PM3.6 - Game & Watch - Action - 0x11c
            Entry Script
            - if (FacingRight) - FloatVariableSet { variable: RandomAccessFloat(EnableTurnWhenBelowZero), value: 1 }
 
- else- FloatVariableSet { variable: RandomAccessFloat(EnableTurnWhenBelowZero), value: -1 }
 
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- CallEveryFrame { thread_id: 9, script: 0x17a4c }
- loop Infinite times: - if (OnGround) - SetEdgeSlide(StayOn)
- SetAirGround(6)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition)) - ChangeSubaction(SpecialLwEnd)
 
- else- ChangeSubactionRestartFrame(SpecialLwEnd)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
 
- else- SetEdgeSlide(Airbourne)
- SetAirGround(102)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition)) - ChangeSubaction(SpecialAirLwEnd)
 
- else- ChangeSubactionRestartFrame(SpecialAirLwEnd)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
 
- UnknownEvent { namespace: 0x4, code: 0x5, unk1: 0x0, arguments: [Value(24)] }
- LoopRest
 
Exit Script