//!"_:a(YS0t%7e+F<[k"YS0t%7e!"_:a(S
1										// Reference number
0.24									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZNIK.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNA1.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
NIKRUNA3.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNT1.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
NIKRUNT3.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNT1.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
NIKRUNT3.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNA1.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
NIKRUNA3.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
NIKSTL.PIX
0,0,not flipped
NIKSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
NIKHIT3.PIX
0,0,not flipped
NIKHIT4.PIX
0,0,not flipped
NIKDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
NIKBAK.PIX
0,0,not flipped
NIKBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYH>=}!"_:a(YS0t%7e
32										// Reference number
0.35									// Height
125										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action
7										// Number of actions
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RO1RUNA1.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
RO1RUNA3.PIX
0,0,flipped
RO1RUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RO1RUNT1.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
RO1RUNT3.PIX
0,0,not flipped
RO1RUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RO1RUNT1.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
RO1RUNT3.PIX
0,0,flipped
RO1RUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RO1SHK.PIX
0,0,flipped
RO1STL1.PIX
0,0,flipped
RO1SHK.PIX
0,0,not flipped
RO1TRN.PIX
0,0,not flipped
4									// Number of looping frames
RO1RUNA1.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
RO1RUNA3.PIX
0,0,not flipped
RO1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
RO1STL1.PIX
0,0,flipped
RO1STL2.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
4									// Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
RO1HIT3.PIX
0,0,not flipped
RO1HIT4.PIX
0,0,not flipped
2									// Number of looping frames
RO1DED1.PIX
0,0,not flipped
RO1DED2.PIX
0,0,not flipped
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
RO1HIT1.PIX
0,0,not flipped
RO1HIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
RO1BAK1.PIX
0,0,not flipped
RO1BAK2.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYX\=}!"_:a(YS0t%7e
2										// Reference number
0.27									// Height
125										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4003									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZBUS.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4003,4904							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNA1.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
BUSRUNA3.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNT1.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
BUSRUNT3.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNT1.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
BUSRUNT3.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNA1.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
BUSRUNA3.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
BUSSTL.PIX
0,0,not flipped
BUSSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
BUSHIT3.PIX
0,0,not flipped
BUSHIT4.PIX
0,0,not flipped
BUSDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
BUSBAK.PIX
0,0,not flipped
BUSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YY\	[=}!"_:a(YS0t%7e
3										// Reference number
0.27									// Height
150										// Points value
20										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZFAT.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0005							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4001,4001,4902							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
2,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.09,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNA1.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
FATRUNA3.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.07,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNT1.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
FATRUNT3.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.07,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNT1.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
FATRUNT3.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.09,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNA1.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
FATRUNA3.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FATSTL.PIX
0,0,not flipped
FATSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
FATHIT3.PIX
0,0,not flipped
FATHIT4.PIX
0,0,not flipped
FATDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FATBAK.PIX
0,0,not flipped
FATBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YY[A=}!"_:a(YS0t%7e
4										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZANN.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4904,4905							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
ANRUNA3.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
ANRUNT3.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
ANRUNT3.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
ANRUNA3.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANSTL.PIX
0,0,not flipped
ANSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
ANHIT3.PIX
0,0,not flipped
ANHIT4.PIX
0,0,not flipped
ANDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANBAK.PIX
0,0,not flipped
ANBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYJ]=}!"_:a(YS0t%7e
5										// Reference number
0.29									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZPER.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4011,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYJ\=}!"_:a(YS0t%7e
6										// Reference number
0.25									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZPRS.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4904,4905							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNA1.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
PRSRUNA3.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNT1.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
PRSRUNT3.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNT1.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
PRSRUNT3.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNA1.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
PRSRUNA3.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PRSSTL.PIX
0,0,not flipped
PRSSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
PRSHIT3.PIX
0,0,not flipped
PRSHIT4.PIX
0,0,not flipped
PRSDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PRSBAK.PIX
0,0,not flipped
PRSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYNA=}!"_:a(YS0t%7e
7										// Reference number
0.26									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZTON.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4000,4902							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
2,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
TONRUNA3.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
TONRUNT3.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
TONRUNT3.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
TONRUNA3.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONSTL.PIX
0,0,not flipped
TONSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
TONHIT3.PIX
0,0,not flipped
TONHIT4.PIX
0,0,not flipped
TONDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONBAK.PIX
0,0,not flipped
TONBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY	B=}!"_:a(YS0t%7e
8										// Reference number
0.27									// Height
125										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4003									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZBUS.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNA1.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
BUSRUNA3.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNT1.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
BUSRUNT3.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNT1.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
BUSRUNT3.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNA1.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
BUSRUNA3.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
BUSSTL.PIX
0,0,not flipped
BUSSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
BUSHIT3.PIX
0,0,not flipped
BUSHIT4.PIX
0,0,not flipped
BUSDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
BUSBAK.PIX
0,0,not flipped
BUSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY?=}!"_:a(YS0t%7e
9										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZPER.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4001,4902,4903							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4010,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY>=}!"_:a(YS0t%7e
10										// Reference number
0.27									// Height
125										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZCW1.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4000,4902,4000							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,2							// Max bearing, sequence index
270,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
2,4011,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4000							// Sounds
1									// Number of sequences for this action
360,7							// Max bearing, sequence index
8										// Number of sequences
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNA1.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
CW1RUNA3.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNT1.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
CW1RUNT3.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNT1.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
CW1RUNT3.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNA1.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
CW1RUNA3.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
CW1STL.PIX
0,0,not flipped
CW1STL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
CW1HIT3.PIX
0,0,not flipped
CW1HIT4.PIX
0,0,not flipped
CW1DED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
0									// Number of looping frames
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY<=}!"_:a(YS0t%7e
11										// 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
ZPER.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4000,4910							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4010,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//!"_:a(YS0t%7e+N9QU2o<C~M\nJZ10xLSS0t%7e!"_:a(Y
99										// 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
ZTON.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4000,4902							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
2,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
TONRUNA3.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
TONRUNT3.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
TONRUNT3.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
TONRUNA3.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONSTL.PIX
0,0,not flipped
TONSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
TONHIT3.PIX
0,0,not flipped
TONHIT4.PIX
0,0,not flipped
TONDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONBAK.PIX
0,0,not flipped
TONBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYTD=}!"_:a(YS0t%7e
51										// Reference number
0.24									// Height
200										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZNIK.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4002,4904,4905							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNA1.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
NIKRUNA3.PIX
0,0,flipped
NIKRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNT1.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
NIKRUNT3.PIX
0,0,not flipped
NIKRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNT1.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
NIKRUNT3.PIX
0,0,flipped
NIKRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
NIKSHK.PIX
0,0,flipped
NIKSTL.PIX
0,0,flipped
NIKSHK.PIX
0,0,not flipped
NIKTRN.PIX
0,0,not flipped
4									// Number of looping frames
NIKRUNA1.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
NIKRUNA3.PIX
0,0,not flipped
NIKRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
NIKSTL.PIX
0,0,not flipped
NIKSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
NIKHIT3.PIX
0,0,not flipped
NIKHIT4.PIX
0,0,not flipped
NIKDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
NIKHIT1.PIX
0,0,not flipped
NIKHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
NIKBAK.PIX
0,0,not flipped
NIKBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYX\=}!"_:a(YS0t%7e
52										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZBUS.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNA1.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
BUSRUNA3.PIX
0,0,flipped
BUSRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNT1.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
BUSRUNT3.PIX
0,0,not flipped
BUSRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNT1.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
BUSRUNT3.PIX
0,0,flipped
BUSRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.06,8								// Min frame rate, max frame rate,
4									// Number of initial frames
BUSSHK.PIX
0,0,flipped
BUSSTL.PIX
0,0,flipped
BUSSHK.PIX
0,0,not flipped
BUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
BUSRUNA1.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
BUSRUNA3.PIX
0,0,not flipped
BUSRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
BUSSTL.PIX
0,0,not flipped
BUSSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
BUSHIT3.PIX
0,0,not flipped
BUSHIT4.PIX
0,0,not flipped
BUSDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
BUSHIT1.PIX
0,0,not flipped
BUSHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
BUSBAK.PIX
0,0,not flipped
BUSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YY\	[=}!"_:a(YS0t%7e
53										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZFAT.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.09,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNA1.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
FATRUNA3.PIX
0,0,flipped
FATRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.07,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNT1.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
FATRUNT3.PIX
0,0,not flipped
FATRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.07,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNT1.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
FATRUNT3.PIX
0,0,flipped
FATRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.09,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FATSHK.PIX
0,0,flipped
FATSTL.PIX
0,0,flipped
FATSHK.PIX
0,0,not flipped
FATTRN.PIX
0,0,not flipped
4									// Number of looping frames
FATRUNA1.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
FATRUNA3.PIX
0,0,not flipped
FATRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FATSTL.PIX
0,0,not flipped
FATSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
FATHIT3.PIX
0,0,not flipped
FATHIT4.PIX
0,0,not flipped
FATDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
FATHIT1.PIX
0,0,not flipped
FATHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FATBAK.PIX
0,0,not flipped
FATBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YY[A=}!"_:a(YS0t%7e
54										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZANN.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
ANRUNA3.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
ANRUNT3.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
ANRUNT3.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
ANRUNA3.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANSTL.PIX
0,0,not flipped
ANSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
ANHIT3.PIX
0,0,not flipped
ANHIT4.PIX
0,0,not flipped
ANDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANBAK.PIX
0,0,not flipped
ANBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYJ]=}!"_:a(YS0t%7e
55										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZPER.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,4000							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYJ\=}!"_:a(YS0t%7e
56										// Reference number
0.25									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZPRS.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNA1.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
PRSRUNA3.PIX
0,0,flipped
PRSRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNT1.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
PRSRUNT3.PIX
0,0,not flipped
PRSRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNT1.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
PRSRUNT3.PIX
0,0,flipped
PRSRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PRSSHK.PIX
0,0,flipped
PRSSTL.PIX
0,0,flipped
PRSSHK.PIX
0,0,not flipped
PRSTRN.PIX
0,0,not flipped
4									// Number of looping frames
PRSRUNA1.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
PRSRUNA3.PIX
0,0,not flipped
PRSRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PRSSTL.PIX
0,0,not flipped
PRSSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
PRSHIT3.PIX
0,0,not flipped
PRSHIT4.PIX
0,0,not flipped
PRSDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PRSHIT1.PIX
0,0,not flipped
PRSHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PRSBAK.PIX
0,0,not flipped
PRSBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYNA=}!"_:a(YS0t%7e
57										// Reference number
0.26									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZTON.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
TONRUNA3.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
TONRUNT3.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
TONRUNT3.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
TONRUNA3.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONSTL.PIX
0,0,not flipped
TONSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
TONHIT3.PIX
0,0,not flipped
TONHIT4.PIX
0,0,not flipped
TONDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONBAK.PIX
0,0,not flipped
TONBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY	B=}!"_:a(YS0t%7e
58										// Reference number
0.245									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZCAM.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4									// Number of looping frames
CAMRUNA1.PIX
0,0,flipped
CAMRUNA2.PIX
0,0,flipped
CAMRUNA3.PIX
0,0,flipped
CAMRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4									// Number of looping frames
CAMRUNT1.PIX
0,0,not flipped
CAMRUNT2.PIX
0,0,not flipped
CAMRUNT3.PIX
0,0,not flipped
CAMRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4									// Number of looping frames
CAMRUNT1.PIX
0,0,flipped
CAMRUNT2.PIX
0,0,flipped
CAMRUNT3.PIX
0,0,flipped
CAMRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CAMSHK.PIX
0,0,flipped
CAMSTL.PIX
0,0,flipped
CAMSHK.PIX
0,0,not flipped
CAMTRN.PIX
0,0,not flipped
4									// Number of looping frames
CAMRUNA1.PIX
0,0,not flipped
CAMRUNA2.PIX
0,0,not flipped
CAMRUNA3.PIX
0,0,not flipped
CAMRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
CAMSTL.PIX
0,0,not flipped
CAMSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
CAMHIT1.PIX
0,0,not flipped
CAMHIT2.PIX
0,0,not flipped
CAMHIT3.PIX
0,0,not flipped
CAMHIT4.PIX
0,0,not flipped
CAMDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
CAMHIT1.PIX
0,0,not flipped
CAMHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
CAMBAK.PIX
0,0,not flipped
CAMBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY?=}!"_:a(YS0t%7e
59										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZPER.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,4000							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY>=}!"_:a(YS0t%7e
60										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZCW1.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,4000							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,2							// Max bearing, sequence index
270,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4000							// Sounds
1									// Number of sequences for this action
360,7							// Max bearing, sequence index
8										// Number of sequences
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNA1.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
CW1RUNA3.PIX
0,0,flipped
CW1RUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNT1.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
CW1RUNT3.PIX
0,0,not flipped
CW1RUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNT1.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
CW1RUNT3.PIX
0,0,flipped
CW1RUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.10,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW1SHK.PIX
0,0,flipped
CW1STL.PIX
0,0,flipped
CW1SHK.PIX
0,0,not flipped
CW1TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW1RUNA1.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
CW1RUNA3.PIX
0,0,not flipped
CW1RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
CW1STL.PIX
0,0,not flipped
CW1STL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
CW1HIT3.PIX
0,0,not flipped
CW1HIT4.PIX
0,0,not flipped
CW1DED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
CW1HIT1.PIX
0,0,not flipped
CW1HIT2.PIX
0,0,not flipped
0									// Number of looping frames
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY<=}!"_:a(YS0t%7e
61										// Reference number
0.25									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZCW3.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,4000							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,2							// Max bearing, sequence index
270,1							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4000							// Sounds
1									// Number of sequences for this action
360,7							// Max bearing, sequence index
8										// Number of sequences
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW3RUNA1.PIX
0,0,flipped
CW3RUNA2.PIX
0,0,flipped
CW3RUNA3.PIX
0,0,flipped
CW3RUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW3RUNT1.PIX
0,0,not flipped
CW3RUNT2.PIX
0,0,not flipped
CW3RUNT3.PIX
0,0,not flipped
CW3RUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW3RUNT1.PIX
0,0,flipped
CW3RUNT2.PIX
0,0,flipped
CW3RUNT3.PIX
0,0,flipped
CW3RUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
CW3SHK.PIX
0,0,flipped
CW3STL.PIX
0,0,flipped
CW3SHK.PIX
0,0,not flipped
CW3TRN.PIX
0,0,not flipped
4									// Number of looping frames
CW3RUNA1.PIX
0,0,not flipped
CW3RUNA2.PIX
0,0,not flipped
CW3RUNA3.PIX
0,0,not flipped
CW3RUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
CW3STL.PIX
0,0,not flipped
CW3STL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
CW3HIT1.PIX
0,0,not flipped
CW3HIT2.PIX
0,0,not flipped
CW3HIT3.PIX
0,0,not flipped
CW3HIT4.PIX
0,0,not flipped
CW3DED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
CW3HIT1.PIX
0,0,not flipped
CW3HIT2.PIX
0,0,not flipped
0									// Number of looping frames
NEXT PEDESTRIAN
//!"_:a(YS0t%7e+N9QU2o<C~M\nJZ10xLSS0t%7e!"_:a(Y
99										// Reference number
0.325									// Height
1000										// Points value
20										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZFLG.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action
8										// Number of actions
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
7,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,4000							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,2							// Max bearing, sequence index
270,1							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//0ZvV:}8=b|iukMjMY|2nzoXjj>e,]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,8							// Max bearing, sequence index
9										// Number of sequences
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNA1.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped
FLGRUNA3.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNT1.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped
FLGRUNT3.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNT1.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped
FLGRUNT3.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNA1.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped
FLGRUNA3.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FLGSTL1.PIX
0,0,flipped
FLGSTL2.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
9,10									// Min frame rate, max frame rate,
4									// Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
FLGHIT3.PIX
0,0,not flipped
FLGHIT4.PIX
0,0,not flipped
2									// Number of looping frames
FLGDED1.PIX
0,0,not flipped
FLGDED2.PIX
0,0,not flipped
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//*/zx!Yn(V(k"U}~x|9SeoUz$[`{-{|=^
collide								// Include this frame in collision calcs
variable							// Frame rate type
9,10									// Min frame rate, max frame rate,
0									// Number of initial frames
4									// Number of looping frames
FLGWAV1.PIX
0,0,not flipped
FLGWAV2.PIX
0,0,not flipped
FLGWAV3.PIX
0.07,0,not flipped
FLGWAV4.PIX
0.07,0,not flipped
NEXT PEDESTRIAN
//+"_:a(YS0t%7e!(3_m@2u5_/>~!"_:a(YS0t%7e
20										// Reference number
0.28									// Height
150										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZSKN.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action
7										// Number of actions
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4000,4000,4903							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4010,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4000							// Sounds
1									// Number of sequences for this action
360,7							// Max bearing, sequence index
8										// Number of sequences
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4									// Number of looping frames
SKNRUNA1.PIX
0,0,flipped
SKNRUNA2.PIX
0,0,flipped
SKNRUNA3.PIX
0,0,flipped
SKNRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4									// Number of looping frames
SKNRUNT1.PIX
0,0,not flipped
SKNRUNT2.PIX
0,0,not flipped
SKNRUNT3.PIX
0,0,not flipped
SKNRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4									// Number of looping frames
SKNRUNT1.PIX
0,0,flipped
SKNRUNT2.PIX
0,0,flipped
SKNRUNT3.PIX
0,0,flipped
SKNRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
SKNSHK.PIX
0,0,flipped
SKNSTL.PIX
0,0,flipped
SKNSHK.PIX
0,0,not flipped
4									// Number of looping frames
SKNRUNA1.PIX
0,0,not flipped
SKNRUNA2.PIX
0,0,not flipped
SKNRUNA3.PIX
0,0,not flipped
SKNRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
SKNSTL.PIX
0,0,not flipped
SKNSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
SKNHIT1B.PIX
0,0,not flipped
SKNHIT2B.PIX
0,0,not flipped
SKNHIT3B.PIX
0,0,not flipped
SKNHIT4B.PIX
0,0,not flipped
SKNDEDB.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
SKNHIT1B.PIX
0,0,not flipped
SKNHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
NEXT PEDESTRIAN
//+"_:a(YS0t%7e!(3_m@2u5_/>}!"_:a(YS0t%7e
21										// Reference number
0.28									// Height
150										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZCOW.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4001,4902,4004							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4011,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4001							// Sounds
1									// Number of sequences for this action
360,7							// Max bearing, sequence index
8										// Number of sequences
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4									// Number of looping frames
COWRUNA1.PIX
0,0,flipped
COWRUNA2.PIX
0,0,flipped
COWRUNA3.PIX
0,0,flipped
COWRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4									// Number of looping frames
COWRUNT1.PIX
0,0,not flipped
COWRUNT2.PIX
0,0,not flipped
COWRUNT3.PIX
0,0,not flipped
COWRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4									// Number of looping frames
COWRUNT1.PIX
0,0,flipped
COWRUNT2.PIX
0,0,flipped
COWRUNT3.PIX
0,0,flipped
COWRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
COWSHK.PIX
0,0,flipped
COWSTL.PIX
0,0,flipped
COWSHK.PIX
0,0,not flipped
4									// Number of looping frames
COWRUNA1.PIX
0,0,not flipped
COWRUNA2.PIX
0,0,not flipped
COWRUNA3.PIX
0,0,not flipped
COWRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
COWSTL.PIX
0,0,not flipped
COWSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
COWHIT1B.PIX
0,0,not flipped
COWHIT2B.PIX
0,0,not flipped
COWHIT3B.PIX
0,0,not flipped
COWHIT4B.PIX
0,0,not flipped
COWDEDB.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
COWHIT1B.PIX
0,0,not flipped
COWHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYXD=}!"_:a(YS0t%7e
12										// Reference number
0.275									// Height
150										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZMUS.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4001,4902							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4010,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNA1.PIX
0,0,not flipped
MUSRUNA2.PIX
0,0,not flipped
MUSRUNA3.PIX
0,0,not flipped
MUSRUNA2.PIX
0,0,not flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNT1.PIX
0,0,not flipped
MUSRUNT2.PIX
0,0,not flipped
MUSRUNT3.PIX
0,0,not flipped
MUSRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNT1.PIX
0,0,flipped
MUSRUNT2.PIX
0,0,flipped
MUSRUNT3.PIX
0,0,flipped
MUSRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNA1.PIX
0,0,flipped
MUSRUNA2.PIX
0,0,flipped
MUSRUNA3.PIX
0,0,flipped
MUSRUNA2.PIX
0,0,flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MUSSTL1.PIX
0,0,flipped
MUSSTL2.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
4									// Number of initial frames
MUSHIT1B.PIX
0,0,not flipped
MUSHIT2B.PIX
0,0,not flipped
MUSHIT3B.PIX
0,0,not flipped
MUSDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
MUSHIT1B.PIX
0,0,not flipped
MUSHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MUSSTL2.PIX
0,0,not flipped
MUSSTL1.PIX
0,0,not flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY_=}!"_:a(YS0t%7e
13										// 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
ZTON.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4001,4001,4910							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4010,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
TONRUNA3.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
TONRUNT3.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
TONRUNT3.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
TONRUNA3.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONSTL.PIX
0,0,not flipped
TONSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
TONHIT3.PIX
0,0,not flipped
TONHIT4.PIX
0,0,not flipped
TONDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONBAK.PIX
0,0,not flipped
TONBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYY[=}!"_:a(YS0t%7e
14										// 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
ZTON.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4000,4910							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
2,4010,4010							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
TONRUNA3.PIX
0,0,flipped
TONRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
TONRUNT3.PIX
0,0,not flipped
TONRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNT1.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
TONRUNT3.PIX
0,0,flipped
TONRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TONSHK.PIX
0,0,flipped
TONSTL.PIX
0,0,flipped
TONSHK.PIX
0,0,not flipped
TONTRN.PIX
0,0,not flipped
4									// Number of looping frames
TONRUNA1.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
TONRUNA3.PIX
0,0,not flipped
TONRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONSTL.PIX
0,0,not flipped
TONSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
TONHIT3.PIX
0,0,not flipped
TONHIT4.PIX
0,0,not flipped
TONDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
TONHIT1.PIX
0,0,not flipped
TONHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TONBAK.PIX
0,0,not flipped
TONBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YY\?=}!"_:a(YS0t%7e
15										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZFM0.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,not flipped
FM0STL.PIX
0,0,not flipped
FM0SHK.PIX
0,0,flipped
FM0TRN.PIX
0,0,flipped
4									// Number of looping frames
FM0RUNA1.PIX
0,0,not flipped
FM0RUNA2.PIX
0,0,not flipped
FM0RUNA3.PIX
0,0,not flipped
FM0RUNA2.PIX
0,0,not flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,not flipped
FM0STL.PIX
0,0,not flipped
FM0SHK.PIX
0,0,flipped
FM0TRN.PIX
0,0,flipped
4									// Number of looping frames
FM0RUNT1.PIX
0,0,flipped
FM0RUNT2.PIX
0,0,flipped
FM0RUNT3.PIX
0,0,flipped
FM0RUNT2.PIX
0,0,flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,flipped
FM0STL.PIX
0,0,flipped
FM0SHK.PIX
0,0,not flipped
FM0TRN.PIX
0,0,not flipped
4									// Number of looping frames
FM0RUNT1.PIX
0,0,not flipped
FM0RUNT2.PIX
0,0,not flipped
FM0RUNT3.PIX
0,0,not flipped
FM0RUNT2.PIX
0,0,not flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,flipped
FM0STL.PIX
0,0,flipped
FM0SHK.PIX
0,0,not flipped
FM0TRN.PIX
0,0,not flipped
4									// Number of looping frames
FM0RUNA1.PIX
0,0,flipped
FM0RUNA2.PIX
0,0,flipped
FM0RUNA3.PIX
0,0,flipped
FM0RUNA2.PIX
0,0,flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FM0STL.PIX
0,0,not flipped
FM0STL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
FM0HIT1B.PIX
0,0,not flipped
FM0HIT2B.PIX
0,0,not flipped
FM0HIT3B.PIX
0,0,not flipped
FM0HIT4B.PIX
0,0,not flipped
FM0DEDB.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
FM0HIT1B.PIX
0,0,not flipped
FM0HIT2B.PIX
0,0,not flipped
0									// Number of looping frames
///Sequence #8 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FM0STL.PIX
0,0,not flipped
FM0STL.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYW	A=}!"_:a(YS0t%7e
16										// Reference number
0.25									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZMAN.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4001,4902							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
2,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4									// Number of looping frames
MANRUNA1.PIX
0,0,not flipped
MANRUNA2.PIX
0,0,not flipped
MANRUNA3.PIX
0,0,not flipped
MANRUNA2.PIX
0,0,not flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4									// Number of looping frames
MANRUNT1.PIX
0,0,not flipped
MANRUNT2.PIX
0,0,not flipped
MANRUNT3.PIX
0,0,not flipped
MANRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4									// Number of looping frames
MANRUNT1.PIX
0,0,flipped
MANRUNT2.PIX
0,0,flipped
MANRUNT3.PIX
0,0,flipped
MANRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MANSHK.PIX
0,0,flipped
MANSTL.PIX
0,0,flipped
MANSHK.PIX
0,0,not flipped
MANTRN.PIX
0,0,not flipped
4									// Number of looping frames
MANRUNA1.PIX
0,0,flipped
MANRUNA2.PIX
0,0,flipped
MANRUNA3.PIX
0,0,flipped
MANRUNA2.PIX
0,0,flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MANSTL.PIX
0,0,flipped
MANSTL.PIX
0,0,not flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
MANHIT1B.PIX
0,0,not flipped
MANHIT2B.PIX
0,0,not flipped
MANHIT3B.PIX
0,0,not flipped
MANHIT4B.PIX
0,0,not flipped
MANDEDB.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
MANHIT1B.PIX
0,0,not flipped
MANHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MANSTL.PIX
0,0,flipped
MANSTL.PIX
0,0,not flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYW\=}!"_:a(YS0t%7e
17										// Reference number
0.275									// Height
150										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZMUS.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4001,4902							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
3,4010,4010,4907							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNA1.PIX
0,0,not flipped
MUSRUNA2.PIX
0,0,not flipped
MUSRUNA3.PIX
0,0,not flipped
MUSRUNA2.PIX
0,0,not flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNT1.PIX
0,0,not flipped
MUSRUNT2.PIX
0,0,not flipped
MUSRUNT3.PIX
0,0,not flipped
MUSRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNT1.PIX
0,0,flipped
MUSRUNT2.PIX
0,0,flipped
MUSRUNT3.PIX
0,0,flipped
MUSRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MUSSHK.PIX
0,0,flipped
MUSSTL1.PIX
0,0,flipped
MUSSHK.PIX
0,0,not flipped
MUSTRN.PIX
0,0,not flipped
4									// Number of looping frames
MUSRUNA1.PIX
0,0,flipped
MUSRUNA2.PIX
0,0,flipped
MUSRUNA3.PIX
0,0,flipped
MUSRUNA2.PIX
0,0,flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MUSSTL1.PIX
0,0,flipped
MUSSTL2.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
4									// Number of initial frames
MUSHIT1B.PIX
0,0,not flipped
MUSHIT2B.PIX
0,0,not flipped
MUSHIT3B.PIX
0,0,not flipped
MUSDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
MUSHIT1B.PIX
0,0,not flipped
MUSHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MUSSTL2.PIX
0,0,not flipped
MUSSTL1.PIX
0,0,not flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYUK=}!"_:a(YS0t%7e
18										// Reference number
0.265									// Height
200										// Points value
30										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZOLD.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,4001,4909							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
2,4907,4906							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4									// Number of looping frames
OLDRUNA1.PIX
0,0,flipped
OLDRUNA2.PIX
0,0,flipped
OLDRUNA3.PIX
0,0,flipped
OLDRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4									// Number of looping frames
OLDRUNT1.PIX
0,0,flipped
OLDRUNT2.PIX
0,0,flipped
OLDRUNT3.PIX
0,0,flipped
OLDRUNT2.PIX
0,0,flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4									// Number of looping frames
OLDRUNT1.PIX
0,0,not flipped
OLDRUNT2.PIX
0,0,not flipped
OLDRUNT3.PIX
0,0,not flipped
OLDRUNT2.PIX
0,0,not flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
OLDSHK.PIX
0,0,flipped
OLDSTL1.PIX
0,0,flipped
OLDSHK.PIX
0,0,not flipped
OLDTRN.PIX
0,0,not flipped
4									// Number of looping frames
OLDRUNA1.PIX
0,0,not flipped
OLDRUNA2.PIX
0,0,not flipped
OLDRUNA3.PIX
0,0,not flipped
OLDRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
OLDSTL1.PIX
0,0,not flipped
OLDSTL2.PIX
0,0,not flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
OLDHIT1B.PIX
0,0,not flipped
OLDHIT2B.PIX
0,0,not flipped
OLDHIT3B.PIX
0,0,not flipped
OLDHIT4B.PIX
0,0,not flipped
OLDDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
OLDHIT1B.PIX
0,0,not flipped
OLDHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
OLDBAK.PIX
0,0,not flipped
OLDBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYHK=}!"_:a(YS0t%7e
19										// Reference number
0.245									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RID.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action
7										// Number of actions
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
3,4002,4904,4905							// Sounds
4									// Number of sequences for this action
90,3							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1B.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4									// Number of looping frames
RIDRUNA1.PIX
0,0,not flipped
RIDRUNA2.PIX
0,0,not flipped
RIDRUNA3.PIX
0,0,not flipped
RIDRUNA2.PIX
0,0,not flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1B.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4									// Number of looping frames
RIDRUNT1.PIX
0,0,flipped
RIDRUNT2.PIX
0,0,flipped
RIDRUNT3.PIX
0,0,flipped
RIDRUNT2.PIX
0,0,flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1A.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4									// Number of looping frames
RIDRUNT1.PIX
0,0,not flipped
RIDRUNT2.PIX
0,0,not flipped
RIDRUNT3.PIX
0,0,not flipped
RIDRUNT2.PIX
0,0,not flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
RIDSHK.PIX
0,0,not flipped
RIDSTL1B.PIX
0,0,not flipped
RIDSHK.PIX
0,0,flipped
RIDTRN.PIX
0,0,flipped
4									// Number of looping frames
RIDRUNA1.PIX
0,0,flipped
RIDRUNA2.PIX
0,0,flipped
RIDRUNA3.PIX
0,0,flipped
RIDRUNA2.PIX
0,0,flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
RIDSTL1A.PIX
0,0,flipped
RIDSTL1B.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
RIDHIT1B.PIX
0,0,not flipped
RIDHIT2B.PIX
0,0,not flipped
RIDHIT3B.PIX
0,0,not flipped
RIDHIT4B.PIX
0,0,not flipped
RIDDEDB.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
RIDHIT1B.PIX
0,0,not flipped
RIDHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
//YI;~h*ThmU3s/Sj5SDT}+I6BjQSm1_~[Oy@("Y	q"T~<N~]X~R/URxP7
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
RIDSTIL2.PIX
0,0,not flipped
RIDSHK2.PIX
0,0,not flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYW@=}!"_:a(YS0t%7e
26										// Reference number
0.23									// Height
150										// Points value
30										// Hit points
2,4051,4051								// Exploding noises
4050									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZMOO.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
4									// Number of looping frames
MOORUNA1.PIX
0,0,flipped
MOORUNA2.PIX
0,0,flipped
MOORUNA3.PIX
0,0,flipped
MOORUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
4									// Number of looping frames
MOORUNT1.PIX
0,0,not flipped
MOORUNT2.PIX
0,0,not flipped
MOORUNT3.PIX
0,0,not flipped
MOORUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
5									// Number of initial frames
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOOSHK1.PIX
0,0,not flipped
MOOSHK3.PIX
0,0,not flipped
MOORUNT1.PIX
0,0,not flipped
4									// Number of looping frames
MOORUNT1.PIX
0,0,flipped
MOORUNT2.PIX
0,0,flipped
MOORUNT3.PIX
0,0,flipped
MOORUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
MOOSHK1.PIX
0,0,flipped
MOOSHK3.PIX
0,0,flipped
MOOSHK1.PIX
0,0,flipped
MOOSHK3.PIX
0,0,flipped
4									// Number of looping frames
MOORUNA1.PIX
0,0,not flipped
MOORUNA2.PIX
0,0,not flipped
MOORUNA3.PIX
0,0,not flipped
MOORUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MOZSTL1.PIX
0,0,not flipped
MOZSTL2.PIX
0,0,not flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
MOOHIT1.PIX
0,0,not flipped
MOOHIT2.PIX
0,0,not flipped
MOOHIT3.PIX
0,0,not flipped
MOOHIT4.PIX
0,0,not flipped
MOODED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
don't collide						// Exclude this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
MOODED.PIX
0,0,not flipped
0									// Number of looping frames
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
MOOHIT1.PIX
0,0,not flipped
MOOHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
MOZSTL2.PIX
0,0,not flipped
MOZSTL1.PIX
0,0,not flipped
NEXT PEDESTRIAN
//:t%7e!"_:a(YS0~CI!"_:a(YS0t%7e
22										// Reference number
0.26									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZLTH.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4									// Number of looping frames
LTHRUNA1.PIX
0,0,flipped
LTHRUNA2.PIX
0,0,flipped
LTHRUNA3.PIX
0,0,flipped
LTHRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4									// Number of looping frames
LTHRUNT1.PIX
0,0,flipped
LTHRUNT2.PIX
0,0,flipped
LTHRUNT3.PIX
0,0,flipped
LTHRUNT2.PIX
0,0,flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4									// Number of looping frames
LTHRUNT1.PIX
0,0,not flipped
LTHRUNT2.PIX
0,0,not flipped
LTHRUNT3.PIX
0,0,not flipped
LTHRUNT2.PIX
0,0,not flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
LTHSHK.PIX
0,0,flipped
LTHSTL.PIX
0,0,flipped
LTHSHK.PIX
0,0,not flipped
LTHTRN.PIX
0,0,not flipped
4									// Number of looping frames
LTHRUNA1.PIX
0,0,not flipped
LTHRUNA2.PIX
0,0,not flipped
LTHRUNA3.PIX
0,0,not flipped
LTHRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
LTHSTL.PIX
0,0,not flipped
LTHSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
LTHHIT1.PIX
0,0,not flipped
LTHHIT2.PIX
0,0,not flipped
LTHHIT3.PIX
0,0,not flipped
LTHHIT4.PIX
0,0,not flipped
LTHDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
LTHHIT1.PIX
0,0,not flipped
LTHHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
LTHBAK.PIX
0,0,not flipped
LTHBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a(YS0~[T!"_:a(YS0t%7e
24										// Reference number
0.26									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZTIA.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4									// Number of looping frames
TIARUNA1.PIX
0,0,flipped
TIARUNA2.PIX
0,0,flipped
TIARUNA3.PIX
0,0,flipped
TIARUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4									// Number of looping frames
TIARUNT1.PIX
0,0,flipped
TIARUNT2.PIX
0,0,flipped
TIARUNT3.PIX
0,0,flipped
TIARUNT2.PIX
0,0,flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4									// Number of looping frames
TIARUNT1.PIX
0,0,not flipped
TIARUNT2.PIX
0,0,not flipped
TIARUNT3.PIX
0,0,not flipped
TIARUNT2.PIX
0,0,not flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
TIASHK.PIX
0,0,flipped
TIASTL.PIX
0,0,flipped
TIASHK.PIX
0,0,not flipped
TIATRN.PIX
0,0,not flipped
4									// Number of looping frames
TIARUNA1.PIX
0,0,not flipped
TIARUNA2.PIX
0,0,not flipped
TIARUNA3.PIX
0,0,not flipped
TIARUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TIASTL.PIX
0,0,not flipped
TIASTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
TIAHIT1B.PIX
0,0,not flipped
TIAHIT2B.PIX
0,0,not flipped
TIAHIT3B.PIX
0,0,not flipped
TIAHIT4B.PIX
0,0,not flipped
TIADEDB.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
TIAHIT1B.PIX
0,0,not flipped
TIAHIT2B.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
TIABAK.PIX
0,0,not flipped
TIABAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//:t%7e!"_:a(YS0~UT!"_:a(YS0t%7e
25										// Reference number
0.265									// Height
200										// Points value
30										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00001									// Acceleration
1										// Image index
IDENTITY.TAB
ZZIM.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,8017							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4									// Number of looping frames
ZIMRUNA1.PIX
0,0,flipped
ZIMRUNA2.PIX
0,0,flipped
ZIMRUNA3.PIX
0,0,flipped
ZIMRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4									// Number of looping frames
ZIMRUNT1.PIX
0,0,not flipped
ZIMRUNT2.PIX
0,0,not flipped
ZIMRUNT3.PIX
0,0,not flipped
ZIMRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4									// Number of looping frames
ZIMRUNT1.PIX
0,0,flipped
ZIMRUNT2.PIX
0,0,flipped
ZIMRUNT3.PIX
0,0,flipped
ZIMRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ZIMTRN.PIX
0,0,flipped
ZIMSTL.PIX
0,0,flipped
ZIMSTL.PIX
0,0,not flipped
ZIMTRN.PIX
0,0,not flipped
4									// Number of looping frames
ZIMRUNA1.PIX
0,0,not flipped
ZIMRUNA2.PIX
0,0,not flipped
ZIMRUNA3.PIX
0,0,not flipped
ZIMRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ZIMSTL.PIX
0,0,not flipped
ZIMSTL.PIX
0,0,not flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
ZIMHIT1.PIX
0,0,not flipped
ZIMHIT2.PIX
0,0,not flipped
ZIMHIT3.PIX
0,0,not flipped
ZIMHIT4.PIX
0,0,not flipped
ZIMDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
ZIMHIT1.PIX
0,0,not flipped
ZIMHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ZIMBAK.PIX
0,0,not flipped
ZIMBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YY]A=}!"_:a(YS0t%7e
27										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZANN.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
ANRUNA3.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
ANRUNT3.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
ANRUNT3.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
ANRUNA3.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANSTL.PIX
0,0,not flipped
ANSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
ANHIT3.PIX
0,0,not flipped
ANHIT4.PIX
0,0,not flipped
ANDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANBAK.PIX
0,0,not flipped
ANBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YY]K=}!"_:a(YS0t%7e
28										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZANN.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
ANRUNA3.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
ANRUNT3.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
ANRUNT3.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
ANRUNA3.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANSTL.PIX
0,0,not flipped
ANSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
ANHIT3.PIX
0,0,not flipped
ANHIT4.PIX
0,0,not flipped
ANDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANBAK.PIX
0,0,not flipped
ANBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYHK=}!"_:a(YS0t%7e
30										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZFM0.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,not flipped
FM0STL.PIX
0,0,not flipped
FM0SHK.PIX
0,0,flipped
FM0TRN.PIX
0,0,flipped
4									// Number of looping frames
FM0RUNA1.PIX
0,0,not flipped
FM0RUNA2.PIX
0,0,not flipped
FM0RUNA3.PIX
0,0,not flipped
FM0RUNA2.PIX
0,0,not flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,not flipped
FM0STL.PIX
0,0,not flipped
FM0SHK.PIX
0,0,flipped
FM0TRN.PIX
0,0,flipped
4									// Number of looping frames
FM0RUNT1.PIX
0,0,flipped
FM0RUNT2.PIX
0,0,flipped
FM0RUNT3.PIX
0,0,flipped
FM0RUNT2.PIX
0,0,flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,flipped
FM0STL.PIX
0,0,flipped
FM0SHK.PIX
0,0,not flipped
FM0TRN.PIX
0,0,not flipped
4									// Number of looping frames
FM0RUNT1.PIX
0,0,not flipped
FM0RUNT2.PIX
0,0,not flipped
FM0RUNT3.PIX
0,0,not flipped
FM0RUNT2.PIX
0,0,not flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
FM0SHK.PIX
0,0,flipped
FM0STL.PIX
0,0,flipped
FM0SHK.PIX
0,0,not flipped
FM0TRN.PIX
0,0,not flipped
4									// Number of looping frames
FM0RUNA1.PIX
0,0,flipped
FM0RUNA2.PIX
0,0,flipped
FM0RUNA3.PIX
0,0,flipped
FM0RUNA2.PIX
0,0,flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FM0STL.PIX
0,0,not flipped
FM0STL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
FM0HIT1B.PIX
0,0,not flipped
FM0HIT2B.PIX
0,0,not flipped
FM0HIT3B.PIX
0,0,not flipped
FM0HIT4B.PIX
0,0,not flipped
FM0DEDB.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
FM0HIT1B.PIX
0,0,not flipped
FM0HIT2B.PIX
0,0,not flipped
0									// Number of looping frames
///Sequence #8 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FM0STL.PIX
0,0,not flipped
FM0STL.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYQC=}!"_:a(YS0t%7e
31										// Reference number
0.26									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZKEL.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4									// Number of looping frames
KELRUNA1.PIX
0,0,flipped
KELRUNA2.PIX
0,0,flipped
KELRUNA3.PIX
0,0,flipped
KELRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4									// Number of looping frames
KELRUNT1.PIX
0,0,not flipped
KELRUNT2.PIX
0,0,not flipped
KELRUNT3.PIX
0,0,not flipped
KELRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4									// Number of looping frames
KELRUNT1.PIX
0,0,flipped
KELRUNT2.PIX
0,0,flipped
KELRUNT3.PIX
0,0,flipped
KELRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
KELSHK.PIX
0,0,flipped
KELSTL.PIX
0,0,flipped
KELSHK.PIX
0,0,not flipped
KELTRN.PIX
0,0,not flipped
4									// Number of looping frames
KELRUNA1.PIX
0,0,not flipped
KELRUNA2.PIX
0,0,not flipped
KELRUNA3.PIX
0,0,not flipped
KELRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
KELSTL.PIX
0,0,not flipped
KELSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
KELHIT1.PIX
0,0,not flipped
KELHIT2.PIX
0,0,not flipped
KELHIT3.PIX
0,0,not flipped
KELHIT4.PIX
0,0,not flipped
KELDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
KELHIT1.PIX
0,0,not flipped
KELHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
KELBAK.PIX
0,0,not flipped
KELBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//S0t%7e!"_:a(YYX	[=}!"_:a(YS0t%7e
29										// 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
ZPER.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
1,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
2,4000,4902							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,1							// Max bearing, sequence index
270,2							// Max bearing, sequence index
360,3							// Max bearing, sequence index
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
PERRUNA3.PIX
0,0,flipped
PERRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
PERRUNT3.PIX
0,0,not flipped
PERRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNT1.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
PERRUNT3.PIX
0,0,flipped
PERRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
PERSHK.PIX
0,0,flipped
PERSTL.PIX
0,0,flipped
PERSHK.PIX
0,0,not flipped
PERTRN.PIX
0,0,not flipped
4									// Number of looping frames
PERRUNA1.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
PERRUNA3.PIX
0,0,not flipped
PERRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERSTL.PIX
0,0,not flipped
PERSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
PERHIT3.PIX
0,0,not flipped
PERHIT4.PIX
0,0,not flipped
PERDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
PERHIT1.PIX
0,0,not flipped
PERHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
PERBAK.PIX
0,0,not flipped
PERBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
//!"_:a(YS0t%7e+J4B|NSS0t%7e!"_:a(Y
100										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
101										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
102										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
103										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
104										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
105										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
106										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
107										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
108										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OYDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OYDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
109										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OYDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OYDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
110										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
111										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OCYLNDR1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OCYLNDR2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
112										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
113										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OGDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
114										// Reference number
0.35									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
MINE.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
variable								// Frame rate type
4,4
0									// Number of initial frames
10									// Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
variable								// Frame rate type
4,4
0									// Number of initial frames
10									// Number of looping frames
MINER0.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER5.PIX
0,0,flipped
MINER4.PIX
0,0,flipped
MINER3.PIX
0,0,flipped
MINER2.PIX
0,0,flipped
MINER1.PIX
0,0,flipped
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
115										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
116										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
117										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
118										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
119										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
120										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
121										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
122										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
123										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
124										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
125										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
126										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
127										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
128										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QGDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
129										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
130										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QCYLNDR1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QCYLNDR2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
131										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QYDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QYDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
132										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
133										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
134										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
135										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
136										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
OTYRES2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
137										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
ORDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
138										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QGDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QGDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
139										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
140										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
141										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
142										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
143										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
144										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
145										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM1.PIX
0,0,flipped
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
QRDRUM2.PIX
0,0,flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
NEXT PEDESTRIAN
//k(YS0t%7e!"_:aF]z+O_=}!"_:a(YS0t%7e
33										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ZANN.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
//Jky$W"PY7~|i.To(x.Kg_u1dt!]+fb=Vw
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
//UQ(MkWY9o/0oN~z0-KkQ0jyo[elUb>W"	P~ih,Q
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
//+Id"VlSK:s/{.NjdUs*K"Vv7|t T
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
//Sxn7`so8(X0?LpP}~fs;U+or'\v
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
//CMu0/>z&(q?XnS^u+ayoYddy8Pm
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
//(4s?PmZ,~"=!Ue%q?XnS^u+ayoYddy8Pm
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
//" \o;a~*(8U=kMwWY|,fz'NnftkXlo0/|8[r(kMjP:,fz'N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
ANRUNA3.PIX
0,0,flipped
ANRUNA2.PIX
0,0,flipped
//kjgLt=j=l+%Ud>KlS_s9gi*TnlUq%]"L:*`j.Ho{Ud$v\h~cx)N
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
ANRUNT3.PIX
0,0,not flipped
ANRUNT2.PIX
0,0,not flipped
//~\x>Onfuk0SYn+}so\yax?\l]Y{0k==Oe(<XpJYn1/i'_bzUb"^j
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNT1.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
ANRUNT3.PIX
0,0,flipped
ANRUNT2.PIX
0,0,flipped
//Xme.WaZ)~"=;OyfUv9PeMt;k=.To(e%cX:*`=;Rna0'\d
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
4									// Number of initial frames
ANSHK.PIX
0,0,flipped
ANSTL.PIX
0,0,flipped
ANSHK.PIX
0,0,not flipped
ANTRN.PIX
0,0,not flipped
4									// Number of looping frames
ANRUNA1.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
ANRUNA3.PIX
0,0,not flipped
ANRUNA2.PIX
0,0,not flipped
///Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANSTL.PIX
0,0,not flipped
ANSTL.PIX
0,0,flipped
//(&u:LgZ:}:=bmiq'aUs-fr!|axkZc
don't collide						// Exclude this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
5									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
ANHIT3.PIX
0,0,not flipped
ANHIT4.PIX
0,0,not flipped
ANDED.PIX
0,0,not flipped
0									// Number of looping frames
//QH0lxo=(X0?LpP}~fs;U+or'\v
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
//=_z}~(\"PY7~ar!miq'aUs-fr!|axkZc
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
ANHIT1.PIX
0,0,not flipped
ANHIT2.PIX
0,0,not flipped
0									// Number of looping frames
//oinyu%ZgSA:s/n;[a~*K{_u1dt!]+|ukVv\:)ndo\yg08Pfu~|t+_
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
ANBAK.PIX
0,0,not flipped
ANBAK.PIX
0,0,flipped
NEXT PEDESTRIAN
146										// Reference number
0.35									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
LNDMINE8.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action
2										// Number of actions
//=Ya~k2SYi*ns+SeoUd#\p
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
3									// Number of sequences for this action
10,0							// Max bearing, sequence index
350,1							// Max bearing, sequence index
360,0							// Max bearing, sequence index
//:	li&Ue(V!k"Av1kt!]
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,2							// Max bearing, sequence index
3										// Number of sequences
//~\x>Onfuk2SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
LNDMINE8.PIX
0,0,not flipped		
0									// Number of looping frames
//~\x>Onfuk3SYi*ns+SeoUd#\p
collide								// Include this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
LNDMINE8.PIX
0,0,not flipped
0									// Number of looping frames
//*/zx!Yn(V"k"Av1kt!]
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
10,10
7									// Number of initial frames
EXP1.PIX
-0.02,0.11,flipped
EXP2.PIX
-0.03357,0.1492,flipped
EXP3.PIX
-0.05222,0.16039,flipped
EXP4.PIX
-0.05968,0.18277,flipped
EXP5.PIX
-0.05222,0.20515,flipped
EXP6.PIX
-0.05222,0.22007,flipped
EXP7.PIX
-0.05595,0.2238,flipped
0									// Number of looping frames
END OF PEDESTRIANS
