PM3.6 - Game & Watch - Subroutine - 0x27680

  1. if ((RandomAccessInt (0x4f41) Equal scalar(79)))
    1. if ((InternalConstantInt(ControlStickYAxis) GreaterThanOrEqual scalar(0.2)))
      1. if ((RandomAccessFloat (0x518a) GreaterThanOrEqual scalar(0.6)))
        1. FloatVariableSubtract { variable: RandomAccessFloat (0x518a), value: 0.4 }
        2. FloatVariableAdd { variable: RandomAccessFloat (0x518b), value: 0.2 }
      2. else
        1. if ((RandomAccessFloat (0x518a) LessThanOrEqual scalar(-0.6)))
          1. FloatVariableAdd { variable: RandomAccessFloat (0x518a), value: 0.4 }
          2. FloatVariableAdd { variable: RandomAccessFloat (0x518b), value: 0.2 }
    2. if ((InternalConstantInt(ControlStickYAxis) LessThanOrEqual scalar(-0.2)))
      1. if ((RandomAccessFloat (0x518a) LessThanOrEqual scalar(0.6)))
        1. IfStatementAnd ((RandomAccessFloat (0x518a) GreaterThanOrEqual scalar(0)))
        2. FloatVariableAdd { variable: RandomAccessFloat (0x518a), value: 0.4 }
        3. FloatVariableAdd { variable: RandomAccessFloat (0x5192), value: 0.4 }
        4. FloatVariableSubtract { variable: RandomAccessFloat (0x518b), value: 0.2 }
      2. if ((RandomAccessFloat (0x518a) GreaterThanOrEqual scalar(-0.6)))
        1. IfStatementAnd ((RandomAccessFloat (0x518a) LessThanOrEqual scalar(0)))
        2. FloatVariableSubtract { variable: RandomAccessFloat (0x518a), value: 0.4 }
        3. FloatVariableAdd { variable: RandomAccessFloat (0x5192), value: 0.4 }
        4. FloatVariableSubtract { variable: RandomAccessFloat (0x518b), value: 0.2 }
    3. if ((RandomAccessInt (0x4f43) Equal scalar(1)))
      1. FloatVariableSet { variable: RandomAccessFloat (0x4c2c), value: 1.85 }
      2. FloatVariableMultiply { variable: RandomAccessFloat (0x519a), value: 0.35 }