PM3.6 - Donkey Kong - Subroutine - 0x2dc58

  1. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
    1. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
    2. UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(2)] }
  2. if ((InternalConstantInt(ControlStickXAxisAbsolute) LessThan scalar(0.25)))
    1. IfStatementAnd ((InternalConstantInt(PreviousControlStickXAxisAbsolute) LessThan scalar(0.25)))
    2. IfStatementAnd (OnGround)
    3. FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(HorizontalCharacterVelocity) }
    4. FloatVariableMultiply { variable: RandomAccessFloat (0x7), value: -1 }
    5. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    6. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(7))), y_vel: Constant(0.0) }
    7. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  3. if (not(OnGround))
    1. FloatVariableSet { variable: LongtermAccessFloat (0x6), value: InternalConstantInt(HorizontalCharacterVelocity) }
    2. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: InternalConstantInt(VerticalCharacterVelocity) }