// **************** RO1 (FORMERLY NIK) **********************************************************************************

1										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
		RO1RUNA3.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,not flipped
		RO1RUNT2.PIX
		0,0,not flipped
		RO1RUNT3.PIX
		0,0,not flipped

		RO1RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
		RO1RUNT3.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
		RO1RUNA3.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1STL1.PIX
		0,0,flipped
		RO1STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
		RO1HIT3.PIX
		0,0,not flipped
		RO1HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO1DED1.PIX
		0,0,not flipped
		RO1DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1BAK1.PIX
		0,0,not flipped
		RO1BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN

// **************** RO2 (FORMERLY ???) **********************************************************************************  

32										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
		RO2RUNA3.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,not flipped
		RO2RUNT2.PIX
		0,0,not flipped
		RO2RUNT3.PIX
		0,0,not flipped
		RO2RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
		RO2RUNT3.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,not flipped
		RO2RUNA2.PIX
		0,0,not flipped
		RO2RUNA3.PIX
		0,0,not flipped
		RO2RUNA2.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
		RO2STL1.PIX
		0,0,flipped
		RO2STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
		RO2HIT3.PIX
		0,0,not flipped
		RO2HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R02DED1.PIX
		0,0,not flipped
		RO2DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO2BAK1.PIX
		0,0,not flipped
		RO2BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN

// **************** RO3(FORMERLY ???) **********************************************************************************

2										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
		RO3RUNA3.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,not flipped
		RO3RUNT2.PIX
		0,0,not flipped
		RO3RUNT3.PIX
		0,0,not flipped

		RO3RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
		RO3RUNT3.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,not flipped
		RO3RUNA2.PIX
		0,0,not flipped
		RO3RUNA3.PIX
		0,0,not flipped
		RO3RUNA2.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
		RO3STL1.PIX
		0,0,flipped
		RO3STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
		RO3HIT3.PIX
		0,0,not flipped
		RO3HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R03DED1.PIX
		0,0,not flipped
		RO3DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO3BAK1.PIX
		0,0,not flipped
		RO3BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO4(FORMERLY ???) **********************************************************************************

3										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
		RO4RUNA3.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,not flipped
		RO4RUNT2.PIX
		0,0,not flipped
		RO4RUNT3.PIX
		0,0,not flipped

		RO4RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
		RO4RUNT3.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,not flipped
		RO4RUNA2.PIX
		0,0,not flipped
		RO4RUNA3.PIX
		0,0,not flipped
		RO4RUNA2.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
		RO4STL1.PIX
		0,0,flipped
		RO4STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
		RO4HIT3.PIX
		0,0,not flipped
		RO4HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R04DED1.PIX
		0,0,not flipped
		RO4DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO4BAK1.PIX
		0,0,not flipped
		RO4BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN

// **************** RO5 (FORMERLY ANN OR AN) ****************************************************************************

4										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
		RO5RUNA3.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,not flipped
		RO5RUNT2.PIX
		0,0,not flipped
		RO5RUNT3.PIX
		0,0,not flipped

		RO5RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
		RO5RUNT3.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,not flipped
		RO5RUNA2.PIX
		0,0,not flipped
		RO5RUNA3.PIX
		0,0,not flipped
		RO5RUNA2.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
		RO5STL1.PIX
		0,0,flipped
		RO5STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
		RO5HIT3.PIX
		0,0,not flipped
		RO5HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R05DED1.PIX
		0,0,not flipped
		RO5DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO5BAK1.PIX
		0,0,not flipped
		RO5BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO6(FORMERLY PER) ************************************************************************************ 

5										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
		RO6RUNA3.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,not flipped
		RO6RUNT2.PIX
		0,0,not flipped
		RO6RUNT3.PIX
		0,0,not flipped

		RO6RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
		RO6RUNT3.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,not flipped
		RO6RUNA2.PIX
		0,0,not flipped
		RO6RUNA3.PIX
		0,0,not flipped
		RO6RUNA2.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
		RO6STL1.PIX
		0,0,flipped
		RO6STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
		RO6HIT3.PIX
		0,0,not flipped
		RO6HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R06DED1.PIX
		0,0,not flipped
		RO6DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO6BAK1.PIX
		0,0,not flipped
		RO6BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO7(FORMERLY PRS) ********************************************************************************** 

6										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
		RO7RUNA3.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,not flipped
		RO7RUNT2.PIX
		0,0,not flipped
		RO7RUNT3.PIX
		0,0,not flipped

		RO7RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
		RO7RUNT3.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,not flipped
		RO7RUNA2.PIX
		0,0,not flipped
		RO7RUNA3.PIX
		0,0,not flipped
		RO7RUNA2.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
		RO7STL1.PIX
		0,0,flipped
		RO7STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
		RO7HIT3.PIX
		0,0,not flipped
		RO7HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO7DED1.PIX
		0,0,not flipped
		RO7DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO7BAK1.PIX
		0,0,not flipped
		RO7BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO8(FORMERLY ???) **********************************************************************************

7										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
		RO8RUNA3.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,not flipped
		RO8RUNT2.PIX
		0,0,not flipped
		RO8RUNT3.PIX
		0,0,not flipped

		RO8RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
		RO8RUNT3.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,not flipped
		RO8RUNA2.PIX
		0,0,not flipped
		RO8RUNA3.PIX
		0,0,not flipped
		RO8RUNA2.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
		RO8STL1.PIX
		0,0,flipped
		RO8STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
		RO8HIT3.PIX
		0,0,not flipped
		RO8HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R08DED1.PIX
		0,0,not flipped
		RO8DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO8BAK1.PIX
		0,0,not flipped
		RO8BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO1(FORMERLY CAM) **********************************************************************************

8										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
		RO1RUNA3.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,not flipped
		RO1RUNT2.PIX
		0,0,not flipped
		RO1RUNT3.PIX
		0,0,not flipped

		RO1RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
		RO1RUNT3.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
		RO1RUNA3.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1STL1.PIX
		0,0,flipped
		RO1STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
		RO1HIT3.PIX
		0,0,not flipped
		RO1HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO1DED1.PIX
		0,0,not flipped
		RO1DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1BAK1.PIX
		0,0,not flipped
		RO1BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO2 (FORMERLY CW0) **********************************************************************************

9										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
		RO2RUNA3.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,not flipped
		RO2RUNT2.PIX
		0,0,not flipped
		RO2RUNT3.PIX
		0,0,not flipped

		RO2RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
		RO2RUNT3.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,not flipped
		RO2RUNA2.PIX
		0,0,not flipped
		RO2RUNA3.PIX
		0,0,not flipped
		RO2RUNA2.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
		RO2STL1.PIX
		0,0,flipped
		RO2STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
		RO2HIT3.PIX
		0,0,not flipped
		RO2HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R02DED1.PIX
		0,0,not flipped
		RO2DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO2BAK1.PIX
		0,0,not flipped
		RO2BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO3(FORMERLY CW1) **********************************************************************************

10										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
		RO3RUNA3.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,not flipped
		RO3RUNT2.PIX
		0,0,not flipped
		RO3RUNT3.PIX
		0,0,not flipped

		RO3RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
		RO3RUNT3.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,not flipped
		RO3RUNA2.PIX
		0,0,not flipped
		RO3RUNA3.PIX
		0,0,not flipped
		RO3RUNA2.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
		RO3STL1.PIX
		0,0,flipped
		RO3STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
		RO3HIT3.PIX
		0,0,not flipped
		RO3HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R03DED1.PIX
		0,0,not flipped
		RO3DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO3BAK1.PIX
		0,0,not flipped
		RO3BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO4 (FORMERLY CW3) **********************************************************************************

11										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
		RO4RUNA3.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,not flipped
		RO4RUNT2.PIX
		0,0,not flipped
		RO4RUNT3.PIX
		0,0,not flipped

		RO4RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
		RO4RUNT3.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,not flipped
		RO4RUNA2.PIX
		0,0,not flipped
		RO4RUNA3.PIX
		0,0,not flipped
		RO4RUNA2.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
		RO4STL1.PIX
		0,0,flipped
		RO4STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
		RO4HIT3.PIX
		0,0,not flipped
		RO4HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R04DED1.PIX
		0,0,not flipped
		RO4DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO4BAK1.PIX
		0,0,not flipped
		RO4BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN

// **************** RO5 (FORMERLY ???) **********************************************************************************

99										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
		RO5RUNA3.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,not flipped
		RO5RUNT2.PIX
		0,0,not flipped
		RO5RUNT3.PIX
		0,0,not flipped

		RO5RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
		RO5RUNT3.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,not flipped
		RO5RUNA2.PIX
		0,0,not flipped
		RO5RUNA3.PIX
		0,0,not flipped
		RO5RUNA2.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
		RO5STL1.PIX
		0,0,flipped
		RO5STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
		RO5HIT3.PIX
		0,0,not flipped
		RO5HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R05DED1.PIX
		0,0,not flipped
		RO5DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO5BAK1.PIX
		0,0,not flipped
		RO5BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN

// **************** RO6 (FORMERLY SKN) **********************************************************************************

20										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
		RO6RUNA3.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,not flipped
		RO6RUNT2.PIX
		0,0,not flipped
		RO6RUNT3.PIX
		0,0,not flipped

		RO6RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
		RO6RUNT3.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,not flipped
		RO6RUNA2.PIX
		0,0,not flipped
		RO6RUNA3.PIX
		0,0,not flipped
		RO6RUNA2.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
		RO6STL1.PIX
		0,0,flipped
		RO6STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
		RO6HIT3.PIX
		0,0,not flipped
		RO6HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R06DED1.PIX
		0,0,not flipped
		RO6DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO6BAK1.PIX
		0,0,not flipped
		RO6BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN

// **************** RO7 (FORMERLY ???) **********************************************************************************

21										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
		RO7RUNA3.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,not flipped
		RO7RUNT2.PIX
		0,0,not flipped
		RO7RUNT3.PIX
		0,0,not flipped

		RO7RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
		RO7RUNT3.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,not flipped
		RO7RUNA2.PIX
		0,0,not flipped
		RO7RUNA3.PIX
		0,0,not flipped
		RO7RUNA2.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
		RO7STL1.PIX
		0,0,flipped
		RO7STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
		RO7HIT3.PIX
		0,0,not flipped
		RO7HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO7DED1.PIX
		0,0,not flipped
		RO7DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO7BAK1.PIX
		0,0,not flipped
		RO7BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO8 (FORMERLY ???) **********************************************************************************

12										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
		RO8RUNA3.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,not flipped
		RO8RUNT2.PIX
		0,0,not flipped
		RO8RUNT3.PIX
		0,0,not flipped

		RO8RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
		RO8RUNT3.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,not flipped
		RO8RUNA2.PIX
		0,0,not flipped
		RO8RUNA3.PIX
		0,0,not flipped
		RO8RUNA2.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
		RO8STL1.PIX
		0,0,flipped
		RO8STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
		RO8HIT3.PIX
		0,0,not flipped
		RO8HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R08DED1.PIX
		0,0,not flipped
		RO8DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO8BAK1.PIX
		0,0,not flipped
		RO8BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN

// **************** RO1 (FORMERLY COP) **********************************************************************************

13										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
		RO1RUNA3.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,not flipped
		RO1RUNT2.PIX
		0,0,not flipped
		RO1RUNT3.PIX
		0,0,not flipped

		RO1RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
		RO1RUNT3.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
		RO1RUNA3.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1STL1.PIX
		0,0,flipped
		RO1STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
		RO1HIT3.PIX
		0,0,not flipped
		RO1HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO1DED1.PIX
		0,0,not flipped
		RO1DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1BAK1.PIX
		0,0,not flipped
		RO1BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO2(FORMERLY CPT) **********************************************************************************

14										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
		RO2RUNA3.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,not flipped
		RO2RUNT2.PIX
		0,0,not flipped
		RO2RUNT3.PIX
		0,0,not flipped

		RO2RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
		RO2RUNT3.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,not flipped
		RO2RUNA2.PIX
		0,0,not flipped
		RO2RUNA3.PIX
		0,0,not flipped
		RO2RUNA2.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
		RO2STL1.PIX
		0,0,flipped
		RO2STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
		RO2HIT3.PIX
		0,0,not flipped
		RO2HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R02DED1.PIX
		0,0,not flipped
		RO2DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO2BAK1.PIX
		0,0,not flipped
		RO2BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO3(FORMERLY FM0) **********************************************************************************

15										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
		RO3RUNA3.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,not flipped
		RO3RUNT2.PIX
		0,0,not flipped
		RO3RUNT3.PIX
		0,0,not flipped

		RO3RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
		RO3RUNT3.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,not flipped
		RO3RUNA2.PIX
		0,0,not flipped
		RO3RUNA3.PIX
		0,0,not flipped
		RO3RUNA2.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
		RO3STL1.PIX
		0,0,flipped
		RO3STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
		RO3HIT3.PIX
		0,0,not flipped
		RO3HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R03DED1.PIX
		0,0,not flipped
		RO3DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO3BAK1.PIX
		0,0,not flipped
		RO3BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO4(FORMERLY MAN) **********************************************************************************

16										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
		RO4RUNA3.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,not flipped
		RO4RUNT2.PIX
		0,0,not flipped
		RO4RUNT3.PIX
		0,0,not flipped

		RO4RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
		RO4RUNT3.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,not flipped
		RO4RUNA2.PIX
		0,0,not flipped
		RO4RUNA3.PIX
		0,0,not flipped
		RO4RUNA2.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
		RO4STL1.PIX
		0,0,flipped
		RO4STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
		RO4HIT3.PIX
		0,0,not flipped
		RO4HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R04DED1.PIX
		0,0,not flipped
		RO4DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO4BAK1.PIX
		0,0,not flipped
		RO4BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO5 (FORMERLY MUS) **********************************************************************************

17										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
		RO5RUNA3.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,not flipped
		RO5RUNT2.PIX
		0,0,not flipped
		RO5RUNT3.PIX
		0,0,not flipped

		RO5RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
		RO5RUNT3.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,not flipped
		RO5RUNA2.PIX
		0,0,not flipped
		RO5RUNA3.PIX
		0,0,not flipped
		RO5RUNA2.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
		RO5STL1.PIX
		0,0,flipped
		RO5STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
		RO5HIT3.PIX
		0,0,not flipped
		RO5HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R05DED1.PIX
		0,0,not flipped
		RO5DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO5BAK1.PIX
		0,0,not flipped
		RO5BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO6(FORMERLY OLD) **********************************************************************************

18										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
		RO6RUNA3.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,not flipped
		RO6RUNT2.PIX
		0,0,not flipped
		RO6RUNT3.PIX
		0,0,not flipped

		RO6RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
		RO6RUNT3.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,not flipped
		RO6RUNA2.PIX
		0,0,not flipped
		RO6RUNA3.PIX
		0,0,not flipped
		RO6RUNA2.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
		RO6STL1.PIX
		0,0,flipped
		RO6STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
		RO6HIT3.PIX
		0,0,not flipped
		RO6HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R06DED1.PIX
		0,0,not flipped
		RO6DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO6BAK1.PIX
		0,0,not flipped
		RO6BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO7(FORMERLY RID) **********************************************************************************

19										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
		RO7RUNA3.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,not flipped
		RO7RUNT2.PIX
		0,0,not flipped
		RO7RUNT3.PIX
		0,0,not flipped

		RO7RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
		RO7RUNT3.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,not flipped
		RO7RUNA2.PIX
		0,0,not flipped
		RO7RUNA3.PIX
		0,0,not flipped
		RO7RUNA2.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
		RO7STL1.PIX
		0,0,flipped
		RO7STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
		RO7HIT3.PIX
		0,0,not flipped
		RO7HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO7DED1.PIX
		0,0,not flipped
		RO7DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO7BAK1.PIX
		0,0,not flipped
		RO7BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO8(FORMERLY ???) **********************************************************************************

26										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
		RO8RUNA3.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,not flipped
		RO8RUNT2.PIX
		0,0,not flipped
		RO8RUNT3.PIX
		0,0,not flipped

		RO8RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
		RO8RUNT3.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,not flipped
		RO8RUNA2.PIX
		0,0,not flipped
		RO8RUNA3.PIX
		0,0,not flipped
		RO8RUNA2.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
		RO8STL1.PIX
		0,0,flipped
		RO8STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
		RO8HIT3.PIX
		0,0,not flipped
		RO8HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R08DED1.PIX
		0,0,not flipped
		RO8DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO8BAK1.PIX
		0,0,not flipped
		RO8BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN



// **************** RO1 (FORMERLY LTH) ************************************************************************************************

22										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO1.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
		RO1RUNA3.PIX
		0,0,flipped
		RO1RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,not flipped
		RO1RUNT2.PIX
		0,0,not flipped
		RO1RUNT3.PIX
		0,0,not flipped

		RO1RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
		RO1RUNT3.PIX
		0,0,flipped
		RO1RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNA1.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
		RO1RUNA3.PIX
		0,0,not flipped
		RO1RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1STL1.PIX
		0,0,flipped
		RO1STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
		RO1HIT3.PIX
		0,0,not flipped
		RO1HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO1DED1.PIX
		0,0,not flipped
		RO1DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO1HIT1.PIX
		0,0,not flipped
		RO1HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO1BAK1.PIX
		0,0,not flipped
		RO1BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO2 (FORMERLY TIA?) **********************************************************************************************

24										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO2.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
		RO2RUNA3.PIX
		0,0,flipped
		RO2RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,not flipped
		RO2RUNT2.PIX
		0,0,not flipped
		RO2RUNT3.PIX
		0,0,not flipped

		RO2RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNT1.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
		RO2RUNT3.PIX
		0,0,flipped
		RO2RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2SHK.PIX
		0,0,flipped
		RO2STL1.PIX
		0,0,flipped
		RO2SHK.PIX
		0,0,not flipped
		RO2TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO2RUNA1.PIX
		0,0,not flipped
		RO2RUNA2.PIX
		0,0,not flipped
		RO2RUNA3.PIX
		0,0,not flipped
		RO2RUNA2.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
		RO2STL1.PIX
		0,0,flipped
		RO2STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
		RO2HIT3.PIX
		0,0,not flipped
		RO2HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R02DED1.PIX
		0,0,not flipped
		RO2DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO2HIT1.PIX
		0,0,not flipped
		RO2HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO2BAK1.PIX
		0,0,not flipped
		RO2BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN



// **************** RO3 (FORMERLY ZIM) *************************************************************************************************

25										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO3.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
		RO3RUNA3.PIX
		0,0,flipped
		RO3RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,not flipped
		RO3RUNT2.PIX
		0,0,not flipped
		RO3RUNT3.PIX
		0,0,not flipped

		RO3RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNT1.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
		RO3RUNT3.PIX
		0,0,flipped
		RO3RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3SHK.PIX
		0,0,flipped
		RO3STL1.PIX
		0,0,flipped
		RO3SHK.PIX
		0,0,not flipped
		RO3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO3RUNA1.PIX
		0,0,not flipped
		RO3RUNA2.PIX
		0,0,not flipped
		RO3RUNA3.PIX
		0,0,not flipped
		RO3RUNA2.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
		RO3STL1.PIX
		0,0,flipped
		RO3STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
		RO3HIT3.PIX
		0,0,not flipped
		RO3HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R03DED1.PIX
		0,0,not flipped
		RO3DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO3HIT1.PIX
		0,0,not flipped
		RO3HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO3BAK1.PIX
		0,0,not flipped
		RO3BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO4 (FORMERLY GRN) ************************************************************************************************

27										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO4.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
		RO4RUNA3.PIX
		0,0,flipped
		RO4RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,not flipped
		RO4RUNT2.PIX
		0,0,not flipped
		RO4RUNT3.PIX
		0,0,not flipped

		RO4RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNT1.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
		RO4RUNT3.PIX
		0,0,flipped
		RO4RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4SHK.PIX
		0,0,flipped
		RO4STL1.PIX
		0,0,flipped
		RO4SHK.PIX
		0,0,not flipped
		RO4TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO4RUNA1.PIX
		0,0,not flipped
		RO4RUNA2.PIX
		0,0,not flipped
		RO4RUNA3.PIX
		0,0,not flipped
		RO4RUNA2.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
		RO4STL1.PIX
		0,0,flipped
		RO4STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
		RO4HIT3.PIX
		0,0,not flipped
		RO4HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R04DED1.PIX
		0,0,not flipped
		RO4DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO4HIT1.PIX
		0,0,not flipped
		RO4HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO4BAK1.PIX
		0,0,not flipped
		RO4BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN


// **************** RO5 (FORMERLY GOD) ************************************************************************************************

28										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO5.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
		RO5RUNA3.PIX
		0,0,flipped
		RO5RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,not flipped
		RO5RUNT2.PIX
		0,0,not flipped
		RO5RUNT3.PIX
		0,0,not flipped

		RO5RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNT1.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
		RO5RUNT3.PIX
		0,0,flipped
		RO5RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5SHK.PIX
		0,0,flipped
		RO5STL1.PIX
		0,0,flipped
		RO5SHK.PIX
		0,0,not flipped
		RO5TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO5RUNA1.PIX
		0,0,not flipped
		RO5RUNA2.PIX
		0,0,not flipped
		RO5RUNA3.PIX
		0,0,not flipped
		RO5RUNA2.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
		RO5STL1.PIX
		0,0,flipped
		RO5STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
		RO5HIT3.PIX
		0,0,not flipped
		RO5HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R05DED1.PIX
		0,0,not flipped
		RO5DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO5HIT1.PIX
		0,0,not flipped
		RO5HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO5BAK1.PIX
		0,0,not flipped
		RO5BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN



// **************** RO6 (FORMERLY RED) ************************************************************************************************

30										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO6.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
		RO6RUNA3.PIX
		0,0,flipped
		RO6RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,not flipped
		RO6RUNT2.PIX
		0,0,not flipped
		RO6RUNT3.PIX
		0,0,not flipped

		RO6RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNT1.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
		RO6RUNT3.PIX
		0,0,flipped
		RO6RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6SHK.PIX
		0,0,flipped
		RO6STL1.PIX
		0,0,flipped
		RO6SHK.PIX
		0,0,not flipped
		RO6TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO6RUNA1.PIX
		0,0,not flipped
		RO6RUNA2.PIX
		0,0,not flipped
		RO6RUNA3.PIX
		0,0,not flipped
		RO6RUNA2.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
		RO6STL1.PIX
		0,0,flipped
		RO6STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
		RO6HIT3.PIX
		0,0,not flipped
		RO6HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R06DED1.PIX
		0,0,not flipped
		RO6DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO6HIT1.PIX
		0,0,not flipped
		RO6HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO6BAK1.PIX
		0,0,not flipped
		RO6BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN



// **************** RO7 (FORMERLY KEL (THE BITCH)) *****************************************************************************************
31										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO7.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
		RO7RUNA3.PIX
		0,0,flipped
		RO7RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,not flipped
		RO7RUNT2.PIX
		0,0,not flipped
		RO7RUNT3.PIX
		0,0,not flipped

		RO7RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNT1.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
		RO7RUNT3.PIX
		0,0,flipped
		RO7RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7SHK.PIX
		0,0,flipped
		RO7STL1.PIX
		0,0,flipped
		RO7SHK.PIX
		0,0,not flipped
		RO7TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO7RUNA1.PIX
		0,0,not flipped
		RO7RUNA2.PIX
		0,0,not flipped
		RO7RUNA3.PIX
		0,0,not flipped
		RO7RUNA2.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
		RO7STL1.PIX
		0,0,flipped
		RO7STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
		RO7HIT3.PIX
		0,0,not flipped
		RO7HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		RO7DED1.PIX
		0,0,not flipped
		RO7DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO7HIT1.PIX
		0,0,not flipped
		RO7HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO7BAK1.PIX
		0,0,not flipped
		RO7BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN



// **************** RO8 (FORMERLY BAT) *************************************************************************************************

29										// Reference number
0.35									// Height
250										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
RO8.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index

// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4003							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,6							// Max bearing, sequence index

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4013							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4003							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

// Sequence #0 - turn frightened and run away to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
		RO8RUNA3.PIX
		0,0,flipped
		RO8RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,not flipped
		RO8RUNT2.PIX
		0,0,not flipped
		RO8RUNT3.PIX
		0,0,not flipped

		RO8RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNT1.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
		RO8RUNT3.PIX
		0,0,flipped
		RO8RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8SHK.PIX
		0,0,flipped
		RO8STL1.PIX
		0,0,flipped
		RO8SHK.PIX
		0,0,not flipped
		RO8TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO8RUNA1.PIX
		0,0,not flipped
		RO8RUNA2.PIX
		0,0,not flipped
		RO8RUNA3.PIX
		0,0,not flipped
		RO8RUNA2.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
		RO8STL1.PIX
		0,0,flipped
		RO8STL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
		RO8HIT3.PIX
		0,0,not flipped
		RO8HIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		R08DED1.PIX
		0,0,not flipped
		RO8DED2.PIX
		0,0,not flipped
			
			
// Sequence #6 - turning into giblets

	don't collide						// Exclude this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		GCHUNKS1.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #7 - non-fatal collision with car

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RO8HIT1.PIX
		0,0,not flipped
		RO8HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RO8BAK1.PIX
		0,0,not flipped
		RO8BAK2.PIX
		0,0,flipped
			
	

NEXT PEDESTRIAN








//-----------------------------------------------------------------------------------------------------------------
//                           END OF ACTUAL PEDS
//-----------------------------------------------------------------------------------------------------------------








// **************** BARREL *****************************************************************************************

100										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

101										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

102										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

103										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

104										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

105										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OCYLNDR1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OCYLNDR2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

106										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OCYLNDR1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OCYLNDR2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

107										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

108										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OYDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OYDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN

109										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400									// Exploding noises
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OYDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OYDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

110										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

111										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OCYLNDR1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OCYLNDR2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

112										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

113										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

114										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

115										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

116										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

117										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

118										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

119										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

120										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

121										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

122										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

123										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

124										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

125										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

126										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

127										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

128										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

129										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

130										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QCYLNDR1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QCYLNDR2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames


NEXT PEDESTRIAN

131										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QYDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QYDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

132										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

133										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

134										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

135										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

136										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		OTYRES2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

137										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		ORDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

138										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

139										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

140										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

141										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

142										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

143										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

144										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

145										// Reference number
0.19									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
BARREL.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		10,0							// Max bearing, sequence index
		350,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
		

// Action #1 - exploding

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,2							// Max bearing, sequence index


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	10,10
	7									// Number of initial frames
		EXP1.PIX
		-0.02,0.11,flipped
		EXP2.PIX
		-0.03357,0.1492,flipped
		EXP3.PIX
		-0.05222,0.16039,flipped
		EXP4.PIX
		-0.05968,0.18277,flipped
		EXP5.PIX
		-0.05222,0.20515,flipped
		EXP6.PIX
		-0.05222,0.22007,flipped
		EXP7.PIX
		-0.05595,0.2238,flipped
	0									// Number of looping frames

NEXT PEDESTRIAN

END OF PEDESTRIANS
// THIS HAD BETTER FUCKING WORK....Z