// **************** NIK 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNA1.PIX
		0,0,flipped
		NIKRUNA2.PIX
		0,0,flipped
		NIKRUNA3.PIX
		0,0,flipped
		NIKRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNT1.PIX
		0,0,not flipped
		NIKRUNT2.PIX
		0,0,not flipped
		NIKRUNT3.PIX
		0,0,not flipped
		NIKRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNT1.PIX
		0,0,flipped
		NIKRUNT2.PIX
		0,0,flipped
		NIKRUNT3.PIX
		0,0,flipped
		NIKRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNA1.PIX
		0,0,not flipped
		NIKRUNA2.PIX
		0,0,not flipped
		NIKRUNA3.PIX
		0,0,not flipped
		NIKRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		NIKSTL.PIX
		0,0,not flipped
		NIKSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		NIKHIT1.PIX
		0,0,not flipped
		NIKHIT2.PIX
		0,0,not flipped
		NIKHIT3.PIX
		0,0,not flipped
		NIKHIT4.PIX
		0,0,not flipped
		NIKDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		NIKHIT1.PIX
		0,0,not flipped
		NIKHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** RO1 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

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

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

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

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


// Action #5 - fatal ground collision

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

// Action #6 - non-fatal ground collision

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

9										// Number of sequences

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

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RO1SHK.PIX
		0,0,flipped
		RO1STL1.PIX
		0,0,flipped
		RO1SHK.PIX
		0,0,not flipped
		RO1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		RO1RUNT1.PIX
		0,0,not flipped
		RO1RUNT2.PIX
		0,0,not flipped
		RO1RUNT3.PIX
		0,0,not flipped
		RO1RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

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

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

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

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

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

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

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

NEXT PEDESTRIAN

// **************** BUS 2 ****************

2										// Reference number
0.27									// Height
125										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4003									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
BUS.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

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

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

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

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


// Action #5 - fatal ground collision

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

// Action #6 - non-fatal ground collision

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

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNA1.PIX
		0,0,flipped
		BUSRUNA2.PIX
		0,0,flipped
		BUSRUNA3.PIX
		0,0,flipped
		BUSRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNT1.PIX
		0,0,not flipped
		BUSRUNT2.PIX
		0,0,not flipped
		BUSRUNT3.PIX
		0,0,not flipped
		BUSRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNT1.PIX
		0,0,flipped
		BUSRUNT2.PIX
		0,0,flipped
		BUSRUNT3.PIX
		0,0,flipped
		BUSRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNA1.PIX
		0,0,not flipped
		BUSRUNA2.PIX
		0,0,not flipped
		BUSRUNA3.PIX
		0,0,not flipped
		BUSRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		BUSSTL.PIX
		0,0,not flipped
		BUSSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		BUSHIT1.PIX
		0,0,not flipped
		BUSHIT2.PIX
		0,0,not flipped
		BUSHIT3.PIX
		0,0,not flipped
		BUSHIT4.PIX
		0,0,not flipped
		BUSDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		BUSHIT1.PIX
		0,0,not flipped
		BUSHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** FAT 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0005							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNA1.PIX
		0,0,flipped
		FATRUNA2.PIX
		0,0,flipped
		FATRUNA3.PIX
		0,0,flipped
		FATRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNT1.PIX
		0,0,not flipped
		FATRUNT2.PIX
		0,0,not flipped
		FATRUNT3.PIX
		0,0,not flipped
		FATRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNT1.PIX
		0,0,flipped
		FATRUNT2.PIX
		0,0,flipped
		FATRUNT3.PIX
		0,0,flipped
		FATRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNA1.PIX
		0,0,not flipped
		FATRUNA2.PIX
		0,0,not flipped
		FATRUNA3.PIX
		0,0,not flipped
		FATRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		FATSTL.PIX
		0,0,not flipped
		FATSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		FATHIT1.PIX
		0,0,not flipped
		FATHIT2.PIX
		0,0,not flipped
		FATHIT3.PIX
		0,0,not flipped
		FATHIT4.PIX
		0,0,not flipped
		FATDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		FATHIT1.PIX
		0,0,not flipped
		FATHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** ANN 2 ****************

4										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
ANN.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNA1.PIX
		0,0,flipped
		ANRUNA2.PIX
		0,0,flipped
		ANRUNA3.PIX
		0,0,flipped
		ANRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNT1.PIX
		0,0,not flipped
		ANRUNT2.PIX
		0,0,not flipped
		ANRUNT3.PIX
		0,0,not flipped
		ANRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNT1.PIX
		0,0,flipped
		ANRUNT2.PIX
		0,0,flipped
		ANRUNT3.PIX
		0,0,flipped
		ANRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNA1.PIX
		0,0,not flipped
		ANRUNA2.PIX
		0,0,not flipped
		ANRUNA3.PIX
		0,0,not flipped
		ANRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		ANSTL.PIX
		0,0,not flipped
		ANSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		ANHIT1.PIX
		0,0,not flipped
		ANHIT2.PIX
		0,0,not flipped
		ANHIT3.PIX
		0,0,not flipped
		ANHIT4.PIX
		0,0,not flipped
		ANDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		ANHIT1.PIX
		0,0,not flipped
		ANHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN


// **************** PER 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNA1.PIX
		0,0,flipped
		PERRUNA2.PIX
		0,0,flipped
		PERRUNA3.PIX
		0,0,flipped
		PERRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNT1.PIX
		0,0,not flipped
		PERRUNT2.PIX
		0,0,not flipped
		PERRUNT3.PIX
		0,0,not flipped
		PERRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNT1.PIX
		0,0,flipped
		PERRUNT2.PIX
		0,0,flipped
		PERRUNT3.PIX
		0,0,flipped
		PERRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNA1.PIX
		0,0,not flipped
		PERRUNA2.PIX
		0,0,not flipped
		PERRUNA3.PIX
		0,0,not flipped
		PERRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		PERSTL.PIX
		0,0,not flipped
		PERSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		PERHIT1.PIX
		0,0,not flipped
		PERHIT2.PIX
		0,0,not flipped
		PERHIT3.PIX
		0,0,not flipped
		PERHIT4.PIX
		0,0,not flipped
		PERDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		PERHIT1.PIX
		0,0,not flipped
		PERHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN


// **************** PRS 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

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

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

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

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


// Action #5 - fatal ground collision

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

// Action #6 - non-fatal ground collision

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

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNA1.PIX
		0,0,flipped
		PRSRUNA2.PIX
		0,0,flipped
		PRSRUNA3.PIX
		0,0,flipped
		PRSRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNT1.PIX
		0,0,not flipped
		PRSRUNT2.PIX
		0,0,not flipped
		PRSRUNT3.PIX
		0,0,not flipped
		PRSRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNT1.PIX
		0,0,flipped
		PRSRUNT2.PIX
		0,0,flipped
		PRSRUNT3.PIX
		0,0,flipped
		PRSRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNA1.PIX
		0,0,not flipped
		PRSRUNA2.PIX
		0,0,not flipped
		PRSRUNA3.PIX
		0,0,not flipped
		PRSRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		PRSSTL.PIX
		0,0,not flipped
		PRSSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		PRSHIT1.PIX
		0,0,not flipped
		PRSHIT2.PIX
		0,0,not flipped
		PRSHIT3.PIX
		0,0,not flipped
		PRSHIT4.PIX
		0,0,not flipped
		PRSDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		PRSHIT1.PIX
		0,0,not flipped
		PRSHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** TON 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNA1.PIX
		0,0,flipped
		TONRUNA2.PIX
		0,0,flipped
		TONRUNA3.PIX
		0,0,flipped
		TONRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNT1.PIX
		0,0,not flipped
		TONRUNT2.PIX
		0,0,not flipped
		TONRUNT3.PIX
		0,0,not flipped
		TONRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNT1.PIX
		0,0,flipped
		TONRUNT2.PIX
		0,0,flipped
		TONRUNT3.PIX
		0,0,flipped
		TONRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNA1.PIX
		0,0,not flipped
		TONRUNA2.PIX
		0,0,not flipped
		TONRUNA3.PIX
		0,0,not flipped
		TONRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		TONSTL.PIX
		0,0,not flipped
		TONSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		TONHIT1.PIX
		0,0,not flipped
		TONHIT2.PIX
		0,0,not flipped
		TONHIT3.PIX
		0,0,not flipped
		TONHIT4.PIX
		0,0,not flipped
		TONDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		TONHIT1.PIX
		0,0,not flipped
		TONHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** CAM 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNA1.PIX
		0,0,flipped
		CAMRUNA2.PIX
		0,0,flipped
		CAMRUNA3.PIX
		0,0,flipped
		CAMRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNT1.PIX
		0,0,not flipped
		CAMRUNT2.PIX
		0,0,not flipped
		CAMRUNT3.PIX
		0,0,not flipped
		CAMRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNT1.PIX
		0,0,flipped
		CAMRUNT2.PIX
		0,0,flipped
		CAMRUNT3.PIX
		0,0,flipped
		CAMRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNA1.PIX
		0,0,not flipped
		CAMRUNA2.PIX
		0,0,not flipped
		CAMRUNA3.PIX
		0,0,not flipped
		CAMRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CAMSTL.PIX
		0,0,not flipped
		CAMSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CAMHIT1.PIX
		0,0,not flipped
		CAMHIT2.PIX
		0,0,not flipped
		CAMHIT3.PIX
		0,0,not flipped
		CAMHIT4.PIX
		0,0,not flipped
		CAMDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CAMHIT1.PIX
		0,0,not flipped
		CAMHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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


// **************** CW0 2 ****************

9										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
CW0.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,4							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNA1.PIX
		0,0,flipped
		CW0RUNA2.PIX
		0,0,flipped
		CW0RUNA3.PIX
		0,0,flipped
		CW0RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNT1.PIX
		0,0,not flipped
		CW0RUNT2.PIX
		0,0,not flipped
		CW0RUNT3.PIX
		0,0,not flipped
		CW0RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNT1.PIX
		0,0,flipped
		CW0RUNT2.PIX
		0,0,flipped
		CW0RUNT3.PIX
		0,0,flipped
		CW0RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNA1.PIX
		0,0,not flipped
		CW0RUNA2.PIX
		0,0,not flipped
		CW0RUNA3.PIX
		0,0,not flipped
		CW0RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CW0STL.PIX
		0,0,not flipped
		CW0STL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CW0HIT1.PIX
		0,0,not flipped
		CW0HIT2.PIX
		0,0,not flipped
		CW0HIT3.PIX
		0,0,not flipped
		CW0HIT4.PIX
		0,0,not flipped
		CW0DED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CW0HIT1.PIX
		0,0,not flipped
		CW0HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
		
NEXT PEDESTRIAN


// **************** CW1 2 ****************

10										// Reference number
0.27									// Height
125										// Points value
15										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
CW1.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,4							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,2							// Max bearing, sequence index
		270,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNA1.PIX
		0,0,flipped
		CW1RUNA2.PIX
		0,0,flipped
		CW1RUNA3.PIX
		0,0,flipped
		CW1RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNT1.PIX
		0,0,not flipped
		CW1RUNT2.PIX
		0,0,not flipped
		CW1RUNT3.PIX
		0,0,not flipped
		CW1RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNT1.PIX
		0,0,flipped
		CW1RUNT2.PIX
		0,0,flipped
		CW1RUNT3.PIX
		0,0,flipped
		CW1RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNA1.PIX
		0,0,not flipped
		CW1RUNA2.PIX
		0,0,not flipped
		CW1RUNA3.PIX
		0,0,not flipped
		CW1RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CW1STL.PIX
		0,0,not flipped
		CW1STL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CW1HIT1.PIX
		0,0,not flipped
		CW1HIT2.PIX
		0,0,not flipped
		CW1HIT3.PIX
		0,0,not flipped
		CW1HIT4.PIX
		0,0,not flipped
		CW1DED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CW1HIT1.PIX
		0,0,not flipped
		CW1HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN


// **************** CW3 2 ****************

11										// Reference number
0.25									// Height
110										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
CW3.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,2							// Max bearing, sequence index
		270,1							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNA1.PIX
		0,0,flipped
		CW3RUNA2.PIX
		0,0,flipped
		CW3RUNA3.PIX
		0,0,flipped
		CW3RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNT1.PIX
		0,0,not flipped
		CW3RUNT2.PIX
		0,0,not flipped
		CW3RUNT3.PIX
		0,0,not flipped
		CW3RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNT1.PIX
		0,0,flipped
		CW3RUNT2.PIX
		0,0,flipped
		CW3RUNT3.PIX
		0,0,flipped
		CW3RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNA1.PIX
		0,0,not flipped
		CW3RUNA2.PIX
		0,0,not flipped
		CW3RUNA3.PIX
		0,0,not flipped
		CW3RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CW3STL.PIX
		0,0,not flipped
		CW3STL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CW3HIT1.PIX
		0,0,not flipped
		CW3HIT2.PIX
		0,0,not flipped
		CW3HIT3.PIX
		0,0,not flipped
		CW3HIT4.PIX
		0,0,not flipped
		CW3DED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CW3HIT1.PIX
		0,0,not flipped
		CW3HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
	
NEXT PEDESTRIAN

// **************** FLAG WAVEY BASTARD MAN ****************

99										// Reference number
0.325									// Height
1000										// Points value
20										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
FLG.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

8										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	7,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,2							// Max bearing, sequence index
		270,1							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

// Action #7 - wave that flag baby.....

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,8							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNA1.PIX
		0,0,not flipped
		FLGRUNA2.PIX
		0,0,not flipped
		FLGRUNA3.PIX
		0,0,not flipped
		FLGRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNT1.PIX
		0,0,flipped
		FLGRUNT2.PIX
		0,0,flipped
		FLGRUNT3.PIX
		0,0,flipped
		FLGRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNT1.PIX
		0,0,not flipped
		FLGRUNT2.PIX
		0,0,not flipped
		FLGRUNT3.PIX
		0,0,not flipped
		FLGRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNA1.PIX
		0,0,flipped
		FLGRUNA2.PIX
		0,0,flipped
		FLGRUNA3.PIX
		0,0,flipped
		FLGRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		FLGSTL1.PIX
		0,0,flipped
		FLGSTL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	9,10									// Min frame rate, max frame rate,
	4									// Number of initial frames
		FLGHIT1.PIX
		0,0,not flipped
		FLGHIT2.PIX
		0,0,not flipped
		FLGHIT3.PIX
		0,0,not flipped
		FLGHIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		FLGDED1.PIX
		0,0,not flipped
		FLGDED2.PIX
		0,0,not flipped
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		FLGHIT1.PIX
		0,0,not flipped
		FLGHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - flag waving jobby bastard

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	9,10									// Min frame rate, max frame rate,
	0									// Number of initial frames
	4									// Number of looping frames
		FLGWAV1.PIX
		0,0,not flipped
		FLGWAV2.PIX
		0,0,not flipped
		FLGWAV3.PIX
		0.07,0,not flipped
		FLGWAV4.PIX
		0.07,0,not flipped
	

NEXT PEDESTRIAN

// **************** NIK 2 ****************

51										// Reference number
0.24									// Height
200										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
NIK.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNA1.PIX
		0,0,flipped
		NIKRUNA2.PIX
		0,0,flipped
		NIKRUNA3.PIX
		0,0,flipped
		NIKRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNT1.PIX
		0,0,not flipped
		NIKRUNT2.PIX
		0,0,not flipped
		NIKRUNT3.PIX
		0,0,not flipped
		NIKRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNT1.PIX
		0,0,flipped
		NIKRUNT2.PIX
		0,0,flipped
		NIKRUNT3.PIX
		0,0,flipped
		NIKRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		NIKSHK.PIX
		0,0,flipped
		NIKSTL.PIX
		0,0,flipped
		NIKSHK.PIX
		0,0,not flipped
		NIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		NIKRUNA1.PIX
		0,0,not flipped
		NIKRUNA2.PIX
		0,0,not flipped
		NIKRUNA3.PIX
		0,0,not flipped
		NIKRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		NIKSTL.PIX
		0,0,not flipped
		NIKSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		NIKHIT1.PIX
		0,0,not flipped
		NIKHIT2.PIX
		0,0,not flipped
		NIKHIT3.PIX
		0,0,not flipped
		NIKHIT4.PIX
		0,0,not flipped
		NIKDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		NIKHIT1.PIX
		0,0,not flipped
		NIKHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** BUS 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

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

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

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

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


// Action #5 - fatal ground collision

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

// Action #6 - non-fatal ground collision

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

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNA1.PIX
		0,0,flipped
		BUSRUNA2.PIX
		0,0,flipped
		BUSRUNA3.PIX
		0,0,flipped
		BUSRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNT1.PIX
		0,0,not flipped
		BUSRUNT2.PIX
		0,0,not flipped
		BUSRUNT3.PIX
		0,0,not flipped
		BUSRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNT1.PIX
		0,0,flipped
		BUSRUNT2.PIX
		0,0,flipped
		BUSRUNT3.PIX
		0,0,flipped
		BUSRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BUSSHK.PIX
		0,0,flipped
		BUSSTL.PIX
		0,0,flipped
		BUSSHK.PIX
		0,0,not flipped
		BUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BUSRUNA1.PIX
		0,0,not flipped
		BUSRUNA2.PIX
		0,0,not flipped
		BUSRUNA3.PIX
		0,0,not flipped
		BUSRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		BUSSTL.PIX
		0,0,not flipped
		BUSSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		BUSHIT1.PIX
		0,0,not flipped
		BUSHIT2.PIX
		0,0,not flipped
		BUSHIT3.PIX
		0,0,not flipped
		BUSHIT4.PIX
		0,0,not flipped
		BUSDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		BUSHIT1.PIX
		0,0,not flipped
		BUSHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** FAT 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0005							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNA1.PIX
		0,0,flipped
		FATRUNA2.PIX
		0,0,flipped
		FATRUNA3.PIX
		0,0,flipped
		FATRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNT1.PIX
		0,0,not flipped
		FATRUNT2.PIX
		0,0,not flipped
		FATRUNT3.PIX
		0,0,not flipped
		FATRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNT1.PIX
		0,0,flipped
		FATRUNT2.PIX
		0,0,flipped
		FATRUNT3.PIX
		0,0,flipped
		FATRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FATSHK.PIX
		0,0,flipped
		FATSTL.PIX
		0,0,flipped
		FATSHK.PIX
		0,0,not flipped
		FATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FATRUNA1.PIX
		0,0,not flipped
		FATRUNA2.PIX
		0,0,not flipped
		FATRUNA3.PIX
		0,0,not flipped
		FATRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		FATSTL.PIX
		0,0,not flipped
		FATSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		FATHIT1.PIX
		0,0,not flipped
		FATHIT2.PIX
		0,0,not flipped
		FATHIT3.PIX
		0,0,not flipped
		FATHIT4.PIX
		0,0,not flipped
		FATDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		FATHIT1.PIX
		0,0,not flipped
		FATHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** ANN 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNA1.PIX
		0,0,flipped
		ANRUNA2.PIX
		0,0,flipped
		ANRUNA3.PIX
		0,0,flipped
		ANRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNT1.PIX
		0,0,not flipped
		ANRUNT2.PIX
		0,0,not flipped
		ANRUNT3.PIX
		0,0,not flipped
		ANRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNT1.PIX
		0,0,flipped
		ANRUNT2.PIX
		0,0,flipped
		ANRUNT3.PIX
		0,0,flipped
		ANRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ANSHK.PIX
		0,0,flipped
		ANSTL.PIX
		0,0,flipped
		ANSHK.PIX
		0,0,not flipped
		ANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ANRUNA1.PIX
		0,0,not flipped
		ANRUNA2.PIX
		0,0,not flipped
		ANRUNA3.PIX
		0,0,not flipped
		ANRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		ANSTL.PIX
		0,0,not flipped
		ANSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		ANHIT1.PIX
		0,0,not flipped
		ANHIT2.PIX
		0,0,not flipped
		ANHIT3.PIX
		0,0,not flipped
		ANHIT4.PIX
		0,0,not flipped
		ANDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		ANHIT1.PIX
		0,0,not flipped
		ANHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN


// **************** PER 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNA1.PIX
		0,0,flipped
		PERRUNA2.PIX
		0,0,flipped
		PERRUNA3.PIX
		0,0,flipped
		PERRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNT1.PIX
		0,0,not flipped
		PERRUNT2.PIX
		0,0,not flipped
		PERRUNT3.PIX
		0,0,not flipped
		PERRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNT1.PIX
		0,0,flipped
		PERRUNT2.PIX
		0,0,flipped
		PERRUNT3.PIX
		0,0,flipped
		PERRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PERSHK.PIX
		0,0,flipped
		PERSTL.PIX
		0,0,flipped
		PERSHK.PIX
		0,0,not flipped
		PERTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PERRUNA1.PIX
		0,0,not flipped
		PERRUNA2.PIX
		0,0,not flipped
		PERRUNA3.PIX
		0,0,not flipped
		PERRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		PERSTL.PIX
		0,0,not flipped
		PERSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		PERHIT1.PIX
		0,0,not flipped
		PERHIT2.PIX
		0,0,not flipped
		PERHIT3.PIX
		0,0,not flipped
		PERHIT4.PIX
		0,0,not flipped
		PERDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		PERHIT1.PIX
		0,0,not flipped
		PERHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN


// **************** PRS 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

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

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

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

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


// Action #5 - fatal ground collision

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

// Action #6 - non-fatal ground collision

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

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNA1.PIX
		0,0,flipped
		PRSRUNA2.PIX
		0,0,flipped
		PRSRUNA3.PIX
		0,0,flipped
		PRSRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNT1.PIX
		0,0,not flipped
		PRSRUNT2.PIX
		0,0,not flipped
		PRSRUNT3.PIX
		0,0,not flipped
		PRSRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNT1.PIX
		0,0,flipped
		PRSRUNT2.PIX
		0,0,flipped
		PRSRUNT3.PIX
		0,0,flipped
		PRSRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		PRSSHK.PIX
		0,0,flipped
		PRSSTL.PIX
		0,0,flipped
		PRSSHK.PIX
		0,0,not flipped
		PRSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		PRSRUNA1.PIX
		0,0,not flipped
		PRSRUNA2.PIX
		0,0,not flipped
		PRSRUNA3.PIX
		0,0,not flipped
		PRSRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		PRSSTL.PIX
		0,0,not flipped
		PRSSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		PRSHIT1.PIX
		0,0,not flipped
		PRSHIT2.PIX
		0,0,not flipped
		PRSHIT3.PIX
		0,0,not flipped
		PRSHIT4.PIX
		0,0,not flipped
		PRSDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		PRSHIT1.PIX
		0,0,not flipped
		PRSHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** TON 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNA1.PIX
		0,0,flipped
		TONRUNA2.PIX
		0,0,flipped
		TONRUNA3.PIX
		0,0,flipped
		TONRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNT1.PIX
		0,0,not flipped
		TONRUNT2.PIX
		0,0,not flipped
		TONRUNT3.PIX
		0,0,not flipped
		TONRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNT1.PIX
		0,0,flipped
		TONRUNT2.PIX
		0,0,flipped
		TONRUNT3.PIX
		0,0,flipped
		TONRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TONSHK.PIX
		0,0,flipped
		TONSTL.PIX
		0,0,flipped
		TONSHK.PIX
		0,0,not flipped
		TONTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TONRUNA1.PIX
		0,0,not flipped
		TONRUNA2.PIX
		0,0,not flipped
		TONRUNA3.PIX
		0,0,not flipped
		TONRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		TONSTL.PIX
		0,0,not flipped
		TONSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		TONHIT1.PIX
		0,0,not flipped
		TONHIT2.PIX
		0,0,not flipped
		TONHIT3.PIX
		0,0,not flipped
		TONHIT4.PIX
		0,0,not flipped
		TONDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		TONHIT1.PIX
		0,0,not flipped
		TONHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** CAM 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNA1.PIX
		0,0,flipped
		CAMRUNA2.PIX
		0,0,flipped
		CAMRUNA3.PIX
		0,0,flipped
		CAMRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNT1.PIX
		0,0,not flipped
		CAMRUNT2.PIX
		0,0,not flipped
		CAMRUNT3.PIX
		0,0,not flipped
		CAMRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNT1.PIX
		0,0,flipped
		CAMRUNT2.PIX
		0,0,flipped
		CAMRUNT3.PIX
		0,0,flipped
		CAMRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CAMSHK.PIX
		0,0,flipped
		CAMSTL.PIX
		0,0,flipped
		CAMSHK.PIX
		0,0,not flipped
		CAMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CAMRUNA1.PIX
		0,0,not flipped
		CAMRUNA2.PIX
		0,0,not flipped
		CAMRUNA3.PIX
		0,0,not flipped
		CAMRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CAMSTL.PIX
		0,0,not flipped
		CAMSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CAMHIT1.PIX
		0,0,not flipped
		CAMHIT2.PIX
		0,0,not flipped
		CAMHIT3.PIX
		0,0,not flipped
		CAMHIT4.PIX
		0,0,not flipped
		CAMDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CAMHIT1.PIX
		0,0,not flipped
		CAMHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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


// **************** CW0 2 ****************

59										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
CW0.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,4							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNA1.PIX
		0,0,flipped
		CW0RUNA2.PIX
		0,0,flipped
		CW0RUNA3.PIX
		0,0,flipped
		CW0RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNT1.PIX
		0,0,not flipped
		CW0RUNT2.PIX
		0,0,not flipped
		CW0RUNT3.PIX
		0,0,not flipped
		CW0RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNT1.PIX
		0,0,flipped
		CW0RUNT2.PIX
		0,0,flipped
		CW0RUNT3.PIX
		0,0,flipped
		CW0RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW0SHK.PIX
		0,0,flipped
		CW0STL.PIX
		0,0,flipped
		CW0SHK.PIX
		0,0,not flipped
		CW0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW0RUNA1.PIX
		0,0,not flipped
		CW0RUNA2.PIX
		0,0,not flipped
		CW0RUNA3.PIX
		0,0,not flipped
		CW0RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CW0STL.PIX
		0,0,not flipped
		CW0STL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CW0HIT1.PIX
		0,0,not flipped
		CW0HIT2.PIX
		0,0,not flipped
		CW0HIT3.PIX
		0,0,not flipped
		CW0HIT4.PIX
		0,0,not flipped
		CW0DED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CW0HIT1.PIX
		0,0,not flipped
		CW0HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
		
NEXT PEDESTRIAN


// **************** CW1 2 ****************

60										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
CW1.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,4							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,2							// Max bearing, sequence index
		270,1							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNA1.PIX
		0,0,flipped
		CW1RUNA2.PIX
		0,0,flipped
		CW1RUNA3.PIX
		0,0,flipped
		CW1RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNT1.PIX
		0,0,not flipped
		CW1RUNT2.PIX
		0,0,not flipped
		CW1RUNT3.PIX
		0,0,not flipped
		CW1RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNT1.PIX
		0,0,flipped
		CW1RUNT2.PIX
		0,0,flipped
		CW1RUNT3.PIX
		0,0,flipped
		CW1RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.10,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW1SHK.PIX
		0,0,flipped
		CW1STL.PIX
		0,0,flipped
		CW1SHK.PIX
		0,0,not flipped
		CW1TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW1RUNA1.PIX
		0,0,not flipped
		CW1RUNA2.PIX
		0,0,not flipped
		CW1RUNA3.PIX
		0,0,not flipped
		CW1RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CW1STL.PIX
		0,0,not flipped
		CW1STL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CW1HIT1.PIX
		0,0,not flipped
		CW1HIT2.PIX
		0,0,not flipped
		CW1HIT3.PIX
		0,0,not flipped
		CW1HIT4.PIX
		0,0,not flipped
		CW1DED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CW1HIT1.PIX
		0,0,not flipped
		CW1HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
NEXT PEDESTRIAN


// **************** CW3 2 ****************

61										// Reference number
0.25									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
CW3.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,2							// Max bearing, sequence index
		270,1							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNA1.PIX
		0,0,flipped
		CW3RUNA2.PIX
		0,0,flipped
		CW3RUNA3.PIX
		0,0,flipped
		CW3RUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNT1.PIX
		0,0,not flipped
		CW3RUNT2.PIX
		0,0,not flipped
		CW3RUNT3.PIX
		0,0,not flipped
		CW3RUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNT1.PIX
		0,0,flipped
		CW3RUNT2.PIX
		0,0,flipped
		CW3RUNT3.PIX
		0,0,flipped
		CW3RUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CW3SHK.PIX
		0,0,flipped
		CW3STL.PIX
		0,0,flipped
		CW3SHK.PIX
		0,0,not flipped
		CW3TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CW3RUNA1.PIX
		0,0,not flipped
		CW3RUNA2.PIX
		0,0,not flipped
		CW3RUNA3.PIX
		0,0,not flipped
		CW3RUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CW3STL.PIX
		0,0,not flipped
		CW3STL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CW3HIT1.PIX
		0,0,not flipped
		CW3HIT2.PIX
		0,0,not flipped
		CW3HIT3.PIX
		0,0,not flipped
		CW3HIT4.PIX
		0,0,not flipped
		CW3DED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CW3HIT1.PIX
		0,0,not flipped
		CW3HIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
	
NEXT PEDESTRIAN

// **************** FLAG WAVEY BASTARD MAN ****************

99										// Reference number
0.325									// Height
1000										// Points value
20										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
FLG.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

8										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	7,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,2							// Max bearing, sequence index
		270,1							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

// Action #7 - wave that flag baby.....

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,8							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNA1.PIX
		0,0,not flipped
		FLGRUNA2.PIX
		0,0,not flipped
		FLGRUNA3.PIX
		0,0,not flipped
		FLGRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNT1.PIX
		0,0,flipped
		FLGRUNT2.PIX
		0,0,flipped
		FLGRUNT3.PIX
		0,0,flipped
		FLGRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNT1.PIX
		0,0,not flipped
		FLGRUNT2.PIX
		0,0,not flipped
		FLGRUNT3.PIX
		0,0,not flipped
		FLGRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		FLGSHK.PIX
		0,0,flipped
		FLGSTL1.PIX
		0,0,flipped
		FLGSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		FLGRUNA1.PIX
		0,0,flipped
		FLGRUNA2.PIX
		0,0,flipped
		FLGRUNA3.PIX
		0,0,flipped
		FLGRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		FLGSTL1.PIX
		0,0,flipped
		FLGSTL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable							// Frame rate type
	9,10									// Min frame rate, max frame rate,
	4									// Number of initial frames
		FLGHIT1.PIX
		0,0,not flipped
		FLGHIT2.PIX
		0,0,not flipped
		FLGHIT3.PIX
		0,0,not flipped
		FLGHIT4.PIX
		0,0,not flipped
	2									// Number of looping frames
		FLGDED1.PIX
		0,0,not flipped
		FLGDED2.PIX
		0,0,not flipped
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		FLGHIT1.PIX
		0,0,not flipped
		FLGHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - flag waving jobby bastard

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	9,10									// Min frame rate, max frame rate,
	0									// Number of initial frames
	4									// Number of looping frames
		FLGWAV1.PIX
		0,0,not flipped
		FLGWAV2.PIX
		0,0,not flipped
		FLGWAV3.PIX
		0.07,0,not flipped
		FLGWAV4.PIX
		0.07,0,not flipped
	

NEXT PEDESTRIAN


// **************** FOOTBALLER #1 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,4							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		SKNSHK.PIX
		0,0,flipped
		SKNSTL.PIX
		0,0,flipped
		SKNSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		SKNRUNA1.PIX
		0,0,flipped
		SKNRUNA2.PIX
		0,0,flipped
		SKNRUNA3.PIX
		0,0,flipped
		SKNRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		SKNSHK.PIX
		0,0,flipped
		SKNSTL.PIX
		0,0,flipped
		SKNSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		SKNRUNT1.PIX
		0,0,not flipped
		SKNRUNT2.PIX
		0,0,not flipped
		SKNRUNT3.PIX
		0,0,not flipped
		SKNRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		SKNSHK.PIX
		0,0,flipped
		SKNSTL.PIX
		0,0,flipped
		SKNSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		SKNRUNT1.PIX
		0,0,flipped
		SKNRUNT2.PIX
		0,0,flipped
		SKNRUNT3.PIX
		0,0,flipped
		SKNRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		SKNSHK.PIX
		0,0,flipped
		SKNSTL.PIX
		0,0,flipped
		SKNSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		SKNRUNA1.PIX
		0,0,not flipped
		SKNRUNA2.PIX
		0,0,not flipped
		SKNRUNA3.PIX
		0,0,not flipped
		SKNRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		SKNSTL.PIX
		0,0,not flipped
		SKNSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		SKNHIT1B.PIX
		0,0,not flipped
		SKNHIT2B.PIX
		0,0,not flipped
		SKNHIT3B.PIX
		0,0,not flipped
		SKNHIT4B.PIX
		0,0,not flipped
		SKNDEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		SKNHIT1B.PIX
		0,0,not flipped
		SKNHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
	

NEXT PEDESTRIAN

// **************** FOOTBALLER #2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,4							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		COWSHK.PIX
		0,0,flipped
		COWSTL.PIX
		0,0,flipped
		COWSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		COWRUNA1.PIX
		0,0,flipped
		COWRUNA2.PIX
		0,0,flipped
		COWRUNA3.PIX
		0,0,flipped
		COWRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		COWSHK.PIX
		0,0,flipped
		COWSTL.PIX
		0,0,flipped
		COWSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		COWRUNT1.PIX
		0,0,not flipped
		COWRUNT2.PIX
		0,0,not flipped
		COWRUNT3.PIX
		0,0,not flipped
		COWRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		COWSHK.PIX
		0,0,flipped
		COWSTL.PIX
		0,0,flipped
		COWSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		COWRUNT1.PIX
		0,0,flipped
		COWRUNT2.PIX
		0,0,flipped
		COWRUNT3.PIX
		0,0,flipped
		COWRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	3									// Number of initial frames
		COWSHK.PIX
		0,0,flipped
		COWSTL.PIX
		0,0,flipped
		COWSHK.PIX
		0,0,not flipped
	4									// Number of looping frames
		COWRUNA1.PIX
		0,0,not flipped
		COWRUNA2.PIX
		0,0,not flipped
		COWRUNA3.PIX
		0,0,not flipped
		COWRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		COWSTL.PIX
		0,0,not flipped
		COWSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		COWHIT1B.PIX
		0,0,not flipped
		COWHIT2B.PIX
		0,0,not flipped
		COWHIT3B.PIX
		0,0,not flipped
		COWHIT4B.PIX
		0,0,not flipped
		COWDEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		COWHIT1B.PIX
		0,0,not flipped
		COWHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
	

NEXT PEDESTRIAN

// **************** BIK 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BIKSHK1.PIX
		0,0,flipped
                BIKSTL1.PIX
		0,0,flipped
		BIKSHK1.PIX
		0,0,not flipped
		BIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BIKRUNA1.PIX
		0,0,flipped
		BIKRUNA2.PIX
		0,0,flipped
		BIKRUNA3.PIX
		0,0,flipped
		BIKRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BIKSHK1.PIX
		0,0,flipped
                BIKSTL1.PIX
		0,0,not flipped
		BIKSHK1.PIX
		0,0,not flipped
		BIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BIKRUNT1.PIX
		0,0,flipped
		BIKRUNT2.PIX
		0,0,flipped
		BIKRUNT3.PIX
		0,0,flipped
		BIKRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BIKSHK1.PIX
		0,0,flipped
            BIKSTL1.PIX
		0,0,flipped
		BIKSHK1.PIX
		0,0,not flipped
		BIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BIKRUNT1.PIX
		0,0,flipped
		BIKRUNT2.PIX
		0,0,flipped
		BIKRUNT3.PIX
		0,0,flipped
		BIKRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BIKSHK1.PIX
		0,0,flipped
            BIKSTL1.PIX
		0,0,flipped
		BIKSHK1.PIX
		0,0,not flipped
		BIKTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BIKRUNA1.PIX
		0,0,not flipped
		BIKRUNA2.PIX
		0,0,not flipped
		BIKRUNA3.PIX
		0,0,not flipped
		BIKRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
                BIKSTL1.PIX
		0,0,not flipped
                BIKSTL2.PIX
		0,0,not flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		BIKHIT1.PIX
		0,0,not flipped
		BIKHIT2B.PIX
		0,0,not flipped
		BIKHIT3B.PIX
		0,0,not flipped
		BIKHIT4B.PIX
		0,0,not flipped
		BIKDEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		BIKHIT1.PIX
		0,0,not flipped
		BIKHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** COP 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		COPSHK.PIX
		0,0,not flipped
		COPSTL.PIX
		0,0,not flipped
		COPSHK.PIX
		0,0,flipped
		COPTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		COPRUNA1.PIX
		0,0,not flipped
		COPRUNA2.PIX
		0,0,not flipped
		COPRUNA3.PIX
		0,0,not flipped
		COPRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		COPSHK.PIX
		0,0,not flipped
		COPSTL.PIX
		0,0,not flipped
		COPSHK.PIX
		0,0,flipped
		COPTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		COPRUNT1.PIX
		0,0,flipped
		COPRUNT2.PIX
		0,0,flipped
		COPRUNT3.PIX
		0,0,flipped
		COPRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		COPSHK.PIX
		0,0,not flipped
		COPSTL.PIX
		0,0,not flipped
		COPSHK.PIX
		0,0,flipped
		COPTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		COPRUNT1.PIX
		0,0,not flipped
		COPRUNT2.PIX
		0,0,not flipped
		COPRUNT3.PIX
		0,0,not flipped
		COPRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.06,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		COPSHK.PIX
		0,0,not flipped
		COPSTL.PIX
		0,0,not flipped
		COPSHK.PIX
		0,0,flipped
		COPTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		COPRUNA1.PIX
		0,0,flipped
		COPRUNA2.PIX
		0,0,flipped
		COPRUNA3.PIX
		0,0,flipped
		COPRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		COPSTL.PIX
		0,0,not flipped
		COPSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		COPHIT1B.PIX
		0,0,not flipped
		COPHIT2B.PIX
		0,0,not flipped
		COPHIT3B.PIX
		0,0,not flipped
		COPHIT4B.PIX
		0,0,not flipped
		COPDEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		COPHIT1B.PIX
		0,0,not flipped
		COPHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** CPT 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0005							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CPTSHK.PIX
		0,0,not flipped
		CPTSTL.PIX
		0,0,not flipped
		CPTSHK.PIX
		0,0,flipped
		CPTTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		CPTRUNA1.PIX
		0,0,flipped
		CPTRUNA2.PIX
		0,0,flipped
		CPTRUNA3.PIX
		0,0,flipped
		CPTRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CPTSHK.PIX
		0,0,not flipped
		CPTSTL.PIX
		0,0,not flipped
		CPTSHK.PIX
		0,0,flipped
		CPTTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		CPTRUNT1.PIX
		0,0,flipped
		CPTRUNT2.PIX
		0,0,flipped
		CPTRUNT3.PIX
		0,0,flipped
		CPTRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CPTSHK.PIX
		0,0,not flipped
		CPTSTL.PIX
		0,0,not flipped
		CPTSHK.PIX
		0,0,flipped
		CPTTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		CPTRUNT1.PIX
		0,0,not flipped
		CPTRUNT2.PIX
		0,0,not flipped
		CPTRUNT3.PIX
		0,0,not flipped
		CPTRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CPTSHK.PIX
		0,0,flipped
		CPTSTL.PIX
		0,0,flipped
		CPTSHK.PIX
		0,0,not flipped
		CPTTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CPTRUNA1.PIX
		0,0,not flipped
		CPTRUNA2.PIX
		0,0,not flipped
		CPTRUNA3.PIX
		0,0,not flipped
		CPTRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CPTSTL.PIX
		0,0,not flipped
		CPTSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		CPTHIT1B.PIX
		0,0,not flipped
		CPTHIT2B.PIX
		0,0,not flipped
		CPTHIT3B.PIX
		0,0,not flipped
		CPTDEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CPTHIT1B.PIX
		0,0,not flipped
		CPTHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** FM0 2 ****************

15										// Reference number
0.27									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
FM0.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FM0SHK.PIX
		0,0,not flipped
		FM0STL.PIX
		0,0,not flipped
		FM0SHK.PIX
		0,0,flipped
		FM0TRN.PIX
		0,0,flipped
	4									// Number of looping frames
		FM0RUNA1.PIX
		0,0,not flipped
		FM0RUNA2.PIX
		0,0,not flipped
		FM0RUNA3.PIX
		0,0,not flipped
		FM0RUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FM0SHK.PIX
		0,0,not flipped
		FM0STL.PIX
		0,0,not flipped
		FM0SHK.PIX
		0,0,flipped
		FM0TRN.PIX
		0,0,flipped
	4									// Number of looping frames
		FM0RUNT1.PIX
		0,0,flipped
		FM0RUNT2.PIX
		0,0,flipped
		FM0RUNT3.PIX
		0,0,flipped
		FM0RUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FM0SHK.PIX
		0,0,flipped
		FM0STL.PIX
		0,0,flipped
		FM0SHK.PIX
		0,0,not flipped
		FM0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FM0RUNT1.PIX
		0,0,not flipped
		FM0RUNT2.PIX
		0,0,not flipped
		FM0RUNT3.PIX
		0,0,not flipped
		FM0RUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		FM0SHK.PIX
		0,0,flipped
		FM0STL.PIX
		0,0,flipped
		FM0SHK.PIX
		0,0,not flipped
		FM0TRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		FM0RUNA1.PIX
		0,0,flipped
		FM0RUNA2.PIX
		0,0,flipped
		FM0RUNA3.PIX
		0,0,flipped
		FM0RUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		FM0STL.PIX
		0,0,not flipped
		FM0STL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		FM0HIT1B.PIX
		0,0,not flipped
		FM0HIT2B.PIX
		0,0,not flipped
		FM0HIT3B.PIX
		0,0,not flipped
		FM0HIT4B.PIX
		0,0,not flipped
		FM0DEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		FM0HIT1B.PIX
		0,0,not flipped
		FM0HIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking from side to side

collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
	FM0STL.PIX
	0,0,not flipped
	FM0STL.PIX
	0,0,flipped
			
			


NEXT PEDESTRIAN


// **************** MAN 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MANSHK.PIX
		0,0,flipped
		MANSTL.PIX
		0,0,flipped
		MANSHK.PIX
		0,0,not flipped
		MANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MANRUNA1.PIX
		0,0,not flipped
		MANRUNA2.PIX
		0,0,not flipped
		MANRUNA3.PIX
		0,0,not flipped
		MANRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MANSHK.PIX
		0,0,flipped
		MANSTL.PIX
		0,0,flipped
		MANSHK.PIX
		0,0,not flipped
		MANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MANRUNT1.PIX
		0,0,not flipped
		MANRUNT2.PIX
		0,0,not flipped
		MANRUNT3.PIX
		0,0,not flipped
		MANRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MANSHK.PIX
		0,0,flipped
		MANSTL.PIX
		0,0,flipped
		MANSHK.PIX
		0,0,not flipped
		MANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MANRUNT1.PIX
		0,0,flipped
		MANRUNT2.PIX
		0,0,flipped
		MANRUNT3.PIX
		0,0,flipped
		MANRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MANSHK.PIX
		0,0,flipped
		MANSTL.PIX
		0,0,flipped
		MANSHK.PIX
		0,0,not flipped
		MANTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MANRUNA1.PIX
		0,0,flipped
		MANRUNA2.PIX
		0,0,flipped
		MANRUNA3.PIX
		0,0,flipped
		MANRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
                MANSTL.PIX
		0,0,flipped
                MANSTL.PIX
                0,0,not flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		MANHIT1B.PIX
		0,0,not flipped
		MANHIT2B.PIX
		0,0,not flipped
		MANHIT3B.PIX
		0,0,not flipped
		MANHIT4B.PIX
		0,0,not flipped
		MANDEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		MANHIT1B.PIX
		0,0,not flipped
		MANHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN


// **************** MUS 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MUSSHK.PIX
		0,0,flipped
		MUSSTL1.PIX
		0,0,flipped
		MUSSHK.PIX
		0,0,not flipped
		MUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MUSRUNA1.PIX
		0,0,not flipped
		MUSRUNA2.PIX
		0,0,not flipped
		MUSRUNA3.PIX
		0,0,not flipped
		MUSRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MUSSHK.PIX
		0,0,flipped
		MUSSTL1.PIX
		0,0,flipped
		MUSSHK.PIX
		0,0,not flipped
		MUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MUSRUNT1.PIX
		0,0,not flipped
		MUSRUNT2.PIX
		0,0,not flipped
		MUSRUNT3.PIX
		0,0,not flipped
		MUSRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MUSSHK.PIX
		0,0,flipped
		MUSSTL1.PIX
		0,0,flipped
		MUSSHK.PIX
		0,0,not flipped
		MUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MUSRUNT1.PIX
		0,0,flipped
		MUSRUNT2.PIX
		0,0,flipped
		MUSRUNT3.PIX
		0,0,flipped
		MUSRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MUSSHK.PIX
		0,0,flipped
		MUSSTL1.PIX
		0,0,flipped
		MUSSHK.PIX
		0,0,not flipped
		MUSTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		MUSRUNA1.PIX
		0,0,flipped
		MUSRUNA2.PIX
		0,0,flipped
		MUSRUNA3.PIX
		0,0,flipped
		MUSRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		MUSSTL1.PIX
		0,0,flipped
		MUSSTL2.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	4									// Number of initial frames
		MUSHIT1B.PIX
		0,0,not flipped
		MUSHIT2B.PIX
		0,0,not flipped
		MUSHIT3B.PIX
		0,0,not flipped
		MUSDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		MUSHIT1B.PIX
		0,0,not flipped
		MUSHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		MUSSTL2.PIX
		0,0,not flipped
		MUSSTL1.PIX
		0,0,not flipped
			
	

NEXT PEDESTRIAN

// **************** OLD 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		OLDSHK.PIX
		0,0,flipped
		OLDSTL1.PIX
		0,0,flipped
		OLDSHK.PIX
		0,0,not flipped
		OLDTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		OLDRUNA1.PIX
		0,0,flipped
		OLDRUNA2.PIX
		0,0,flipped
		OLDRUNA3.PIX
		0,0,flipped
		OLDRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		OLDSHK.PIX
		0,0,flipped
		OLDSTL1.PIX
		0,0,flipped
		OLDSHK.PIX
		0,0,not flipped
		OLDTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		OLDRUNT1.PIX
		0,0,flipped
		OLDRUNT2.PIX
		0,0,flipped
		OLDRUNT3.PIX
		0,0,flipped
		OLDRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		OLDSHK.PIX
		0,0,flipped
		OLDSTL1.PIX
		0,0,flipped
		OLDSHK.PIX
		0,0,not flipped
		OLDTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		OLDRUNT1.PIX
		0,0,not flipped
		OLDRUNT2.PIX
		0,0,not flipped
		OLDRUNT3.PIX
		0,0,not flipped
		OLDRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		OLDSHK.PIX
		0,0,flipped
		OLDSTL1.PIX
		0,0,flipped
		OLDSHK.PIX
		0,0,not flipped
		OLDTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		OLDRUNA1.PIX
		0,0,not flipped
		OLDRUNA2.PIX
		0,0,not flipped
		OLDRUNA3.PIX
		0,0,not flipped
		OLDRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		OLDSTL1.PIX
		0,0,not flipped
		OLDSTL2.PIX
		0,0,not flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		OLDHIT1B.PIX
		0,0,not flipped
		OLDHIT2B.PIX
		0,0,not flipped
		OLDHIT3B.PIX
		0,0,not flipped
		OLDHIT4B.PIX
		0,0,not flipped
		OLDDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		OLDHIT1B.PIX
		0,0,not flipped
		OLDHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** RID 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RIDSHK.PIX
		0,0,not flipped
		RIDSTL1B.PIX
		0,0,not flipped
		RIDSHK.PIX
		0,0,flipped
		RIDTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		RIDRUNA1.PIX
		0,0,not flipped
		RIDRUNA2.PIX
		0,0,not flipped
		RIDRUNA3.PIX
		0,0,not flipped
		RIDRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RIDSHK.PIX
		0,0,not flipped
		RIDSTL1B.PIX
		0,0,not flipped
		RIDSHK.PIX
		0,0,flipped
		RIDTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		RIDRUNT1.PIX
		0,0,flipped
		RIDRUNT2.PIX
		0,0,flipped
		RIDRUNT3.PIX
		0,0,flipped
		RIDRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RIDSHK.PIX
		0,0,not flipped
		RIDSTL1A.PIX
		0,0,not flipped
		RIDSHK.PIX
		0,0,flipped
		RIDTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		RIDRUNT1.PIX
		0,0,not flipped
		RIDRUNT2.PIX
		0,0,not flipped
		RIDRUNT3.PIX
		0,0,not flipped
		RIDRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		RIDSHK.PIX
		0,0,not flipped
		RIDSTL1B.PIX
		0,0,not flipped
		RIDSHK.PIX
		0,0,flipped
		RIDTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		RIDRUNA1.PIX
		0,0,flipped
		RIDRUNA2.PIX
		0,0,flipped
		RIDRUNA3.PIX
		0,0,flipped
		RIDRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RIDSTL1A.PIX
		0,0,flipped
		RIDSTL1B.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		RIDHIT1B.PIX
		0,0,not flipped
		RIDHIT2B.PIX
		0,0,not flipped
		RIDHIT3B.PIX
		0,0,not flipped
		RIDHIT4B.PIX
		0,0,not flipped
		RIDDEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		RIDHIT1B.PIX
		0,0,not flipped
		RIDHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - SLINKING ACROSS THE TRACK WITH 'GET READY' BOARD

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		RIDSTIL2.PIX
		0,0,not flipped
		RIDSHK2.PIX
		0,0,not flipped
			
	
NEXT PEDESTRIAN


// **************** MOO 2 ****************

26										// Reference number
0.23									// Height
150										// Points value
30										// Hit points
2,4051,4051								// Exploding noises
4050									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
MOO.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	1									// Number of sequences for this action
		360,4							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4050							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4051							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4051							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4051							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4051							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MOOSHK1.PIX
		0,0,not flipped
		MOOSHK3.PIX
		0,0,not flipped
		MOOSHK1.PIX
		0,0,not flipped
		MOOSHK3.PIX
		0,0,not flipped
		
	4									// Number of looping frames
		MOORUNA1.PIX
		0,0,flipped
		MOORUNA2.PIX
		0,0,flipped
		MOORUNA3.PIX
		0,0,flipped
		MOORUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MOOSHK1.PIX
		0,0,not flipped
		MOOSHK3.PIX
		0,0,not flipped
		MOOSHK1.PIX
		0,0,not flipped
		MOOSHK3.PIX
		0,0,not flipped
		
	4									// Number of looping frames
		MOORUNT1.PIX
		0,0,not flipped
		MOORUNT2.PIX
		0,0,not flipped
		MOORUNT3.PIX
		0,0,not flipped
		MOORUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	5									// Number of initial frames
		MOOSHK1.PIX
		0,0,not flipped
		MOOSHK3.PIX
		0,0,not flipped
		MOOSHK1.PIX
		0,0,not flipped
		MOOSHK3.PIX
		0,0,not flipped
		MOORUNT1.PIX
		0,0,not flipped
		
	4									// Number of looping frames
		MOORUNT1.PIX
		0,0,flipped
		MOORUNT2.PIX
		0,0,flipped
		MOORUNT3.PIX
		0,0,flipped
		MOORUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		MOOSHK1.PIX
		0,0,flipped
		MOOSHK3.PIX
		0,0,flipped
		MOOSHK1.PIX
		0,0,flipped
		MOOSHK3.PIX
		0,0,flipped
		
	4									// Number of looping frames
		MOORUNA1.PIX
		0,0,not flipped
		MOORUNA2.PIX
		0,0,not flipped
		MOORUNA3.PIX
		0,0,not flipped
		MOORUNA2.PIX
		0,0,not flipped

			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		MOZSTL1.PIX
		0,0,not flipped
		MOZSTL2.PIX
		0,0,not flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		MOOHIT1.PIX
		0,0,not flipped
		MOOHIT2.PIX
		0,0,not flipped
		MOOHIT3.PIX
		0,0,not flipped
		MOOHIT4.PIX
		0,0,not flipped
		MOODED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		MOOHIT1.PIX
		0,0,not flipped
		MOOHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		MOZSTL2.PIX
		0,0,not flipped
		MOZSTL1.PIX
		0,0,not flipped
			
NEXT PEDESTRIAN

// **************** LTH ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		LTHSHK.PIX
		0,0,flipped
		LTHSTL.PIX
		0,0,flipped
		LTHSHK.PIX
		0,0,not flipped
		LTHTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		LTHRUNA1.PIX
		0,0,flipped
		LTHRUNA2.PIX
		0,0,flipped
		LTHRUNA3.PIX
		0,0,flipped
		LTHRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		LTHSHK.PIX
		0,0,flipped
		LTHSTL.PIX
		0,0,flipped
		LTHSHK.PIX
		0,0,not flipped
		LTHTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		LTHRUNT1.PIX
		0,0,flipped
		LTHRUNT2.PIX
		0,0,flipped
		LTHRUNT3.PIX
		0,0,flipped
		LTHRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		LTHSHK.PIX
		0,0,flipped
		LTHSTL.PIX
		0,0,flipped
		LTHSHK.PIX
		0,0,not flipped
		LTHTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		LTHRUNT1.PIX
		0,0,not flipped
		LTHRUNT2.PIX
		0,0,not flipped
		LTHRUNT3.PIX
		0,0,not flipped
		LTHRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		LTHSHK.PIX
		0,0,flipped
		LTHSTL.PIX
		0,0,flipped
		LTHSHK.PIX
		0,0,not flipped
		LTHTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		LTHRUNA1.PIX
		0,0,not flipped
		LTHRUNA2.PIX
		0,0,not flipped
		LTHRUNA3.PIX
		0,0,not flipped
		LTHRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		LTHSTL.PIX
		0,0,not flipped
		LTHSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		LTHHIT1.PIX
		0,0,not flipped
		LTHHIT2.PIX
		0,0,not flipped
		LTHHIT3.PIX
		0,0,not flipped
		LTHHIT4.PIX
		0,0,not flipped
		LTHDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		LTHHIT1.PIX
		0,0,not flipped
		LTHHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** TIA ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4012							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TIASHK.PIX
		0,0,flipped
		TIASTL.PIX
		0,0,flipped
		TIASHK.PIX
		0,0,not flipped
		TIATRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TIARUNA1.PIX
		0,0,flipped
		TIARUNA2.PIX
		0,0,flipped
		TIARUNA3.PIX
		0,0,flipped
		TIARUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TIASHK.PIX
		0,0,flipped
		TIASTL.PIX
		0,0,flipped
		TIASHK.PIX
		0,0,not flipped
		TIATRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TIARUNT1.PIX
		0,0,flipped
		TIARUNT2.PIX
		0,0,flipped
		TIARUNT3.PIX
		0,0,flipped
		TIARUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TIASHK.PIX
		0,0,flipped
		TIASTL.PIX
		0,0,flipped
		TIASHK.PIX
		0,0,not flipped
		TIATRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TIARUNT1.PIX
		0,0,not flipped
		TIARUNT2.PIX
		0,0,not flipped
		TIARUNT3.PIX
		0,0,not flipped
		TIARUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		TIASHK.PIX
		0,0,flipped
		TIASTL.PIX
		0,0,flipped
		TIASHK.PIX
		0,0,not flipped
		TIATRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		TIARUNA1.PIX
		0,0,not flipped
		TIARUNA2.PIX
		0,0,not flipped
		TIARUNA3.PIX
		0,0,not flipped
		TIARUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		TIASTL.PIX
		0,0,not flipped
		TIASTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		TIAHIT1B.PIX
		0,0,not flipped
		TIAHIT2B.PIX
		0,0,not flipped
		TIAHIT3B.PIX
		0,0,not flipped
		TIAHIT4B.PIX
		0,0,not flipped
		TIADEDB.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		TIAHIT1B.PIX
		0,0,not flipped
		TIAHIT2B.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN


// **************** ZIM ****************

25										// Reference number
0.265									// Height
200										// Points value
30										// Hit points
2,4031,4030								// Exploding noises
4040									// Falling noise
0.00001									// Acceleration
1										// Image index
IDENTITY.TAB
ZIM.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

	0,100								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	20.0									// Reaction time for this action
	0									// Sounds
	3									// Number of sequences for this action
		90,8							// Max bearing, sequence index
		270,4							// Max bearing, sequence index
		360,8							// Max bearing, sequence index
	
// Action #1 - turn frightened and run like fuck

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,8017							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

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


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4015							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

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

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ZIMTRN.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,not flipped
		ZIMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ZIMRUNA1.PIX
		0,0,flipped
		ZIMRUNA2.PIX
		0,0,flipped
		ZIMRUNA3.PIX
		0,0,flipped
		ZIMRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ZIMTRN.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,not flipped
		ZIMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ZIMRUNT1.PIX
		0,0,not flipped
		ZIMRUNT2.PIX
		0,0,not flipped
		ZIMRUNT3.PIX
		0,0,not flipped
		ZIMRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ZIMTRN.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,not flipped
		ZIMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ZIMRUNT1.PIX
		0,0,flipped
		ZIMRUNT2.PIX
		0,0,flipped
		ZIMRUNT3.PIX
		0,0,flipped
		ZIMRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		ZIMTRN.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,flipped
		ZIMSTL.PIX
		0,0,not flipped
		ZIMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		ZIMRUNA1.PIX
		0,0,not flipped
		ZIMRUNA2.PIX
		0,0,not flipped
		ZIMRUNA3.PIX
		0,0,not flipped
		ZIMRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		ZIMSTL.PIX
		0,0,not flipped
		ZIMSTL.PIX
		0,0,not flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		ZIMHIT1.PIX
		0,0,not flipped
		ZIMHIT2.PIX
		0,0,not flipped
		ZIMHIT3.PIX
		0,0,not flipped
		ZIMHIT4.PIX
		0,0,not flipped
		ZIMDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		ZIMHIT1.PIX
		0,0,not flipped
		ZIMHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** GRN 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GRNSHK.PIX
		0,0,not flipped
		GRNSTL.PIX
		0,0,not flipped
		GRNSHK.PIX
		0,0,flipped
		GRNTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		GRNRUNA1.PIX
		0,0,not flipped
		GRNRUNA2.PIX
		0,0,not flipped
		GRNRUNA3.PIX
		0,0,not flipped
		GRNRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GRNSHK.PIX
		0,0,not flipped
		GRNSTL.PIX
		0,0,not flipped
		GRNSHK.PIX
		0,0,flipped
		GRNTRN.PIX
		0,0,flipped
	4									// Number of looping frames
		GRNRUNT1.PIX
		0,0,flipped
		GRNRUNT2.PIX
		0,0,flipped
		GRNRUNT3.PIX
		0,0,flipped
		GRNRUNT2.PIX
		0,0,flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GRNSHK.PIX
		0,0,flipped
		GRNSTL.PIX
		0,0,flipped
		GRNSHK.PIX
		0,0,not flipped
		GRNTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		GRNRUNT1.PIX
		0,0,not flipped
		GRNRUNT2.PIX
		0,0,not flipped
		GRNRUNT3.PIX
		0,0,not flipped
		GRNRUNT2.PIX
		0,0,not flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GRNSHK.PIX
		0,0,flipped
		GRNSTL.PIX
		0,0,flipped
		GRNSHK.PIX
		0,0,not flipped
		GRNTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		GRNRUNA1.PIX
		0,0,flipped
		GRNRUNA2.PIX
		0,0,flipped
		GRNRUNA3.PIX
		0,0,flipped
		GRNRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		GRNSTL.PIX
		0,0,not flipped
		GRNSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		GRNHIT4.PIX
		0,0,not flipped
		GRNHIT3.PIX
		0,0,not flipped
		GRNHIT2.PIX
		0,0,not flipped
		GRNHIT1.PIX
		0,0,not flipped
		GRNDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		GRNHIT1.PIX
		0,0,not flipped
		GRNHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** GOD 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GODSHK.PIX
		0,0,flipped
		GODSTL.PIX
		0,0,flipped
		GODSHK.PIX
		0,0,not flipped
		GODTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		GODRUNA1.PIX
		0,0,flipped
		GODRUNA2.PIX
		0,0,flipped
		GODRUNA3.PIX
		0,0,flipped
		GODRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GODSHK.PIX
		0,0,flipped
		GODSTL.PIX
		0,0,flipped
		GODSHK.PIX
		0,0,not flipped
		GODTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		GODRUNT1.PIX
		0,0,not flipped
		GODRUNT2.PIX
		0,0,not flipped
		GODRUNT3.PIX
		0,0,not flipped
		GODRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GODSHK.PIX
		0,0,flipped
		GODSTL.PIX
		0,0,flipped
		GODSHK.PIX
		0,0,not flipped
		GODTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		GODRUNT1.PIX
		0,0,flipped
		GODRUNT2.PIX
		0,0,flipped
		GODRUNT3.PIX
		0,0,flipped
		GODRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		GODSHK.PIX
		0,0,flipped
		GODSTL.PIX
		0,0,flipped
		GODSHK.PIX
		0,0,not flipped
		GODTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		GODRUNA1.PIX
		0,0,not flipped
		GODRUNA2.PIX
		0,0,not flipped
		GODRUNA3.PIX
		0,0,not flipped
		GODRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		GODSTL.PIX
		0,0,not flipped
		GODSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		GODHIT1.PIX
		0,0,not flipped
		GODHIT2.PIX
		0,0,not flipped
		GODHIT3.PIX
		0,0,not flipped
		GODHIT4.PIX
		0,0,not flipped
		GODDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		GODHIT1.PIX
		0,0,not flipped
		GODHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			

// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** RED 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4011							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		REDSHK.PIX
		0,0,flipped
		REDSTL.PIX
		0,0,flipped
		REDSHK.PIX
		0,0,not flipped
		REDSTL.PIX
		0,0,not flipped
	4									// Number of looping frames
		REDRUNA1.PIX
		0,0,flipped
		REDRUNA2.PIX
		0,0,flipped
		REDRUNA3.PIX
		0,0,flipped
		REDRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		REDSHK.PIX
		0,0,flipped
		REDSTL.PIX
		0,0,flipped
		REDSHK.PIX
		0,0,not flipped
		REDSTL.PIX
		0,0,not flipped
	4									// Number of looping frames
		REDRUNT1.PIX
		0,0,not flipped
		REDRUNT2.PIX
		0,0,not flipped
		REDRUNT3.PIX
		0,0,not flipped
		REDRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		REDSHK.PIX
		0,0,flipped
		REDSTL.PIX
		0,0,flipped
		REDSHK.PIX
		0,0,not flipped
		REDSTL.PIX
		0,0,not flipped
	4									// Number of looping frames
		REDRUNT1.PIX
		0,0,flipped
		REDRUNT2.PIX
		0,0,flipped
		REDRUNT3.PIX
		0,0,flipped
		REDRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		REDSHK.PIX
		0,0,flipped
		REDSTL.PIX
		0,0,flipped
		REDSHK.PIX
		0,0,not flipped
		REDSTL.PIX
		0,0,not flipped
	4									// Number of looping frames
		REDRUNA1.PIX
		0,0,not flipped
		REDRUNA2.PIX
		0,0,not flipped
		REDRUNA3.PIX
		0,0,not flipped
		REDRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		REDSTL.PIX
		0,0,not flipped
		REDSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		REDHIT1.PIX
		0,0,not flipped
		REDHIT2.PIX
		0,0,not flipped
		REDHIT3.PIX
		0,0,not flipped
		REDHIT4.PIX
		0,0,not flipped
		REDDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		REDHIT1.PIX
		0,0,not flipped
		REDHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

// **************** KEL 2 ****************

31										// Reference number
0.26									// Height
100										// Points value
10										// Hit points
2,4031,4030								// Exploding noises
4003									// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
KEL.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4002							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4014							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4002							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		KELSHK.PIX
		0,0,flipped
		KELSTL.PIX
		0,0,flipped
		KELSHK.PIX
		0,0,not flipped
		KELTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		KELRUNA1.PIX
		0,0,flipped
		KELRUNA2.PIX
		0,0,flipped
		KELRUNA3.PIX
		0,0,flipped
		KELRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		KELSHK.PIX
		0,0,flipped
		KELSTL.PIX
		0,0,flipped
		KELSHK.PIX
		0,0,not flipped
		KELTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		KELRUNT1.PIX
		0,0,not flipped
		KELRUNT2.PIX
		0,0,not flipped
		KELRUNT3.PIX
		0,0,not flipped
		KELRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		KELSHK.PIX
		0,0,flipped
		KELSTL.PIX
		0,0,flipped
		KELSHK.PIX
		0,0,not flipped
		KELTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		KELRUNT1.PIX
		0,0,flipped
		KELRUNT2.PIX
		0,0,flipped
		KELRUNT3.PIX
		0,0,flipped
		KELRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		KELSHK.PIX
		0,0,flipped
		KELSTL.PIX
		0,0,flipped
		KELSHK.PIX
		0,0,not flipped
		KELTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		KELRUNA1.PIX
		0,0,not flipped
		KELRUNA2.PIX
		0,0,not flipped
		KELRUNA3.PIX
		0,0,not flipped
		KELRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		KELSTL.PIX
		0,0,not flipped
		KELSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		KELHIT1.PIX
		0,0,not flipped
		KELHIT2.PIX
		0,0,not flipped
		KELHIT3.PIX
		0,0,not flipped
		KELHIT4.PIX
		0,0,not flipped
		KELDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		KELHIT1.PIX
		0,0,not flipped
		KELHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN


// **************** BAT 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0008							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4000							// Sounds
	4									// Number of sequences for this action
		90,0							// Max bearing, sequence index
		180,2							// Max bearing, sequence index
		270,1							// Max bearing, sequence index
		360,3							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4000							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

8										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BATSHK.PIX
		0,0,flipped
		BATSTL.PIX
		0,0,flipped
		BATSHK.PIX
		0,0,not flipped
		BATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BATRUNA1.PIX
		0,0,not flipped
		BATRUNA2.PIX
		0,0,not flipped
		BATRUNA3.PIX
		0,0,not flipped
		BATRUNA2.PIX
		0,0,not flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BATSHK.PIX
		0,0,flipped
		BATSTL.PIX
		0,0,flipped
		BATSHK.PIX
		0,0,not flipped
		BATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BATRUNT1.PIX
		0,0,not flipped
		BATRUNT2.PIX
		0,0,not flipped
		BATRUNT3.PIX
		0,0,not flipped
		BATRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BATSHK.PIX
		0,0,flipped
		BATSTL.PIX
		0,0,flipped
		BATSHK.PIX
		0,0,not flipped
		BATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BATRUNT1.PIX
		0,0,flipped
		BATRUNT2.PIX
		0,0,flipped
		BATRUNT3.PIX
		0,0,flipped
		BATRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.08,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		BATSHK.PIX
		0,0,flipped
		BATSTL.PIX
		0,0,flipped
		BATSHK.PIX
		0,0,not flipped
		BATTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		BATRUNA1.PIX
		0,0,flipped
		BATRUNA2.PIX
		0,0,flipped
		BATRUNA3.PIX
		0,0,flipped
		BATRUNA2.PIX
		0,0,flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		BATSTL.PIX
		0,0,not flipped
		BATSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		BATHIT1.PIX
		0,0,not flipped
		BATHIT2.PIX
		0,0,not flipped
		BATHIT3.PIX
		0,0,not flipped
		BATHIT4.PIX
		0,0,not flipped
		BATDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		BATHIT1.PIX
		0,0,not flipped
		BATHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
	
NEXT PEDESTRIAN
		

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	4,4
	0									// Number of initial frames
		
	10									// Number of looping frames
		
		MINER0.PIX
		0,0,flipped
		MINER1.PIX
		0,0,flipped
		MINER2.PIX
		0,0,flipped
		MINER3.PIX
		0,0,flipped
		MINER4.PIX
		0,0,flipped
		MINER5.PIX
		0,0,flipped
		MINER4.PIX
		0,0,flipped
		MINER3.PIX
		0,0,flipped
		MINER2.PIX
		0,0,flipped
		MINER1.PIX
		0,0,flipped
	
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	4,4
	0									// Number of initial frames
		
	10									// Number of looping frames
		
		MINER0.PIX
		0,0,flipped
		MINER1.PIX
		0,0,flipped
		MINER2.PIX
		0,0,flipped
		MINER3.PIX
		0,0,flipped
		MINER4.PIX
		0,0,flipped
		MINER5.PIX
		0,0,flipped
		MINER4.PIX
		0,0,flipped
		MINER3.PIX
		0,0,flipped
		MINER2.PIX
		0,0,flipped
		MINER1.PIX
		0,0,flipped
	
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QCYLNDR1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QCYLNDR2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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


NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QYDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QYDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

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

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QGDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

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

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM1.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #1 - standing there

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	1									// Number of initial frames
		QRDRUM2.PIX
		0,0,flipped
	0									// Number of looping frames
			
// Sequence #2 - exploding

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

NEXT PEDESTRIAN

// **************** D.CRUMP 2 ****************

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

7										// Number of actions

// Action #0 - stand there, looking nervous

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

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

	1,100								// Danger level, percentage chance
	0,0.0005							// Initial speed, looping speed
	0.05								// Reaction time for this action
	1,4001							// Sounds
	4									// Number of sequences for this action
		90,3							// Max bearing, sequence index
		180,1							// Max bearing, sequence index
		270,2							// Max bearing, sequence index
		360,0							// Max bearing, sequence index
	
// Action #2 - fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #3 - turning into giblets

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

// Action #4 - non-fatal car collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index


// Action #5 - fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4010							// Sounds
	1									// Number of sequences for this action
		360,5							// Max bearing, sequence index

// Action #6 - non-fatal ground collision

	1000,0								// Danger level, percentage chance
	0,0									// Initial speed, looping speed
	0									// Reaction time for this action
	1,4001							// Sounds
	1									// Number of sequences for this action
		360,7							// Max bearing, sequence index

9										// Number of sequences

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

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CRMSHK.PIX
		0,0,flipped
		CRMSTL.PIX
		0,0,flipped
		CRMSHK.PIX
		0,0,not flipped
		CRMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CRMRUNA1.PIX
		0,0,flipped
		CRMRUNA2.PIX
		0,0,flipped
		CRMRUNA3.PIX
		0,0,flipped
		CRMRUNA2.PIX
		0,0,flipped
			
// Sequence #1 - turn frightened and run towards to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CRMSHK.PIX
		0,0,flipped
		CRMSTL.PIX
		0,0,flipped
		CRMSHK.PIX
		0,0,not flipped
		CRMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CRMRUNT1.PIX
		0,0,not flipped
		CRMRUNT2.PIX
		0,0,not flipped
		CRMRUNT3.PIX
		0,0,not flipped
		CRMRUNT2.PIX
		0,0,not flipped
			
// Sequence #2 - turn frightened and run towards to their right

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.07,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CRMSHK.PIX
		0,0,flipped
		CRMSTL.PIX
		0,0,flipped
		CRMSHK.PIX
		0,0,not flipped
		CRMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CRMRUNT1.PIX
		0,0,flipped
		CRMRUNT2.PIX
		0,0,flipped
		CRMRUNT3.PIX
		0,0,flipped
		CRMRUNT2.PIX
		0,0,flipped
			
// Sequence #3 - turn frightened and run away to their left

	collide								// Include this frame in collision calcs
	speed								// Frame rate type
	0.09,8								// Min frame rate, max frame rate,
	4									// Number of initial frames
		CRMSHK.PIX
		0,0,flipped
		CRMSTL.PIX
		0,0,flipped
		CRMSHK.PIX
		0,0,not flipped
		CRMTRN.PIX
		0,0,not flipped
	4									// Number of looping frames
		CRMRUNA1.PIX
		0,0,not flipped
		CRMRUNA2.PIX
		0,0,not flipped
		CRMRUNA3.PIX
		0,0,not flipped
		CRMRUNA2.PIX
		0,0,not flipped
			
// Sequence #4 - stationary, looking from side to side

	collide								// Include this frame in collision calcs
	variable							// Frame rate type
	1,6									// Min frame rate, max frame rate,
	0									// Number of initial frames
	2									// Number of looping frames
		CRMSTL.PIX
		0,0,not flipped
		CRMSTL.PIX
		0,0,flipped
			
			
// Sequence #5 - fatal collision with car

	don't collide						// Exclude this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	5									// Number of initial frames
		CRMHIT1.PIX
		0,0,not flipped
		CRMHIT2.PIX
		0,0,not flipped
		CRMHIT3.PIX
		0,0,not flipped
		CRMHIT4.PIX
		0,0,not flipped
		CRMDED.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #6 - turning into giblets

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

	collide								// Include this frame in collision calcs
	variable								// Frame rate type
	12,12									// Min frame rate, max frame rate,
	2									// Number of initial frames
		CRMHIT1.PIX
		0,0,not flipped
		CRMHIT2.PIX
		0,0,not flipped
	0									// Number of looping frames
			
// Sequence #8 - stationary, looking the other way from side to side

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

NEXT PEDESTRIAN

146										// Reference number
0.35									// Height
0										// Points value
0.0001									// Hit points
1,5400
-1										// Falling noise
0										// Acceleration
-1										// Image index
IDENTITY.TAB
LNDMINE8.PIX
STDPED.MAT
1										// Index of fatal car-impact action
-1										// Index of non-fatal car-impact action
-1										// Index of after-non-fatal-impact action
-1										// Index of fatal falling action
-1										// Index of non-fatal falling action
-1										// Index of giblets action

2										// Number of actions

// Action #0 - standing there

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

// Action #1 - exploding

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


3										// Number of sequences

// Sequence #0 - standing there

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

	collide								// Include this frame in collision calcs
	fixed								// Frame rate type
	0									// Number of initial frames
		
	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


END OF PEDESTRIANS
