flipped MNKHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames MNKBAK.PIX 0,0,not flipped MNKBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** GAY (ALLEDEGDY) **************** // **************** Same as PER ******************** 79 // Reference number 0.29 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB GAY.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4006 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 2,4011,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4000 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GAYSHK.PIX 0,0,flipped GAYSTL.PIX 0,0,flipped GAYSHK.PIX 0,0,not flipped GAYTRN.PIX 0,0,not flipped 4 // Number of looping frames GAYRUNA1.PIX 0,0,flipped GAYRUNA2.PIX 0,0,flipped GAYRUNA3.PIX 0,0,flipped GAYRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GAYSHK.PIX 0,0,flipped GAYSTL.PIX 0,0,flipped GAYSHK.PIX 0,0,not flipped GAYTRN.PIX 0,0,not flipped 4 // Number of looping frames GAYRUNT1.PIX 0,0,not flipped GAYRUNT2.PIX 0,0,not flipped GAYRUNT3.PIX 0,0,not flipped GAYRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GAYSHK.PIX 0,0,flipped GAYSTL.PIX 0,0,flipped GAYSHK.PIX 0,0,not flipped GAYTRN.PIX 0,0,not flipped 4 // Number of looping frames GAYRUNT1.PIX 0,0,flipped GAYRUNT2.PIX 0,0,flipped GAYRUNT3.PIX 0,0,flipped GAYRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GAYSHK.PIX 0,0,flipped GAYSTL.PIX 0,0,flipped GAYSHK.PIX 0,0,not flipped GAYTRN.PIX 0,0,not flipped 4 // Number of looping frames GAYRUNA1.PIX 0,0,not flipped GAYRUNA2.PIX 0,0,not flipped GAYRUNA3.PIX 0,0,not flipped GAYRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GAYSTL.PIX 0,0,not flipped GAYSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames GAYHIT1.PIX 0,0,not flipped GAYHIT2.PIX 0,0,not flipped GAYHIT3.PIX 0,0,not flipped GAYHIT4.PIX 0,0,not flipped GAYDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames GAYHIT1.PIX 0,0,not flipped GAYHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GAYBAK.PIX 0,0,not flipped GAYBAK.PIX 0,0,flipped NEXT PEDSETRIAN // **************** EMY - Same as cam **************** EMY // **************** Emily in fetching white ********** // **************** (EMY IN WHITE CAM 2 - (FROM OLD VERSION THAT WORKED)) **************** 90 // Reference number 0.245 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB EMY.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMYSHK.PIX 0,0,flipped EMYSTL.PIX 0,0,flipped EMYSHK.PIX 0,0,not flipped EMYTRN.PIX 0,0,not flipped 4 // Number of looping frames EMYRUNA1.PIX 0,0,flipped EMYRUNA2.PIX 0,0,flipped EMYRUNA3.PIX 0,0,flipped EMYRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMYSHK.PIX 0,0,flipped EMYSTL.PIX 0,0,flipped EMYSHK.PIX 0,0,not flipped EMYTRN.PIX 0,0,not flipped 4 // Number of looping frames EMYRUNT1.PIX 0,0,not flipped EMYRUNT2.PIX 0,0,not flipped EMYRUNT3.PIX 0,0,not flipped EMYRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMYSHK.PIX 0,0,flipped EMYSTL.PIX 0,0,flipped EMYSHK.PIX 0,0,not flipped EMYTRN.PIX 0,0,not flipped 4 // Number of looping frames EMYRUNT1.PIX 0,0,flipped EMYRUNT2.PIX 0,0,flipped EMYRUNT3.PIX 0,0,flipped EMYRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMYSHK.PIX 0,0,flipped EMYSTL.PIX 0,0,flipped EMYSHK.PIX 0,0,not flipped EMYTRN.PIX 0,0,not flipped 4 // Number of looping frames EMYRUNA1.PIX 0,0,not flipped EMYRUNA2.PIX 0,0,not flipped EMYRUNA3.PIX 0,0,not flipped EMYRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames EMYSTL.PIX 0,0,not flipped EMYSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames EMYHIT1.PIX 0,0,not flipped EMYHIT2.PIX 0,0,not flipped EMYHIT3.PIX 0,0,not flipped EMYHIT4.PIX 0,0,not flipped EMYDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames EMYHIT1.PIX 0,0,not flipped EMYHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames EMYBAK.PIX 0,0,not flipped EMYBAK.PIX 0,0,flipped NEXT PEDESTRIAN // ******* AVE ***** THAT BLOKE FROM AVENGERS - SAME AS TON ****************AVE 81 // Reference number 0.28 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB AVE.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4000 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames AVESHK.PIX 0,0,flipped AVESTL.PIX 0,0,flipped AVESHK.PIX 0,0,not flipped AVETRN.PIX 0,0,not flipped 4 // Number of looping frames AVERUNA1.PIX 0,0,flipped AVERUNA2.PIX 0,0,flipped AVERUNA3.PIX 0,0,flipped AVERUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames AVESHK.PIX 0,0,flipped AVESTL.PIX 0,0,flipped AVESHK.PIX 0,0,not flipped AVETRN.PIX 0,0,not flipped 4 // Number of looping frames AVERUNT1.PIX 0,0,not flipped AVERUNT2.PIX 0,0,not flipped AVERUNT3.PIX 0,0,not flipped AVERUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames AVESHK.PIX 0,0,flipped AVESTL.PIX 0,0,flipped AVESHK.PIX 0,0,not flipped AVETRN.PIX 0,0,not flipped 4 // Number of looping frames AVERUNT1.PIX 0,0,flipped AVERUNT2.PIX 0,0,flipped AVERUNT3.PIX 0,0,flipped AVERUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames AVESHK.PIX 0,0,flipped AVESTL.PIX 0,0,flipped AVESHK.PIX 0,0,not flipped AVETRN.PIX 0,0,not flipped 4 // Number of looping frames AVERUNA1.PIX 0,0,not flipped AVERUNA2.PIX 0,0,not flipped AVERUNA3.PIX 0,0,not flipped AVERUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames AVESTL.PIX 0,0,not flipped AVESTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames AVEHIT1.PIX 0,0,not flipped AVEHIT2.PIX 0,0,not flipped AVEHIT3.PIX 0,0,not flipped AVEHIT4.PIX 0,0,not flipped AVEDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames AVEHIT1.PIX 0,0,not flipped AVEHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames AVEBAK.PIX 0,0,not flipped AVEBAK.PIX 0,0,flipped NEXT PEDESTRIAN // Phoney powerup to make Satan react to getting a car in the cock 150 // Reference number 0.35 // Height 0 // Points value 0.0001 // Hit points 1,666 -1 // Falling noise 0 // Acceleration -1 // Image index IDENTITY.TAB BLANK.PIX STDPED.MAT 1 // Index of fatal car-impact action -1 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -1 // Index of fatal falling action -1 // Index of non-fatal falling action -1 // Index of giblets action 2 // Number of actions // Action #0 - standing there 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,0 // Max bearing, sequence index // Action #1 - exploding 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,666 // Sounds 1 // Number of sequences for this action 360,2 // Max bearing, sequence index 2 // Number of sequences // Sequence #0 - standing there collide // Include this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames BLANK.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #1 - exploding don't collide // Exclude this frame in collision calcs variable // Frame rate type 10,10 1 // Number of initial frames BLANK.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** PAR (PARKER - BLUE COAT) ************************************************* 82 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PAR.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4001,4002,4003 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PARSHK.PIX 0,0,flipped PARSTL.PIX 0,0,flipped PARSHK.PIX 0,0,not flipped PARTRN.PIX 0,0,not flipped 4 // Number of looping frames PARRUNA1.PIX 0,0,flipped PARRUNA2.PIX 0,0,flipped PARRUNA3.PIX 0,0,flipped PARRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PARSHK.PIX 0,0,flipped PARSTL.PIX 0,0,flipped PARSHK.PIX 0,0,not flipped PARTRN.PIX 0,0,not flipped 4 // Number of looping frames PARRUNT1.PIX 0,0,not flipped PARRUNT2.PIX 0,0,not flipped PARRUNT3.PIX 0,0,not flipped PARRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PARSHK.PIX 0,0,flipped PARSTL.PIX 0,0,flipped PARSHK.PIX 0,0,not flipped PARTRN.PIX 0,0,not flipped 4 // Number of looping frames PARRUNT1.PIX 0,0,flipped PARRUNT2.PIX 0,0,flipped PARRUNT3.PIX 0,0,flipped PARRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PARSHK.PIX 0,0,flipped PARSTL.PIX 0,0,flipped PARSHK.PIX 0,0,not flipped PARTRN.PIX 0,0,not flipped 4 // Number of looping frames PARRUNA1.PIX 0,0,not flipped PARRUNA2.PIX 0,0,not flipped PARRUNA3.PIX 0,0,not flipped PARRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PARSTL.PIX 0,0,not flipped PARSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PARHIT1.PIX 0,0,not flipped PARHIT2.PIX 0,0,not flipped PARHIT3.PIX 0,0,not flipped PARHIT4.PIX 0,0,not flipped PARDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PARHIT1.PIX 0,0,not flipped PARHIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** HOG (WARTHOG)**************** 83 // Reference number 0.17 // Height 150 // Points value 30 // Hit points 2,9116,9116 // Exploding noises 9114 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB HOG.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 1,9114 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,9114,9115 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9116 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9112 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9116 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,9112 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames HOGSHK1.PIX 0,0,not flipped HOGSHK3.PIX 0,0,not flipped HOGSHK1.PIX 0,0,not flipped HOGSHK3.PIX 0,0,not flipped 4 // Number of looping frames HOGRUNA1.PIX 0,0,flipped HOGRUNA2.PIX 0,0,flipped HOGRUNA3.PIX 0,0,flipped HOGRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames HOGSHK1.PIX 0,0,not flipped HOGSHK3.PIX 0,0,not flipped HOGSHK1.PIX 0,0,not flipped HOGSHK3.PIX 0,0,not flipped 4 // Number of looping frames HOGRUNT1.PIX 0,0,not flipped HOGRUNT2.PIX 0,0,not flipped HOGRUNT3.PIX 0,0,not flipped HOGRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 5 // Number of initial frames HOGSHK1.PIX 0,0,not flipped HOGSHK3.PIX 0,0,not flipped HOGSHK1.PIX 0,0,not flipped HOGSHK3.PIX 0,0,not flipped HOGRUNT1.PIX 0,0,not flipped 4 // Number of looping frames HOGRUNT1.PIX 0,0,flipped HOGRUNT2.PIX 0,0,flipped HOGRUNT3.PIX 0,0,flipped HOGRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames HOGSHK1.PIX 0,0,flipped HOGSHK3.PIX 0,0,flipped HOGSHK1.PIX 0,0,flipped HOGSHK3.PIX 0,0,flipped 4 // Number of looping frames HOGRUNA1.PIX 0,0,not flipped HOGRUNA2.PIX 0,0,not flipped HOGRUNA3.PIX 0,0,not flipped HOGRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames HOGSTL1.PIX 0,0,not flipped HOGSTL2.PIX 0,0,not flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames HOGHIT1.PIX 0,0,not flipped HOGHIT2.PIX 0,0,not flipped HOGHIT3.PIX 0,0,not flipped HOGHIT4.PIX 0,0,not flipped HOGDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames HOGDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames HOGHIT1.PIX 0,0,not flipped HOGHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames HOGSTL2.PIX 0,0,not flipped HOGSTL1.PIX 0,0,not flipped NEXT PEDESTRIAN // **************** PIG (NO OFFENCE OFFICER) **************** 84 // Reference number 0.26 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PIG.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4000,4009 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PIGSHK.PIX 0,0,flipped PIGSTL.PIX 0,0,flipped PIGSHK.PIX 0,0,not flipped PIGTRN.PIX 0,0,not flipped 4 // Number of looping frames PIGRUNA1.PIX 0,0,flipped PIGRUNA2.PIX 0,0,flipped PIGRUNA3.PIX 0,0,flipped PIGRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PIGSHK.PIX 0,0,flipped PIGSTL.PIX 0,0,flipped PIGSHK.PIX 0,0,not flipped PIGTRN.PIX 0,0,not flipped 4 // Number of looping frames PIGRUNT1.PIX 0,0,not flipped PIGRUNT2.PIX 0,0,not flipped PIGRUNT3.PIX 0,0,not flipped PIGRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PIGSHK.PIX 0,0,flipped PIGSTL.PIX 0,0,flipped PIGSHK.PIX 0,0,not flipped PIGTRN.PIX 0,0,not flipped 4 // Number of looping frames PIGRUNT1.PIX 0,0,flipped PIGRUNT2.PIX 0,0,flipped PIGRUNT3.PIX 0,0,flipped PIGRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PIGSHK.PIX 0,0,flipped PIGSTL.PIX 0,0,flipped PIGSHK.PIX 0,0,not flipped PIGTRN.PIX 0,0,not flipped 4 // Number of looping frames PIGRUNA1.PIX 0,0,not flipped PIGRUNA2.PIX 0,0,not flipped PIGRUNA3.PIX 0,0,not flipped PIGRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PIGSTL.PIX 0,0,not flipped PIGSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PIGHIT1.PIX 0,0,not flipped PIGHIT2.PIX 0,0,not flipped PIGHIT3.PIX 0,0,not flipped PIGHIT4.PIX 0,0,not flipped PIGDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PIGHIT1.PIX 0,0,not flipped PIGHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PIGBAK.PIX 0,0,not flipped PIGBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** RID - RIDGE RACER BIRD **************** 85 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB RID.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,not flipped RIDSTL.PIX 0,0,not flipped RIDSHK.PIX 0,0,flipped RIDTRN.PIX 0,0,flipped 4 // Number of looping frames RIDRUNA1.PIX 0,0,not flipped RIDRUNA2.PIX 0,0,not flipped RIDRUNA3.PIX 0,0,not flipped RIDRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,not flipped RIDSTL.PIX 0,0,not flipped RIDSHK.PIX 0,0,flipped RIDTRN.PIX 0,0,flipped 4 // Number of looping frames RIDRUNT1.PIX 0,0,flipped RIDRUNT2.PIX 0,0,flipped RIDRUNT3.PIX 0,0,flipped RIDRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,flipped RIDSTL.PIX 0,0,flipped RIDSHK.PIX 0,0,not flipped RIDTRN.PIX 0,0,not flipped 4 // Number of looping frames RIDRUNT1.PIX 0,0,not flipped RIDRUNT2.PIX 0,0,not flipped RIDRUNT3.PIX 0,0,not flipped RIDRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames RIDSHK.PIX 0,0,flipped RIDSTL.PIX 0,0,flipped RIDSHK.PIX 0,0,not flipped RIDTRN.PIX 0,0,not flipped 4 // Number of looping frames RIDRUNA1.PIX 0,0,flipped RIDRUNA2.PIX 0,0,flipped RIDRUNA3.PIX 0,0,flipped RIDRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames RIDSTL.PIX 0,0,not flipped RIDSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames RIDHIT1B.PIX 0,0,not flipped RIDHIT2B.PIX 0,0,not flipped RIDHIT3B.PIX 0,0,not flipped RIDHIT4B.PIX 0,0,not flipped RIDDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames RIDHIT1B.PIX 0,0,not flipped RIDHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames RIDSTL.PIX 0,0,not flipped RIDSTL.PIX 0,0,flipped NEXT PEDESTRIAN // **************** EID - EIDOS BIRD FROM ECTS **************** 86 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB EID.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EIDSHK.PIX 0,0,not flipped EIDSTL.PIX 0,0,not flipped EIDSHK.PIX 0,0,flipped EIDTRN.PIX 0,0,flipped 4 // Number of looping frames EIDRUNA1.PIX 0,0,not flipped EIDRUNA2.PIX 0,0,not flipped EIDRUNA3.PIX 0,0,not flipped EIDRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EIDSHK.PIX 0,0,not flipped EIDSTL.PIX 0,0,not flipped EIDSHK.PIX 0,0,flipped EIDTRN.PIX 0,0,flipped 4 // Number of looping frames EIDRUNT1.PIX 0,0,flipped EIDRUNT2.PIX 0,0,flipped EIDRUNT3.PIX 0,0,flipped EIDRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EIDSHK.PIX 0,0,flipped EIDSTL.PIX 0,0,flipped EIDSHK.PIX 0,0,not flipped EIDTRN.PIX 0,0,not flipped 4 // Number of looping frames EIDRUNT1.PIX 0,0,not flipped EIDRUNT2.PIX 0,0,not flipped EIDRUNT3.PIX 0,0,not flipped EIDRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EIDSHK.PIX 0,0,flipped EIDSTL.PIX 0,0,flipped EIDSHK.PIX 0,0,not flipped EIDTRN.PIX 0,0,not flipped 4 // Number of looping frames EIDRUNA1.PIX 0,0,flipped EIDRUNA2.PIX 0,0,flipped EIDRUNA3.PIX 0,0,flipped EIDRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames EIDSTL.PIX 0,0,not flipped EIDSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames EIDHIT1B.PIX 0,0,not flipped EIDHIT2B.PIX 0,0,not flipped EIDHIT3B.PIX 0,0,not flipped EIDHIT4B.PIX 0,0,not flipped EIDDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames EIDHIT1B.PIX 0,0,not flipped EIDHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames EIDSTL.PIX 0,0,not flipped EIDSTL.PIX 0,0,flipped NEXT PEDESTRIAN // **************** BRN - BURN IN HELL (EDGE) **************** 87 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB BRN.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 3,4001,4002,4003 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BRNSHK.PIX 0,0,flipped BRNSTL.PIX 0,0,flipped BRNSHK.PIX 0,0,not flipped BRNTRN.PIX 0,0,not flipped 4 // Number of looping frames BRNRUNA1.PIX 0,0,flipped BRNRUNA2.PIX 0,0,flipped BRNRUNA3.PIX 0,0,flipped BRNRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BRNSHK.PIX 0,0,flipped BRNSTL.PIX 0,0,flipped BRNSHK.PIX 0,0,not flipped BRNTRN.PIX 0,0,not flipped 4 // Number of looping frames BRNRUNT1.PIX 0,0,not flipped BRNRUNT2.PIX 0,0,not flipped BRNRUNT3.PIX 0,0,not flipped BRNRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BRNSHK.PIX 0,0,flipped BRNSTL.PIX 0,0,flipped BRNSHK.PIX 0,0,not flipped BRNTRN.PIX 0,0,not flipped 4 // Number of looping frames BRNRUNT1.PIX 0,0,flipped BRNRUNT2.PIX 0,0,flipped BRNRUNT3.PIX 0,0,flipped BRNRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames BRNSHK.PIX 0,0,flipped BRNSTL.PIX 0,0,flipped BRNSHK.PIX 0,0,not flipped BRNTRN.PIX 0,0,not flipped 4 // Number of looping frames BRNRUNA1.PIX 0,0,not flipped BRNRUNA2.PIX 0,0,not flipped BRNRUNA3.PIX 0,0,not flipped BRNRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames BRNSTL.PIX 0,0,not flipped BRNSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames BRNHIT1.PIX 0,0,not flipped BRNHIT2.PIX 0,0,not flipped BRNHIT3.PIX 0,0,not flipped BRNHIT4.PIX 0,0,not flipped BRNDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames BRNHIT1.PIX 0,0,not flipped BRNHIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** DEV - RED DEMON **************** 88 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 1,8780 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB DEV.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,8780 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,v // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,8780 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames DEVSHK.PIX 0,0,flipped DEVSTL.PIX 0,0,flipped DEVSHK.PIX 0,0,not flipped DEVTRN.PIX 0,0,not flipped 4 // Number of looping frames DEVRUNA1.PIX 0,0,flipped DEVRUNA2.PIX 0,0,flipped DEVRUNA3.PIX 0,0,flipped DEVRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames DEVSHK.PIX 0,0,flipped DEVSTL.PIX 0,0,flipped DEVSHK.PIX 0,0,not flipped DEVTRN.PIX 0,0,not flipped 4 // Number of looping frames DEVRUNT1.PIX 0,0,not flipped DEVRUNT2.PIX 0,0,not flipped DEVRUNT3.PIX 0,0,not flipped DEVRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames DEVSHK.PIX 0,0,flipped DEVSTL.PIX 0,0,flipped DEVSHK.PIX 0,0,not flipped DEVTRN.PIX 0,0,not flipped 4 // Number of looping frames DEVRUNT1.PIX 0,0,flipped DEVRUNT2.PIX 0,0,flipped DEVRUNT3.PIX 0,0,flipped DEVRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames DEVSHK.PIX 0,0,flipped DEVSTL.PIX 0,0,flipped DEVSHK.PIX 0,0,not flipped DEVTRN.PIX 0,0,not flipped 4 // Number of looping frames DEVRUNA1.PIX 0,0,not flipped DEVRUNA2.PIX 0,0,not flipped DEVRUNA3.PIX 0,0,not flipped DEVRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames DEVSTL.PIX 0,0,not flipped DEVSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames DEVHIT1.PIX 0,0,not flipped DEVHIT2.PIX 0,0,not flipped DEVHIT3.PIX 0,0,not flipped DEVHIT4.PIX 0,0,not flipped DEVDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames DEVHIT1.PIX 0,0,not flipped DEVHIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // **************** SHE - GREY DEMON **************** 89 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 1,8780 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB she.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,8780 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,v // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,8780 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames sheSHK.PIX 0,0,flipped sheSTL.PIX 0,0,flipped sheSHK.PIX 0,0,not flipped sheTRN.PIX 0,0,not flipped 4 // Number of looping frames sheRUNA1.PIX 0,0,flipped sheRUNA2.PIX 0,0,flipped sheRUNA3.PIX 0,0,flipped sheRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames sheSHK.PIX 0,0,flipped sheSTL.PIX 0,0,flipped sheSHK.PIX 0,0,not flipped sheTRN.PIX 0,0,not flipped 4 // Number of looping frames sheRUNT1.PIX 0,0,not flipped sheRUNT2.PIX 0,0,not flipped sheRUNT3.PIX 0,0,not flipped sheRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames sheSHK.PIX 0,0,flipped sheSTL.PIX 0,0,flipped sheSHK.PIX 0,0,not flipped sheTRN.PIX 0,0,not flipped 4 // Number of looping frames sheRUNT1.PIX 0,0,flipped sheRUNT2.PIX 0,0,flipped sheRUNT3.PIX 0,0,flipped sheRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames sheSHK.PIX 0,0,flipped sheSTL.PIX 0,0,flipped sheSHK.PIX 0,0,not flipped sheTRN.PIX 0,0,not flipped 4 // Number of looping frames sheRUNA1.PIX 0,0,not flipped sheRUNA2.PIX 0,0,not flipped sheRUNA3.PIX 0,0,not flipped sheRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames sheSTL.PIX 0,0,not flipped sheSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames sheHIT1.PIX 0,0,not flipped sheHIT2.PIX 0,0,not flipped sheHIT3.PIX 0,0,not flipped sheHIT4.PIX 0,0,not flipped sheDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames sheHIT1.PIX 0,0,not flipped sheHIT2.PIX 0,0,not flipped 0 NEXT PEDESTRIAN // Number of looping frames // **************** PYE (PARKER - YELLOW COAT) ************************************************* 90 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PYE.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PYESHK.PIX 0,0,flipped PYESTL.PIX 0,0,flipped PYESHK.PIX 0,0,not flipped PYETRN.PIX 0,0,not flipped 4 // Number of looping frames PYERUNA1.PIX 0,0,flipped PYERUNA2.PIX 0,0,flipped PYERUNA3.PIX 0,0,flipped PYERUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PYESHK.PIX 0,0,flipped PYESTL.PIX 0,0,flipped PYESHK.PIX 0,0,not flipped PYETRN.PIX 0,0,not flipped 4 // Number of looping frames PYERUNT1.PIX 0,0,not flipped PYERUNT2.PIX 0,0,not flipped PYERUNT3.PIX 0,0,not flipped PYERUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PYESHK.PIX 0,0,flipped PYESTL.PIX 0,0,flipped PYESHK.PIX 0,0,not flipped PYETRN.PIX 0,0,not flipped 4 // Number of looping frames PYERUNT1.PIX 0,0,flipped PYERUNT2.PIX 0,0,flipped PYERUNT3.PIX 0,0,flipped PYERUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PYESHK.PIX 0,0,flipped PYESTL.PIX 0,0,flipped PYESHK.PIX 0,0,not flipped PYETRN.PIX 0,0,not flipped 4 // Number of looping frames PYERUNA1.PIX 0,0,not flipped PYERUNA2.PIX 0,0,not flipped PYERUNA3.PIX 0,0,not flipped PYERUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PYESTL.PIX 0,0,not flipped PYESTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PYEHIT1.PIX 0,0,not flipped PYEHIT2.PIX 0,0,not flipped PYEHIT3.PIX 0,0,not flipped PYEHIT4.PIX 0,0,not flipped PYEDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PYEHIT1.PIX 0,0,not flipped PYEHIT2.PIX 0,0,not flipped 0 // Number of looping frames NEXT PEDESTRIAN // Number of looping frames // **************** PBL (PARKER - BLACK COAT) ************************************************* 91 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB PBL.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PBLSHK.PIX 0,0,flipped PBLSTL.PIX 0,0,flipped PBLSHK.PIX 0,0,not flipped PBLTRN.PIX 0,0,not flipped 4 // Number of looping frames PBLRUNA1.PIX 0,0,flipped PBLRUNA2.PIX 0,0,flipped PBLRUNA3.PIX 0,0,flipped PBLRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PBLSHK.PIX 0,0,flipped PBLSTL.PIX 0,0,flipped PBLSHK.PIX 0,0,not flipped PBLTRN.PIX 0,0,not flipped 4 // Number of looping frames PBLRUNT1.PIX 0,0,not flipped PBLRUNT2.PIX 0,0,not flipped PBLRUNT3.PIX 0,0,not flipped PBLRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PBLSHK.PIX 0,0,flipped PBLSTL.PIX 0,0,flipped PBLSHK.PIX 0,0,not flipped PBLTRN.PIX 0,0,not flipped 4 // Number of looping frames PBLRUNT1.PIX 0,0,flipped PBLRUNT2.PIX 0,0,flipped PBLRUNT3.PIX 0,0,flipped PBLRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames PBLSHK.PIX 0,0,flipped PBLSTL.PIX 0,0,flipped PBLSHK.PIX 0,0,not flipped PBLTRN.PIX 0,0,not flipped 4 // Number of looping frames PBLRUNA1.PIX 0,0,not flipped PBLRUNA2.PIX 0,0,not flipped PBLRUNA3.PIX 0,0,not flipped PBLRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames PBLSTL.PIX 0,0,not flipped PBLSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames PBLHIT1.PIX 0,0,not flipped PBLHIT2.PIX 0,0,not flipped PBLHIT3.PIX 0,0,not flipped PBLHIT4.PIX 0,0,not flipped PBLDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames PBLHIT1.PIX 0,0,not flipped PBLHIT2.PIX 0,0,not flipped 0 NEXT PEDESTRIAN // Number of looping frames // **************** KON (PRISNOR CELL BLOCK 4!!) ************************************************* 92 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB KON.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,4 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4004,4007 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4011 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 8 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KONSHK.PIX 0,0,flipped KONSTL.PIX 0,0,flipped KONSHK.PIX 0,0,not flipped KONTRN.PIX 0,0,not flipped 4 // Number of looping frames KONRUNA1.PIX 0,0,flipped KONRUNA2.PIX 0,0,flipped KONRUNA3.PIX 0,0,flipped KONRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KONSHK.PIX 0,0,flipped KONSTL.PIX 0,0,flipped KONSHK.PIX 0,0,not flipped KONTRN.PIX 0,0,not flipped 4 // Number of looping frames KONRUNT1.PIX 0,0,not flipped KONRUNT2.PIX 0,0,not flipped KONRUNT3.PIX 0,0,not flipped KONRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KONSHK.PIX 0,0,flipped KONSTL.PIX 0,0,flipped KONSHK.PIX 0,0,not flipped KONTRN.PIX 0,0,not flipped 4 // Number of looping frames KONRUNT1.PIX 0,0,flipped KONRUNT2.PIX 0,0,flipped KONRUNT3.PIX 0,0,flipped KONRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames KONSHK.PIX 0,0,flipped KONSTL.PIX 0,0,flipped KONSHK.PIX 0,0,not flipped KONTRN.PIX 0,0,not flipped 4 // Number of looping frames KONRUNA1.PIX 0,0,not flipped KONRUNA2.PIX 0,0,not flipped KONRUNA3.PIX 0,0,not flipped KONRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames KONSTL.PIX 0,0,not flipped KONSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames KONHIT1.PIX 0,0,not flipped KONHIT2.PIX 0,0,not flipped KONHIT3.PIX 0,0,not flipped KONHIT4.PIX 0,0,not flipped KONDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames KONHIT1.PIX 0,0,not flipped KONHIT2.PIX 0,0,not flipped 0 NEXT PEDESTRIAN // **************** HAT (WAS CRM) **************** 93 // Reference number 0.27 // Height 150 // Points value 20 // Hit points 2,4031,4030 // Exploding noises 4040 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB HAT.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0005 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4001 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4010 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4001 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames HATSHK.PIX 0,0,flipped HATSTL.PIX 0,0,flipped HATSHK.PIX 0,0,not flipped HATTRN.PIX 0,0,not flipped 4 // Number of looping frames HATRUNA1.PIX 0,0,flipped HATRUNA2.PIX 0,0,flipped HATRUNA3.PIX 0,0,flipped HATRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames HATSHK.PIX 0,0,flipped HATSTL.PIX 0,0,flipped HATSHK.PIX 0,0,not flipped HATTRN.PIX 0,0,not flipped 4 // Number of looping frames HATRUNT1.PIX 0,0,not flipped HATRUNT2.PIX 0,0,not flipped HATRUNT3.PIX 0,0,not flipped HATRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.07,8 // Min frame rate, max frame rate, 4 // Number of initial frames HATSHK.PIX 0,0,flipped HATSTL.PIX 0,0,flipped HATSHK.PIX 0,0,not flipped HATTRN.PIX 0,0,not flipped 4 // Number of looping frames HATRUNT1.PIX 0,0,flipped HATRUNT2.PIX 0,0,flipped HATRUNT3.PIX 0,0,flipped HATRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.09,8 // Min frame rate, max frame rate, 4 // Number of initial frames HATSHK.PIX 0,0,flipped HATSTL.PIX 0,0,flipped HATSHK.PIX 0,0,not flipped HATTRN.PIX 0,0,not flipped 4 // Number of looping frames HATRUNA1.PIX 0,0,not flipped HATRUNA2.PIX 0,0,not flipped HATRUNA3.PIX 0,0,not flipped HATRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames HATSTL.PIX 0,0,not flipped HATSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames HATHIT1.PIX 0,0,not flipped HATHIT2.PIX 0,0,not flipped HATHIT3.PIX 0,0,not flipped HATHIT4.PIX 0,0,not flipped HATDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames HATHIT1.PIX 0,0,not flipped HATHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames HATBAK.PIX 0,0,not flipped HATBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** GER - PORN STAR - NOT GERI SPICE AT ALL...**************** 94 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 1,4032 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB GER.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GERSHK.PIX 0,0,not flipped GERSTL.PIX 0,0,not flipped GERSHK.PIX 0,0,flipped GERTRN.PIX 0,0,flipped 4 // Number of looping frames GERRUNA1.PIX 0,0,not flipped GERRUNA2.PIX 0,0,not flipped GERRUNA3.PIX 0,0,not flipped GERRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GERSHK.PIX 0,0,not flipped GERSTL.PIX 0,0,not flipped GERSHK.PIX 0,0,flipped GERTRN.PIX 0,0,flipped 4 // Number of looping frames GERRUNT1.PIX 0,0,flipped GERRUNT2.PIX 0,0,flipped GERRUNT3.PIX 0,0,flipped GERRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GERSHK.PIX 0,0,flipped GERSTL.PIX 0,0,flipped GERSHK.PIX 0,0,not flipped GERTRN.PIX 0,0,not flipped 4 // Number of looping frames GERRUNT1.PIX 0,0,not flipped GERRUNT2.PIX 0,0,not flipped GERRUNT3.PIX 0,0,not flipped GERRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames GERSHK.PIX 0,0,flipped GERSTL.PIX 0,0,flipped GERSHK.PIX 0,0,not flipped GERTRN.PIX 0,0,not flipped 4 // Number of looping frames GERRUNA1.PIX 0,0,flipped GERRUNA2.PIX 0,0,flipped GERRUNA3.PIX 0,0,flipped GERRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GERSTL.PIX 0,0,not flipped GERSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames GERHIT1B.PIX 0,0,not flipped GERHIT2B.PIX 0,0,not flipped GERHIT3B.PIX 0,0,not flipped GERHIT4B.PIX 0,0,not flipped GERDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames GERHIT1B.PIX 0,0,not flipped GERHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames GERSTL.PIX 0,0,not flipped GERSTL.PIX 0,0,flipped NEXT PEDESTRIAN // **************** FIB (NOT FIBI FROM FRIENDS, IT'S ANOTHER PORN STAR SO THERE)-FM0 **************** 95 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 1,4032 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB FIB.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4003 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4012 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FIBSHK.PIX 0,0,not flipped FIBSTL.PIX 0,0,not flipped FIBSHK.PIX 0,0,flipped FIBTRN.PIX 0,0,flipped 4 // Number of looping frames FIBRUNA1.PIX 0,0,not flipped FIBRUNA2.PIX 0,0,not flipped FIBRUNA3.PIX 0,0,not flipped FIBRUNA2.PIX 0,0,not flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FIBSHK.PIX 0,0,not flipped FIBSTL.PIX 0,0,not flipped FIBSHK.PIX 0,0,flipped FIBTRN.PIX 0,0,flipped 4 // Number of looping frames FIBRUNT1.PIX 0,0,flipped FIBRUNT2.PIX 0,0,flipped FIBRUNT3.PIX 0,0,flipped FIBRUNT2.PIX 0,0,flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FIBSHK.PIX 0,0,flipped FIBSTL.PIX 0,0,flipped FIBSHK.PIX 0,0,not flipped FIBTRN.PIX 0,0,not flipped 4 // Number of looping frames FIBRUNT1.PIX 0,0,not flipped FIBRUNT2.PIX 0,0,not flipped FIBRUNT3.PIX 0,0,not flipped FIBRUNT2.PIX 0,0,not flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames FIBSHK.PIX 0,0,flipped FIBSTL.PIX 0,0,flipped FIBSHK.PIX 0,0,not flipped FIBTRN.PIX 0,0,not flipped 4 // Number of looping frames FIBRUNA1.PIX 0,0,flipped FIBRUNA2.PIX 0,0,flipped FIBRUNA3.PIX 0,0,flipped FIBRUNA2.PIX 0,0,flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FIBSTL.PIX 0,0,not flipped FIBSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames FIBHIT1B.PIX 0,0,not flipped FIBHIT2B.PIX 0,0,not flipped FIBHIT3B.PIX 0,0,not flipped FIBHIT4B.PIX 0,0,not flipped FIBDEDB.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames FIBHIT1B.PIX 0,0,not flipped FIBHIT2B.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames FIBSTL.PIX 0,0,not flipped FIBSTL.PIX 0,0,flipped NEXT PEDESTRIAN // **************** NAT - NATELIE IN LUMBER SHIRT (CAM) **************** 96 // Reference number 0.245 // Height 100 // Points value 10 // Hit points 1,4032 // Exploding noises -1 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB NAT.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 1,4002 // Sounds 4 // Number of sequences for this action 90,3 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,0 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4015 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NATSHK.PIX 0,0,flipped NATSTL.PIX 0,0,flipped NATSHK.PIX 0,0,not flipped NATTRN.PIX 0,0,not flipped 4 // Number of looping frames NATRUNA1.PIX 0,0,flipped NATRUNA2.PIX 0,0,flipped NATRUNA3.PIX 0,0,flipped NATRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NATSHK.PIX 0,0,flipped NATSTL.PIX 0,0,flipped NATSHK.PIX 0,0,not flipped NATTRN.PIX 0,0,not flipped 4 // Number of looping frames NATRUNT1.PIX 0,0,not flipped NATRUNT2.PIX 0,0,not flipped NATRUNT3.PIX 0,0,not flipped NATRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NATSHK.PIX 0,0,flipped NATSTL.PIX 0,0,flipped NATSHK.PIX 0,0,not flipped NATTRN.PIX 0,0,not flipped 4 // Number of looping frames NATRUNT1.PIX 0,0,flipped NATRUNT2.PIX 0,0,flipped NATRUNT3.PIX 0,0,flipped NATRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames NATSHK.PIX 0,0,flipped NATSTL.PIX 0,0,flipped NATSHK.PIX 0,0,not flipped NATTRN.PIX 0,0,not flipped 4 // Number of looping frames NATRUNA1.PIX 0,0,not flipped NATRUNA2.PIX 0,0,not flipped NATRUNA3.PIX 0,0,not flipped NATRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames NATSTL.PIX 0,0,not flipped NATSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames NATHIT1.PIX 0,0,not flipped NATHIT2.PIX 0,0,not flipped NATHIT3.PIX 0,0,not flipped NATHIT4.PIX 0,0,not flipped NATDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames NATHIT1.PIX 0,0,not flipped NATHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames NATBAK.PIX 0,0,not flipped NATBAK.PIX 0,0,flipped NEXT PEDESTRIAN // **************** EMM - WAS EMY BUT THE CUNTING CUNT REFUSED TO WORK - ANN**************** 97 // Reference number 0.27 // Height 100 // Points value 10 // Hit points 1,4032 // Exploding noises 4003 // Falling noise 0.00002 // Acceleration 1 // Image index IDENTITY.TAB EMM.PIX STDPED.MAT 2 // Index of fatal car-impact action 4 // Index of non-fatal car-impact action 1 // Index of after-non-fatal-impact action 5 // Index of fatal falling action 6 // Index of non-fatal falling action 3 // Index of giblets action 7 // Number of actions // Action #0 - stand there, looking nervous 0,100 // Danger level, percentage chance 0,0 // Initial speed, looping speed 20.0 // Reaction time for this action 0 // Sounds 3 // Number of sequences for this action 90,8 // Max bearing, sequence index 270,4 // Max bearing, sequence index 360,8 // Max bearing, sequence index // Action #1 - turn frightened and run like fuck 1,100 // Danger level, percentage chance 0,0.0008 // Initial speed, looping speed 0.05 // Reaction time for this action 2,4002,4003 // Sounds 4 // Number of sequences for this action 90,0 // Max bearing, sequence index 180,1 // Max bearing, sequence index 270,2 // Max bearing, sequence index 360,3 // Max bearing, sequence index // Action #2 - fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #3 - turning into giblets 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 0 // Sounds 1 // Number of sequences for this action 360,6 // Max bearing, sequence index // Action #4 - non-fatal car collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index // Action #5 - fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4014 // Sounds 1 // Number of sequences for this action 360,5 // Max bearing, sequence index // Action #6 - non-fatal ground collision 1000,0 // Danger level, percentage chance 0,0 // Initial speed, looping speed 0 // Reaction time for this action 1,4002 // Sounds 1 // Number of sequences for this action 360,7 // Max bearing, sequence index 9 // Number of sequences // Sequence #0 - turn frightened and run away to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMMSHK.PIX 0,0,flipped EMMSTL.PIX 0,0,flipped EMMSHK.PIX 0,0,not flipped EMMTRN.PIX 0,0,not flipped 4 // Number of looping frames EMMRUNA1.PIX 0,0,flipped EMMRUNA2.PIX 0,0,flipped EMMRUNA3.PIX 0,0,flipped EMMRUNA2.PIX 0,0,flipped // Sequence #1 - turn frightened and run towards to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMMSHK.PIX 0,0,flipped EMMSTL.PIX 0,0,flipped EMMSHK.PIX 0,0,not flipped EMMTRN.PIX 0,0,not flipped 4 // Number of looping frames EMMRUNT1.PIX 0,0,not flipped EMMRUNT2.PIX 0,0,not flipped EMMRUNT3.PIX 0,0,not flipped EMMRUNT2.PIX 0,0,not flipped // Sequence #2 - turn frightened and run towards to their right collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMMSHK.PIX 0,0,flipped EMMSTL.PIX 0,0,flipped EMMSHK.PIX 0,0,not flipped EMMTRN.PIX 0,0,not flipped 4 // Number of looping frames EMMRUNT1.PIX 0,0,flipped EMMRUNT2.PIX 0,0,flipped EMMRUNT3.PIX 0,0,flipped EMMRUNT2.PIX 0,0,flipped // Sequence #3 - turn frightened and run away to their left collide // Include this frame in collision calcs speed // Frame rate type 0.08,8 // Min frame rate, max frame rate, 4 // Number of initial frames EMMSHK.PIX 0,0,flipped EMMSTL.PIX 0,0,flipped EMMSHK.PIX 0,0,not flipped EMMTRN.PIX 0,0,not flipped 4 // Number of looping frames EMMRUNA1.PIX 0,0,not flipped EMMRUNA2.PIX 0,0,not flipped EMMRUNA3.PIX 0,0,not flipped EMMRUNA2.PIX 0,0,not flipped // Sequence #4 - stationary, looking from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames EMMSTL.PIX 0,0,not flipped EMMSTL.PIX 0,0,flipped // Sequence #5 - fatal collision with car don't collide // Exclude this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 5 // Number of initial frames EMMHIT1.PIX 0,0,not flipped EMMHIT2.PIX 0,0,not flipped EMMHIT3.PIX 0,0,not flipped EMMHIT4.PIX 0,0,not flipped EMMDED.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #6 - turning into giblets don't collide // Exclude this frame in collision calcs fixed // Frame rate type 1 // Number of initial frames CHUNKS.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #7 - non-fatal collision with car collide // Include this frame in collision calcs variable // Frame rate type 12,12 // Min frame rate, max frame rate, 2 // Number of initial frames EMMHIT1.PIX 0,0,not flipped EMMHIT2.PIX 0,0,not flipped 0 // Number of looping frames // Sequence #8 - stationary, looking the other way from side to side collide // Include this frame in collision calcs variable // Frame rate type 1,6 // Min frame rate, max frame rate, 0 // Number of initial frames 2 // Number of looping frames EMMBAK.PIX 0,0,not flipped EMMBAK.PIX 0,0,flipped END OF PEDESTRIANS