P+ - Donkey Kong - Subroutine - 0x14ae0

  1. if (ChangeInAirGroundState)
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }
  2. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(29)))
    2. if ((InternalConstantInt(Damage) GreaterThanOrEqual scalar(100)))
      1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 1 }
      2. if (not(BoolIsTrue LongtermAccessBool (0x49)))
        1. BoolVariableSetFalse { variable: LongtermAccessBool (0x47) }
        2. BoolVariableSetFalse { variable: LongtermAccessBool (0x48) }
        3. BoolVariableSetTrue { variable: LongtermAccessBool (0x49) }
        4. FloatVariableSet { variable: LongtermAccessFloat (0xb2), value: 2 }
    3. else
      1. if ((InternalConstantInt(Damage) GreaterThanOrEqual scalar(50)))
        1. IfStatementAnd ((InternalConstantInt(Damage) LessThan scalar(100)))
        2. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
        3. if (not(BoolIsTrue LongtermAccessBool (0x48)))
          1. BoolVariableSetFalse { variable: LongtermAccessBool (0x47) }
          2. BoolVariableSetTrue { variable: LongtermAccessBool (0x48) }
          3. BoolVariableSetFalse { variable: LongtermAccessBool (0x49) }
          4. FloatVariableSet { variable: LongtermAccessFloat (0xb2), value: 1 }
      2. else
        1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: -1 }
        2. if (not(BoolIsTrue LongtermAccessBool (0x47)))
          1. BoolVariableSetTrue { variable: LongtermAccessBool (0x47) }
          2. BoolVariableSetFalse { variable: LongtermAccessBool (0x48) }
          3. BoolVariableSetFalse { variable: LongtermAccessBool (0x49) }
          4. FloatVariableSet { variable: LongtermAccessFloat (0xb2), value: 0 }
  3. SyncWait(1.0)
  4. Goto(0x14ae0)