NEXT PEDESTRIAN
// **************** Baywatch Babe ****************
69										// Reference number
0.24									// Height
200										// Points value
20										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
BAY.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
BAYSHK1.PIX
0,0,flipped
BAYSTL1.PIX
0,0,flipped
BAYSHK1.PIX
0,0,not flipped
BAYTRN.PIX
0,0,not flipped
4									// Number of looping frames
BAYRUNA1.PIX
0,0,flipped
BAYRUNA2.PIX
0,0,flipped
BAYRUNA3.PIX
0,0,flipped
BAYRUNA2.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
BAYSHK1.PIX
0,0,flipped
BAYSTL1.PIX
0,0,not flipped
BAYSHK1.PIX
0,0,not flipped
BAYTRN.PIX
0,0,not flipped
4									// Number of looping frames
BAYRUNT1.PIX
0,0,flipped
BAYRUNT2.PIX
0,0,flipped
BAYRUNT3.PIX
0,0,flipped
BAYRUNT2.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
BAYSHK1.PIX
0,0,flipped
BAYSTL1.PIX
0,0,flipped
BAYSHK1.PIX
0,0,not flipped
BAYTRN.PIX
0,0,not flipped
4									// Number of looping frames
BAYRUNT1.PIX
0,0,flipped
BAYRUNT2.PIX
0,0,flipped
BAYRUNT3.PIX
0,0,flipped
BAYRUNT2.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
BAYSHK1.PIX
0,0,flipped
BAYSTL1.PIX
0,0,flipped
BAYSHK1.PIX
0,0,not flipped
BAYTRN.PIX
0,0,not flipped
4									// Number of looping frames
BAYRUNA1.PIX
0,0,not flipped
BAYRUNA2.PIX
0,0,not flipped
BAYRUNA3.PIX
0,0,not flipped
BAYRUNA2.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
BAYSTL1.PIX
0,0,not flipped
BAYSTL2.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
BAYHIT1.PIX
0,0,not flipped
BAYHIT2B.PIX
0,0,not flipped
BAYHIT3B.PIX
0,0,not flipped
BAYHIT4B.PIX
0,0,not flipped
BAYDEDB.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
BAYHIT1.PIX
0,0,not flipped
BAYHIT2B.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
BAYTRN.PIX
0,0,not flipped
BAYTRN.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Bikini Top ****************
70										// Reference number
0.245									// Height
110										// Points value
10										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
TOP.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
TOPSHK.PIX
0,0,flipped
TOPSTL.PIX
0,0,flipped
TOPSHK.PIX
0,0,not flipped
TOPTRN.PIX
0,0,not flipped
4									// Number of looping frames
TOPRUNA1.PIX
0,0,flipped
TOPRUNA2.PIX
0,0,flipped
TOPRUNA3.PIX
0,0,flipped
TOPRUNA2.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
TOPSHK.PIX
0,0,flipped
TOPSTL.PIX
0,0,flipped
TOPSHK.PIX
0,0,not flipped
TOPTRN.PIX
0,0,not flipped
4									// Number of looping frames
TOPRUNT1.PIX
0,0,not flipped
TOPRUNT2.PIX
0,0,not flipped
TOPRUNT3.PIX
0,0,not flipped
TOPRUNT2.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
TOPSHK.PIX
0,0,flipped
TOPSTL.PIX
0,0,flipped
TOPSHK.PIX
0,0,not flipped
TOPTRN.PIX
0,0,not flipped
4									// Number of looping frames
TOPRUNT1.PIX
0,0,flipped
TOPRUNT2.PIX
0,0,flipped
TOPRUNT3.PIX
0,0,flipped
TOPRUNT2.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
TOPSHK.PIX
0,0,flipped
TOPSTL.PIX
0,0,flipped
TOPSHK.PIX
0,0,not flipped
TOPTRN.PIX
0,0,not flipped
4									// Number of looping frames
TOPRUNA1.PIX
0,0,not flipped
TOPRUNA2.PIX
0,0,not flipped
TOPRUNA3.PIX
0,0,not flipped
TOPRUNA2.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
TOPSTL.PIX
0,0,not flipped
TOPSTL.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
TOPHIT1.PIX
0,0,not flipped
TOPHIT2.PIX
0,0,not flipped
TOPHIT3.PIX
0,0,not flipped
TOPHIT4.PIX
0,0,not flipped
TOPDED.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
TOPHIT1.PIX
0,0,not flipped
TOPHIT2.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
TOPBAK.PIX
0,0,not flipped
TOPBAK.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** HOB 2 ****************
71										// 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
HOB.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
HOBSHK.PIX
0,0,flipped
HOBSTL.PIX
0,0,flipped
HOBSHK.PIX
0,0,not flipped
HOBTRN.PIX
0,0,not flipped
4									// Number of looping frames
HOBRUNA1.PIX
0,0,flipped
HOBRUNA2.PIX
0,0,flipped
HOBRUNA3.PIX
0,0,flipped
HOBRUNA2.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
HOBSHK.PIX
0,0,flipped
HOBSTL.PIX
0,0,flipped
HOBSHK.PIX
0,0,not flipped
HOBTRN.PIX
0,0,not flipped
4									// Number of looping frames
HOBRUNT1.PIX
0,0,not flipped
HOBRUNT2.PIX
0,0,not flipped
HOBRUNT3.PIX
0,0,not flipped
HOBRUNT2.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
HOBSHK.PIX
0,0,flipped
HOBSTL.PIX
0,0,flipped
HOBSHK.PIX
0,0,not flipped
HOBTRN.PIX
0,0,not flipped
4									// Number of looping frames
HOBRUNT1.PIX
0,0,flipped
HOBRUNT2.PIX
0,0,flipped
HOBRUNT3.PIX
0,0,flipped
HOBRUNT2.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
HOBSHK.PIX
0,0,flipped
HOBSTL.PIX
0,0,flipped
HOBSHK.PIX
0,0,not flipped
HOBTRN.PIX
0,0,not flipped
4									// Number of looping frames
HOBRUNA1.PIX
0,0,not flipped
HOBRUNA2.PIX
0,0,not flipped
HOBRUNA3.PIX
0,0,not flipped
HOBRUNA2.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
HOBSTL.PIX
0,0,not flipped
HOBSTL.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
HOBHIT1.PIX
0,0,not flipped
HOBHIT2.PIX
0,0,not flipped
HOBHIT3.PIX
0,0,not flipped
HOBHIT4.PIX
0,0,not flipped
HOBDED.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
HOBHIT1.PIX
0,0,not flipped
HOBHIT2.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
HOBBAK.PIX
0,0,not flipped
HOBBAK.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Race Marshal ****************
72										// 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
RA1.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
90,0							// 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
1,4010							// 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
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RA1SHK.PIX
0,0,flipped
RA1STL.PIX
0,0,flipped
RA1SHK.PIX
0,0,not flipped
RA1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA1RUNA1.PIX
0,0,not flipped
RA1RUNA2.PIX
0,0,not flipped
RA1RUNA3.PIX
0,0,not flipped
RA1RUNA2.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
RA1SHK.PIX
0,0,flipped
RA1STL.PIX
0,0,flipped
RA1SHK.PIX
0,0,not flipped
RA1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA1RUNT1.PIX
0,0,not flipped
RA1RUNT2.PIX
0,0,not flipped
RA1RUNT3.PIX
0,0,not flipped
RA1RUNT2.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
RA1SHK.PIX
0,0,flipped
RA1STL.PIX
0,0,flipped
RA1SHK.PIX
0,0,not flipped
RA1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA1RUNT1.PIX
0,0,flipped
RA1RUNT2.PIX
0,0,flipped
RA1RUNT3.PIX
0,0,flipped
RA1RUNT2.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
RA1SHK.PIX
0,0,flipped
RA1STL.PIX
0,0,flipped
RA1SHK.PIX
0,0,not flipped
RA1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA1RUNA1.PIX
0,0,flipped
RA1RUNA2.PIX
0,0,flipped
RA1RUNA3.PIX
0,0,flipped
RA1RUNA2.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
RA1STL.PIX
0,0,flipped
RA1STL.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
RA1HIT1B.PIX
0,0,not flipped
RA1HIT2B.PIX
0,0,not flipped
RA1HIT3B.PIX
0,0,not flipped
RA1HIT4B.PIX
0,0,not flipped
RA1DEDB.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
RA1HIT1B.PIX
0,0,not flipped
RA1HIT2B.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
RA1STL.PIX
0,0,flipped
RA1STL.PIX
0,0,not flipped

NEXT PEDESTRIAN
// **************** Office Lady ****************
73										// Reference number
0.27									// Height
125										// Points value
15										// Hit points
1,4032								// Exploding noises
4003									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
OFF.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
OFFSHK.PIX
0,0,flipped
OFFSTL.PIX
0,0,flipped
OFFSHK.PIX
0,0,not flipped
OFFTRN.PIX
0,0,not flipped
4									// Number of looping frames
OFFRUNA1.PIX
0,0,flipped
OFFRUNA2.PIX
0,0,flipped
OFFRUNA3.PIX
0,0,flipped
OFFRUNA2.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
OFFSHK.PIX
0,0,flipped
OFFSTL.PIX
0,0,flipped
OFFSHK.PIX
0,0,not flipped
OFFTRN.PIX
0,0,not flipped
4									// Number of looping frames
OFFRUNT1.PIX
0,0,not flipped
OFFRUNT2.PIX
0,0,not flipped
OFFRUNT3.PIX
0,0,not flipped
OFFRUNT2.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
OFFSHK.PIX
0,0,flipped
OFFSTL.PIX
0,0,flipped
OFFSHK.PIX
0,0,not flipped
OFFTRN.PIX
0,0,not flipped
4									// Number of looping frames
OFFRUNT1.PIX
0,0,flipped
OFFRUNT2.PIX
0,0,flipped
OFFRUNT3.PIX
0,0,flipped
OFFRUNT2.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
OFFSHK.PIX
0,0,flipped
OFFSTL.PIX
0,0,flipped
OFFSHK.PIX
0,0,not flipped
OFFTRN.PIX
0,0,not flipped
4									// Number of looping frames
OFFRUNA1.PIX
0,0,not flipped
OFFRUNA2.PIX
0,0,not flipped
OFFRUNA3.PIX
0,0,not flipped
OFFRUNA2.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
OFFSTL.PIX
0,0,not flipped
OFFSTL.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
OFFHIT1.PIX
0,0,not flipped
OFFHIT2.PIX
0,0,not flipped
OFFHIT3.PIX
0,0,not flipped
OFFHIT4.PIX
0,0,not flipped
OFFDED.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
OFFHIT1.PIX
0,0,not flipped
OFFHIT2.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
OFFBAK.PIX
0,0,not flipped
OFFBAK.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Jukyard Punk ****************
74										// 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
JNK.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
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
JNKSHK.PIX
0,0,flipped
JNKSTL.PIX
0,0,flipped
JNKSHK.PIX
0,0,not flipped
JNKTRN.PIX
0,0,not flipped
4									// Number of looping frames
JNKRUNA1.PIX
0,0,flipped
JNKRUNA2.PIX
0,0,flipped
JNKRUNA3.PIX
0,0,flipped
JNKRUNA2.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
JNKSHK.PIX
0,0,flipped
JNKSTL.PIX
0,0,flipped
JNKSHK.PIX
0,0,not flipped
JNKTRN.PIX
0,0,not flipped
4									// Number of looping frames
JNKRUNT1.PIX
0,0,not flipped
JNKRUNT2.PIX
0,0,not flipped
JNKRUNT3.PIX
0,0,not flipped
JNKRUNT2.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
JNKSHK.PIX
0,0,flipped
JNKSTL.PIX
0,0,flipped
JNKSHK.PIX
0,0,not flipped
JNKTRN.PIX
0,0,not flipped
4									// Number of looping frames
JNKRUNT1.PIX
0,0,flipped
JNKRUNT2.PIX
0,0,flipped
JNKRUNT3.PIX
0,0,flipped
JNKRUNT2.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
JNKSHK.PIX
0,0,flipped
JNKSTL.PIX
0,0,flipped
JNKSHK.PIX
0,0,not flipped
JNKTRN.PIX
0,0,not flipped
4									// Number of looping frames
JNKRUNA1.PIX
0,0,not flipped
JNKRUNA2.PIX
0,0,not flipped
JNKRUNA3.PIX
0,0,not flipped
JNKRUNA2.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
JNKSTL.PIX
0,0,not flipped
JNKSTL.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
JNKHIT1.PIX
0,0,not flipped
JNKHIT2.PIX
0,0,not flipped
JNKHIT3.PIX
0,0,not flipped
JNKHIT4.PIX
0,0,not flipped
JNKDED.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
JNKHIT1.PIX
0,0,not flipped
JNKHIT2.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
JNKBAK.PIX
0,0,not flipped
JNKBAK.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Pit Blue/yellow ****************
75										// 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
RA2.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
90,0							// 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
1,4010							// 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
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RA2SHK.PIX
0,0,flipped
RA2STL.PIX
0,0,flipped
RA2SHK.PIX
0,0,not flipped
RA2TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA2RUNA1.PIX
0,0,not flipped
RA2RUNA2.PIX
0,0,not flipped
RA2RUNA3.PIX
0,0,not flipped
RA2RUNA2.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
RA2SHK.PIX
0,0,flipped
RA2STL.PIX
0,0,flipped
RA2SHK.PIX
0,0,not flipped
RA2TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA2RUNT1.PIX
0,0,not flipped
RA2RUNT2.PIX
0,0,not flipped
RA2RUNT3.PIX
0,0,not flipped
RA2RUNT2.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
RA2SHK.PIX
0,0,flipped
RA2STL.PIX
0,0,flipped
RA2SHK.PIX
0,0,not flipped
RA2TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA2RUNT1.PIX
0,0,flipped
RA2RUNT2.PIX
0,0,flipped
RA2RUNT3.PIX
0,0,flipped
RA2RUNT2.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
RA2SHK.PIX
0,0,flipped
RA2STL.PIX
0,0,flipped
RA2SHK.PIX
0,0,not flipped
RA2TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA2RUNA1.PIX
0,0,flipped
RA2RUNA2.PIX
0,0,flipped
RA2RUNA3.PIX
0,0,flipped
RA2RUNA2.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
RA2STL.PIX
0,0,flipped
RA2STL.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
RA2HIT1.PIX
0,0,not flipped
RA2HIT2.PIX
0,0,not flipped
RA2HIT3.PIX
0,0,not flipped
RA2HIT4.PIX
0,0,not flipped
RA2DED.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
RA2HIT1.PIX
0,0,not flipped
RA2HIT2.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
RA2STL.PIX
0,0,flipped
RA2STL.PIX
0,0,not flipped

NEXT PEDESTRIAN
// **************** RaceSuit Black/white ****************
24										// 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
RA3.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
90,0							// 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
1,4010							// 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
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RA3SHK.PIX
0,0,flipped
RA3STL.PIX
0,0,flipped
RA3SHK.PIX
0,0,not flipped
RA3TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA3RUNA1.PIX
0,0,not flipped
RA3RUNA2.PIX
0,0,not flipped
RA3RUNA3.PIX
0,0,not flipped
RA3RUNA2.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
RA3SHK.PIX
0,0,flipped
RA3STL.PIX
0,0,flipped
RA3SHK.PIX
0,0,not flipped
RA3TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA3RUNT1.PIX
0,0,not flipped
RA3RUNT2.PIX
0,0,not flipped
RA3RUNT3.PIX
0,0,not flipped
RA3RUNT2.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
RA3SHK.PIX
0,0,flipped
RA3STL.PIX
0,0,flipped
RA3SHK.PIX
0,0,not flipped
RA3TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA3RUNT1.PIX
0,0,flipped
RA3RUNT2.PIX
0,0,flipped
RA3RUNT3.PIX
0,0,flipped
RA3RUNT2.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
RA3SHK.PIX
0,0,flipped
RA3STL.PIX
0,0,flipped
RA3SHK.PIX
0,0,not flipped
RA3TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA3RUNA1.PIX
0,0,flipped
RA3RUNA2.PIX
0,0,flipped
RA3RUNA3.PIX
0,0,flipped
RA3RUNA2.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
RA3STL.PIX
0,0,flipped
RA3STL.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
RA3HIT1.PIX
0,0,not flipped
RA3HIT2.PIX
0,0,not flipped
RA3HIT3.PIX
0,0,not flipped
RA3HIT4.PIX
0,0,not flipped
RA3DED.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
RA3HIT1.PIX
0,0,not flipped
RA3HIT2.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
RA3STL.PIX
0,0,flipped
RA3STL.PIX
0,0,not flipped

NEXT PEDESTRIAN
// **************** RaceSuit Green/Black ****************
34										// 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
RA4.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
90,0							// 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
1,4010							// 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
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RA4SHK.PIX
0,0,flipped
RA4STL.PIX
0,0,flipped
RA4SHK.PIX
0,0,not flipped
RA4TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA4RUNA1.PIX
0,0,not flipped
RA4RUNA2.PIX
0,0,not flipped
RA4RUNA3.PIX
0,0,not flipped
RA4RUNA2.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
RA4SHK.PIX
0,0,flipped
RA4STL.PIX
0,0,flipped
RA4SHK.PIX
0,0,not flipped
RA4TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA4RUNT1.PIX
0,0,not flipped
RA4RUNT2.PIX
0,0,not flipped
RA4RUNT3.PIX
0,0,not flipped
RA4RUNT2.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
RA4SHK.PIX
0,0,flipped
RA4STL.PIX
0,0,flipped
RA4SHK.PIX
0,0,not flipped
RA4TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA4RUNT1.PIX
0,0,flipped
RA4RUNT2.PIX
0,0,flipped
RA4RUNT3.PIX
0,0,flipped
RA4RUNT2.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
RA4SHK.PIX
0,0,flipped
RA4STL.PIX
0,0,flipped
RA4SHK.PIX
0,0,not flipped
RA4TRN.PIX
0,0,not flipped
4									// Number of looping frames
RA4RUNA1.PIX
0,0,flipped
RA4RUNA2.PIX
0,0,flipped
RA4RUNA3.PIX
0,0,flipped
RA4RUNA2.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
RA4STL.PIX
0,0,flipped
RA4STL.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
RA4HIT1.PIX
0,0,not flipped
RA4HIT2.PIX
0,0,not flipped
RA4HIT3.PIX
0,0,not flipped
RA4HIT4.PIX
0,0,not flipped
RA4DED.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
RA4HIT1.PIX
0,0,not flipped
RA4HIT2.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
RA4STL.PIX
0,0,flipped
RA4STL.PIX
0,0,not flipped

NEXT PEDESTRIAN
// **************** Bikini Black ****************
35										// Reference number
0.24									// Height
175										// Points value
20										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
BLK1.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
BLK1SHK1.PIX
0,0,flipped
BLK1STL1.PIX
0,0,flipped
BLK1SHK1.PIX
0,0,not flipped
BLK1TRN.PIX
0,0,not flipped
4									// Number of looping frames
BLK1RUNA1.PIX
0,0,flipped
BLK1RUNA2.PIX
0,0,flipped
BLK1RUNA3.PIX
0,0,flipped
BLK1RUNA2.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
BLK1SHK1.PIX
0,0,flipped
BLK1STL1.PIX
0,0,not flipped
BLK1SHK1.PIX
0,0,not flipped
BLK1TRN.PIX
0,0,not flipped
4									// Number of looping frames
BLK1RUNT1.PIX
0,0,flipped
BLK1RUNT2.PIX
0,0,flipped
BLK1RUNT3.PIX
0,0,flipped
BLK1RUNT2.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
BLK1SHK1.PIX
0,0,flipped
BLK1STL1.PIX
0,0,flipped
BLK1SHK1.PIX
0,0,not flipped
BLK1TRN.PIX
0,0,not flipped
4									// Number of looping frames
BLK1RUNT1.PIX
0,0,flipped
BLK1RUNT2.PIX
0,0,flipped
BLK1RUNT3.PIX
0,0,flipped
BLK1RUNT2.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
BLK1SHK1.PIX
0,0,flipped
BLK1STL1.PIX
0,0,flipped
BLK1SHK1.PIX
0,0,not flipped
BLK1TRN.PIX
0,0,not flipped
4									// Number of looping frames
BLK1RUNA1.PIX
0,0,not flipped
BLK1RUNA2.PIX
0,0,not flipped
BLK1RUNA3.PIX
0,0,not flipped
BLK1RUNA2.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
BLK1STL1.PIX
0,0,not flipped
BLK1STL2.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
BLK1HIT1.PIX
0,0,not flipped
BLK1HIT2B.PIX
0,0,not flipped
BLK1HIT3B.PIX
0,0,not flipped
BLK1HIT4B.PIX
0,0,not flipped
BLK1DEDB.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
BLK1HIT1.PIX
0,0,not flipped
BLK1HIT2B.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
BLK1TRN.PIX
0,0,not flipped
BLK1TRN.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Indoor Topless ****************
36										// Reference number
0.24									// Height
8008										// Points value
20										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
UND.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
UNDSHK1.PIX
0,0,flipped
UNDSTL1.PIX
0,0,flipped
UNDSHK1.PIX
0,0,not flipped
UNDTRN.PIX
0,0,not flipped
4									// Number of looping frames
UNDRUNA1.PIX
0,0,flipped
UNDRUNA2.PIX
0,0,flipped
UNDRUNA3.PIX
0,0,flipped
UNDRUNA2.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
UNDSHK1.PIX
0,0,flipped
UNDSTL1.PIX
0,0,not flipped
UNDSHK1.PIX
0,0,not flipped
UNDTRN.PIX
0,0,not flipped
4									// Number of looping frames
UNDRUNT1.PIX
0,0,flipped
UNDRUNT2.PIX
0,0,flipped
UNDRUNT3.PIX
0,0,flipped
UNDRUNT2.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
UNDSHK1.PIX
0,0,flipped
UNDSTL1.PIX
0,0,flipped
UNDSHK1.PIX
0,0,not flipped
UNDTRN.PIX
0,0,not flipped
4									// Number of looping frames
UNDRUNT1.PIX
0,0,flipped
UNDRUNT2.PIX
0,0,flipped
UNDRUNT3.PIX
0,0,flipped
UNDRUNT2.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
UNDSHK1.PIX
0,0,flipped
UNDSTL1.PIX
0,0,flipped
UNDSHK1.PIX
0,0,not flipped
UNDTRN.PIX
0,0,not flipped
4									// Number of looping frames
UNDRUNA1.PIX
0,0,not flipped
UNDRUNA2.PIX
0,0,not flipped
UNDRUNA3.PIX
0,0,not flipped
UNDRUNA2.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
UNDSTL1.PIX
0,0,not flipped
UNDSTL2.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
UNDHIT1.PIX
0,0,not flipped
UNDHIT2B.PIX
0,0,not flipped
UNDHIT3B.PIX
0,0,not flipped
UNDHIT4B.PIX
0,0,not flipped
UNDDEDB.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
UNDHIT1.PIX
0,0,not flipped
UNDHIT2B.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
UNDTRN.PIX
0,0,not flipped
UNDTRN.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** FAT TOURIST ****************
37										// Reference number
0.27									// Height
110										// Points value
20										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
TOR.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
TORSHK.PIX
0,0,flipped
TORSTL.PIX
0,0,flipped
TORSHK.PIX
0,0,not flipped
TORTRN.PIX
0,0,not flipped
4									// Number of looping frames
TORRUNA1.PIX
0,0,flipped
TORRUNA2.PIX
0,0,flipped
TORRUNA3.PIX
0,0,flipped
TORRUNA2.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
TORSHK.PIX
0,0,flipped
TORSTL.PIX
0,0,flipped
TORSHK.PIX
0,0,not flipped
TORTRN.PIX
0,0,not flipped
4									// Number of looping frames
TORRUNT1.PIX
0,0,not flipped
TORRUNT2.PIX
0,0,not flipped
TORRUNT3.PIX
0,0,not flipped
TORRUNT2.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
TORSHK.PIX
0,0,flipped
TORSTL.PIX
0,0,flipped
TORSHK.PIX
0,0,not flipped
TORTRN.PIX
0,0,not flipped
4									// Number of looping frames
TORRUNT1.PIX
0,0,flipped
TORRUNT2.PIX
0,0,flipped
TORRUNT3.PIX
0,0,flipped
TORRUNT2.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
TORSHK.PIX
0,0,flipped
TORSTL.PIX
0,0,flipped
TORSHK.PIX
0,0,not flipped
TORTRN.PIX
0,0,not flipped
4									// Number of looping frames
TORRUNA1.PIX
0,0,not flipped
TORRUNA2.PIX
0,0,not flipped
TORRUNA3.PIX
0,0,not flipped
TORRUNA2.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
TORSTL.PIX
0,0,not flipped
TORSTL.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
TORHIT1.PIX
0,0,not flipped
TORHIT2.PIX
0,0,not flipped
TORHIT3.PIX
0,0,not flipped
TORHIT4.PIX
0,0,not flipped
TORDED.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
TORHIT1.PIX
0,0,not flipped
TORHIT2.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
TORBAK.PIX
0,0,not flipped
TORBAK.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** SWIMSUIT TOURIST ****************
41										// Reference number
0.27									// Height
160										// Points value
10										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
SWM.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
SWMSHK.PIX
0,0,not flipped
SWMSTL.PIX
0,0,not flipped
SWMSHK.PIX
0,0,flipped
SWMTRN.PIX
0,0,flipped
4									// Number of looping frames
SWMRUNA1.PIX
0,0,not flipped
SWMRUNA2.PIX
0,0,not flipped
SWMRUNA3.PIX
0,0,not flipped
SWMRUNA2.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
SWMSHK.PIX
0,0,not flipped
SWMSTL.PIX
0,0,not flipped
SWMSHK.PIX
0,0,flipped
SWMTRN.PIX
0,0,flipped
4									// Number of looping frames
SWMRUNT1.PIX
0,0,flipped
SWMRUNT2.PIX
0,0,flipped
SWMRUNT3.PIX
0,0,flipped
SWMRUNT2.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
SWMSHK.PIX
0,0,flipped
SWMSTL.PIX
0,0,flipped
SWMSHK.PIX
0,0,not flipped
SWMTRN.PIX
0,0,not flipped
4									// Number of looping frames
SWMRUNT1.PIX
0,0,not flipped
SWMRUNT2.PIX
0,0,not flipped
SWMRUNT3.PIX
0,0,not flipped
SWMRUNT2.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
SWMSHK.PIX
0,0,flipped
SWMSTL.PIX
0,0,flipped
SWMSHK.PIX
0,0,not flipped
SWMTRN.PIX
0,0,not flipped
4									// Number of looping frames
SWMRUNA1.PIX
0,0,flipped
SWMRUNA2.PIX
0,0,flipped
SWMRUNA3.PIX
0,0,flipped
SWMRUNA2.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
SWMSTL.PIX
0,0,not flipped
SWMSTL.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
SWMHIT1B.PIX
0,0,not flipped
SWMHIT2B.PIX
0,0,not flipped
SWMHIT3B.PIX
0,0,not flipped
SWMHIT4B.PIX
0,0,not flipped
SWMDEDB.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
SWMHIT1B.PIX
0,0,not flipped
SWMHIT2B.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
SWMSTL.PIX
0,0,not flipped
SWMSTL.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Pit Babe Red ****************
42										// Reference number
0.24									// Height
175										// Points value
20										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
PB1.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
PB1SHK1.PIX
0,0,flipped
PB1STL1.PIX
0,0,flipped
PB1SHK1.PIX
0,0,not flipped
PB1TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB1RUNA1.PIX
0,0,flipped
PB1RUNA2.PIX
0,0,flipped
PB1RUNA3.PIX
0,0,flipped
PB1RUNA2.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
PB1SHK1.PIX
0,0,flipped
PB1STL1.PIX
0,0,not flipped
PB1SHK1.PIX
0,0,not flipped
PB1TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB1RUNT1.PIX
0,0,flipped
PB1RUNT2.PIX
0,0,flipped
PB1RUNT3.PIX
0,0,flipped
PB1RUNT2.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
PB1SHK1.PIX
0,0,flipped
PB1STL1.PIX
0,0,flipped
PB1SHK1.PIX
0,0,not flipped
PB1TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB1RUNT1.PIX
0,0,flipped
PB1RUNT2.PIX
0,0,flipped
PB1RUNT3.PIX
0,0,flipped
PB1RUNT2.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
PB1SHK1.PIX
0,0,flipped
PB1STL1.PIX
0,0,flipped
PB1SHK1.PIX
0,0,not flipped
PB1TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB1RUNA1.PIX
0,0,not flipped
PB1RUNA2.PIX
0,0,not flipped
PB1RUNA3.PIX
0,0,not flipped
PB1RUNA2.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
PB1STL1.PIX
0,0,not flipped
PB1STL2.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
PB1HIT1.PIX
0,0,not flipped
PB1HIT2B.PIX
0,0,not flipped
PB1HIT3B.PIX
0,0,not flipped
PB1HIT4B.PIX
0,0,not flipped
PB1DEDB.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
PB1HIT1.PIX
0,0,not flipped
PB1HIT2B.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
PB1TRN.PIX
0,0,not flipped
PB1TRN.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Pit Babe Blue ****************
43										// Reference number
0.24									// Height
175										// Points value
20										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
PB2.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
PB2SHK1.PIX
0,0,flipped
PB2STL1.PIX
0,0,flipped
PB2SHK1.PIX
0,0,not flipped
PB2TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB2RUNA1.PIX
0,0,flipped
PB2RUNA2.PIX
0,0,flipped
PB2RUNA3.PIX
0,0,flipped
PB2RUNA2.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
PB2SHK1.PIX
0,0,flipped
PB2STL1.PIX
0,0,not flipped
PB2SHK1.PIX
0,0,not flipped
PB2TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB2RUNT1.PIX
0,0,flipped
PB2RUNT2.PIX
0,0,flipped
PB2RUNT3.PIX
0,0,flipped
PB2RUNT2.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
PB2SHK1.PIX
0,0,flipped
PB2STL1.PIX
0,0,flipped
PB2SHK1.PIX
0,0,not flipped
PB2TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB2RUNT1.PIX
0,0,flipped
PB2RUNT2.PIX
0,0,flipped
PB2RUNT3.PIX
0,0,flipped
PB2RUNT2.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
PB2SHK1.PIX
0,0,flipped
PB2STL1.PIX
0,0,flipped
PB2SHK1.PIX
0,0,not flipped
PB2TRN.PIX
0,0,not flipped
4									// Number of looping frames
PB2RUNA1.PIX
0,0,not flipped
PB2RUNA2.PIX
0,0,not flipped
PB2RUNA3.PIX
0,0,not flipped
PB2RUNA2.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
PB2STL1.PIX
0,0,not flipped
PB2STL2.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
PB2HIT1.PIX
0,0,not flipped
PB2HIT2B.PIX
0,0,not flipped
PB2HIT3B.PIX
0,0,not flipped
PB2HIT4B.PIX
0,0,not flipped
PB2DEDB.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
BLK1HIT1.PIX
0,0,not flipped
BLK1HIT2B.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
BLK1TRN.PIX
0,0,not flipped
BLK1TRN.PIX
0,0,flipped

NEXT PEDESTRIAN
// **************** Chicken! ****************
44										// Reference number
0.15									// Height
50										// Points value
30										// Hit points
2,4051,4051								// Exploding noises
4050									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
KFC.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
KFCSHK1.PIX
0,0,not flipped
KFCSHK3.PIX
0,0,not flipped
KFCSHK1.PIX
0,0,not flipped
KFCSHK3.PIX
0,0,not flipped

4									// Number of looping frames
KFCRUNA1.PIX
0,0,flipped
KFCRUNA2.PIX
0,0,flipped
KFCRUNA3.PIX
0,0,flipped
KFCRUNA2.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
KFCSHK1.PIX
0,0,not flipped
KFCSHK3.PIX
0,0,not flipped
KFCSHK1.PIX
0,0,not flipped
KFCSHK3.PIX
0,0,not flipped

4									// Number of looping frames
KFCRUNT1.PIX
0,0,not flipped
KFCRUNT2.PIX
0,0,not flipped
KFCRUNT3.PIX
0,0,not flipped
KFCRUNT2.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
KFCSHK1.PIX
0,0,not flipped
KFCSHK3.PIX
0,0,not flipped
KFCSHK1.PIX
0,0,not flipped
KFCSHK3.PIX
0,0,not flipped
KFCRUNT1.PIX
0,0,not flipped

4									// Number of looping frames
KFCRUNT1.PIX
0,0,flipped
KFCRUNT2.PIX
0,0,flipped
KFCRUNT3.PIX
0,0,flipped
KFCRUNT2.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
KFCSHK1.PIX
0,0,flipped
KFCSHK3.PIX
0,0,flipped
KFCSHK1.PIX
0,0,flipped
KFCSHK3.PIX
0,0,flipped

4									// Number of looping frames
KFCRUNA1.PIX
0,0,not flipped
KFCRUNA2.PIX
0,0,not flipped
KFCRUNA3.PIX
0,0,not flipped
KFCRUNA2.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
KFCSTL1.PIX
0,0,not flipped
KFCSTL2.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
KFCHIT1.PIX
0,0,not flipped
KFCHIT2.PIX
0,0,not flipped
KFCHIT3.PIX
0,0,not flipped
KFCHIT4.PIX
0,0,not flipped
KFCDED.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
KFCDED.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
KFCHIT1.PIX
0,0,not flipped
KFCHIT2.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
KFCSTL2.PIX
0,0,not flipped
KFCSTL1.PIX
0,0,not flipped

NEXT PEDESTRIAN
// **************** Space Man ****************
45										// Reference number
0.25									// Height
150										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
SPA.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
90,0							// 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
1,4010							// 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
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
SPASHK.PIX
0,0,flipped
SPASTL.PIX
0,0,flipped
SPASHK.PIX
0,0,not flipped
SPATRN.PIX
0,0,not flipped
4									// Number of looping frames
SPARUNA1.PIX
0,0,not flipped
SPARUNA2.PIX
0,0,not flipped
SPARUNA3.PIX
0,0,not flipped
SPARUNA2.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
SPASHK.PIX
0,0,flipped
SPASTL.PIX
0,0,flipped
SPASHK.PIX
0,0,not flipped
SPATRN.PIX
0,0,not flipped
4									// Number of looping frames
SPARUNT1.PIX
0,0,not flipped
SPARUNT2.PIX
0,0,not flipped
SPARUNT3.PIX
0,0,not flipped
SPARUNT2.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
SPASHK.PIX
0,0,flipped
SPASTL.PIX
0,0,flipped
SPASHK.PIX
0,0,not flipped
SPATRN.PIX
0,0,not flipped
4									// Number of looping frames
SPARUNT1.PIX
0,0,flipped
SPARUNT2.PIX
0,0,flipped
SPARUNT3.PIX
0,0,flipped
SPARUNT2.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
SPASHK.PIX
0,0,flipped
SPASTL.PIX
0,0,flipped
SPASHK.PIX
0,0,not flipped
SPATRN.PIX
0,0,not flipped
4									// Number of looping frames
SPARUNA1.PIX
0,0,flipped
SPARUNA2.PIX
0,0,flipped
SPARUNA3.PIX
0,0,flipped
SPARUNA2.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
SPASTL.PIX
0,0,flipped
SPASTL.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
SPAHIT1.PIX
0,0,not flipped
SPAHIT2.PIX
0,0,not flipped
SPAHIT3.PIX
0,0,not flipped
SPAHIT4.PIX
0,0,not flipped
SPADED.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
SPAHIT1.PIX
0,0,not flipped
SPAHIT2.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
SPASTL.PIX
0,0,flipped
SPASTL.PIX
0,0,not flipped

END OF PEDESTRIANS


