PM3.6 - Sonic - Action - 0x126

Entry Script

  1. CreateInterrupt { interrupt_id: Some(10000), action: Wait, requirement: (AnimationEnd) }
  2. CreateInterrupt { interrupt_id: Some(10002), action: FallSpecial, requirement: (AnimationEnd) }
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CannotDie) }
  4. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  5. IntVariableSet { variable: RandomAccessInt (0x0), value: 495 }
  6. IntVariableSet { variable: RandomAccessInt (0x1), value: 496 }
  7. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(Unknown(2))
      2. if ((InternalConstantInt(CurrentSubaction) Equal RandomAccessInt (0x1)))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      5. EnableInterrupt(10000)
      6. DisableInterrupt(10002)
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if ((InternalConstantInt(CurrentSubaction) Equal RandomAccessInt (0x0)))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      5. DisableInterrupt(10000)
      6. EnableInterrupt(10002)
    3. LoopRest

Exit Script

  1. ArticleRemove(1)
  2. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }
  3. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(true)] }
  4. BoolVariableSetFalse { variable: LongtermAccessBool(CannotDie) }
  5. UnknownEvent { namespace: 0x1a, code: 0x7, unk1: 0x0, arguments: [Bool(true)] }
  6. FinalSmashExit