P+ - Game & Watch - Subroutine - 0xfc78

  1. Subroutine(0xfef0)
  2. GenerateArticle { article_id: 0, subaction_only: true }
  3. Subroutine(0xf530)
  4. if ((InternalConstantInt(ControlStickYAxis) GreaterThanOrEqual scalar(0.2)))
    1. if ((RandomAccessFloat (0xa) GreaterThanOrEqual scalar(0.5)))
      1. FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: 0.4 }
      2. FloatVariableAdd { variable: RandomAccessFloat (0xb), value: 0.2 }
    2. if ((RandomAccessFloat (0xa) GreaterThanOrEqual scalar(0.5)))
      1. FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: 0.2 }
      2. FloatVariableAdd { variable: RandomAccessFloat (0xb), value: 0.1 }
      3. if (RollADie)
        1. FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: 0.2 }
        2. FloatVariableAdd { variable: RandomAccessFloat (0xb), value: 0.1 }
  5. else
    1. if ((InternalConstantInt(ControlStickYAxis) LessThanOrEqual scalar(-0.2)))
      1. if ((RandomAccessFloat (0xa) LessThanOrEqual scalar(0.7)))
        1. FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 0.4 }
        2. FloatVariableSubtract { variable: RandomAccessFloat (0xb), value: 0.2 }
      2. if ((RandomAccessFloat (0xa) LessThanOrEqual scalar(0.7)))
        1. FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 0.2 }
        2. FloatVariableSubtract { variable: RandomAccessFloat (0xb), value: 0.1 }
        3. if (RollADie)
          1. FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 0.2 }
          2. FloatVariableSubtract { variable: RandomAccessFloat (0xb), value: 0.1 }
    2. else
      1. if ((RandomAccessFloat (0xa) GreaterThanOrEqual scalar(0.9)))
        1. FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: 0.2 }
        2. FloatVariableAdd { variable: RandomAccessFloat (0xb), value: 0.1 }
        3. if (RollADie)
          1. FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: 0.2 }
          2. FloatVariableAdd { variable: RandomAccessFloat (0xb), value: 0.1 }
      2. if ((RandomAccessFloat (0xa) LessThanOrEqual scalar(0.3)))
        1. FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 0.2 }
        2. FloatVariableSubtract { variable: RandomAccessFloat (0xb), value: 0.1 }
        3. if (RollADie)
          1. FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 0.2 }
          2. FloatVariableSubtract { variable: RandomAccessFloat (0xb), value: 0.1 }
  6. Subroutine(0xf910)