P+ - Zelda - Action - 0x12 SquatWait

Entry Script (Common)

  1. UnknownEvent { namespace: 0xc, code: 0x17, unk1: 0x0, arguments: [Bool(true), Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 23062 })] }
  2. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
  3. Subroutine(0xeabc)
  4. ToggleInterrupt { interrupt_type: GroundSpecial, interrupt_id: 10097 }
  5. ToggleInterrupt { interrupt_type: GroundSpecial, interrupt_id: 10098 }
  6. ToggleInterrupt { interrupt_type: GroundOther, interrupt_id: 10059 }
  7. if ((InternalConstantInt (0x5a93) Equal scalar(1)))
    1. ToggleInterrupt { interrupt_type: GroundOther, interrupt_id: 10044 }
    2. Subroutine(0xec64)
    3. Subroutine(0xecdc)
  8. CreateInterrupt { interrupt_id: Some(10052), action: SquatRv, requirement: ((InternalConstantInt(ControlStickYAxis) GreaterThan InternalConstantInt (0xc3d))) }
  9. PreviousInterruptAddRequirement(OnGround)
  10. loop Infinite times:
    1. if ((InternalConstantInt (0x5223) Equal scalar(45)))
      1. ChangeSubactionRestartFrame(SquatWaitItem)
      2. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: true, ty: Comparison }, Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 21027 }), Value(2), Scalar(45.0)] }
    2. else
      1. Switch(1001, 43)
      2. Case(1)
      3. ChangeSubactionRestartFrame(SquatWait_1)
      4. Case(-1)
      5. SetAnimationAndTimerFrame(0.0)
      6. UnknownEvent { namespace: 0x0, code: 0x12, unk1: 0x0, arguments: [] }
      7. ChangeSubactionRestartFrame(SquatWait)
      8. EndSwitch
      9. SyncWait(1.0)
      10. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: AnimationEnd }] }
    3. LoopRest

Exit Script (Common)