PM3.6 - Donkey Kong - Common Subroutine 0xf464

  1. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
    1. ToggleInterrupt { interrupt_type: GroundOther, interrupt_id: 10053 }
    2. EnableInterrupt(10051)
    3. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  2. if (not(BoolIsTrue RandomAccessBool (0x11)))
    1. IfStatementAnd (BoolIsTrue RandomAccessBool(EnableActionTransition))
    2. EnableInterruptGroup(GroundSpecial)
    3. EnableInterruptGroup(GroundItem)
    4. EnableInterruptGroup(GroundCatch)
    5. EnableInterruptGroup(GroundAttack)
    6. EnableInterruptGroup(GroundEscape)
    7. EnableInterruptGroup(GroundGuard)
    8. EnableInterruptGroup(GroundJump)
    9. EnableInterruptGroup(GroundOther)
    10. ToggleInterrupt { interrupt_type: GroundOther, interrupt_id: 10051 }
    11. CreateInterrupt { interrupt_id: Some(10053), action: SquatWait, requirement: ((InternalConstantInt(ControlStickYAxis) LessThanOrEqual InternalConstantInt (0xc3d))) }
    12. PreviousInterruptAddRequirement(OnGround)
    13. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
    14. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  3. if (BoolIsTrue RandomAccessBool(EnableGlide))
    1. EnableInterrupt(10010)
    2. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }
  4. else
    1. DisableInterrupt(10010)