P+ - Mario - Subroutine - 0x10d40
- if (OnGround)
- Subroutine(Wait1 Main 0xddd8)
- if (BoolIsTrue RandomAccessBool(SpecialsMovement))
- SetAirGround(0)
- if (ButtonPress value(1))
- SetEdgeSlide(Airbourne)
- else
- SetEdgeSlide(StayOn)
- ResetVerticalVelocityAndAcceleration(true)
- ResetVerticalVelocityAndAcceleration(false)
- else
- SetEdgeSlide(StayOn)
- SetAirGround(6)
- else
- if (InAir)
- SetEdgeSlide(Airbourne)
- if (BoolIsTrue RandomAccessBool(SpecialsMovement))
- SetAirGround(0)
- else
- SetAirGround(10)
- if (not(BoolIsTrue LongtermAccessBool (0x74)))
- IfStatementAnd (BoolIsTrue RandomAccessBool(SpecialsMovement))
- IfStatementAnd (ButtonPress value(1))
- IntVariableSet { variable: RandomAccessInt (0x8), value: 5 }
- FloatVariableSet { variable: RandomAccessFloat (0xa), value: InternalConstantInt(VerticalCharacterVelocity) }
- FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 0.8 }
- if ((RandomAccessFloat (0xa) GreaterThan scalar(1)))
- FloatVariableSet { variable: RandomAccessFloat (0xa), value: 1 }
- FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: InternalConstantInt(VerticalCharacterVelocity) }
- FloatVariableSet { variable: RandomAccessFloat (0xb), value: InternalConstantInt(HorizontalCharacterVelocity) }
- FloatVariableMultiply { variable: RandomAccessFloat (0xb), value: -0.3 }
- BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
- AddVelocity { x_vel: Variable(RandomAccessFloat(Address(11))), y_vel: Variable(RandomAccessFloat(Address(10))) }
- BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 12, bone: 0, x_offset: 0.0, y_offset: 0.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
- if (not(BoolIsTrue RandomAccessBool(SpecialsMovement)))
- IntVariableSet { variable: RandomAccessInt (0x8), value: 0 }
- if ((RandomAccessInt (0x8) GreaterThan scalar(0)))
- FloatVariableSet { variable: RandomAccessFloat (0x3db), value: 0 }
- IntVariableDecrement { variable: RandomAccessInt (0x8) }
- else
- FloatVariableSet { variable: RandomAccessFloat (0x3db), value: -0.095 }