You are on page 1of 1

// This file was decompiled using SASCM.

ini published on 2022-03-20


{$CLEO .csa}

03A4: script_name 'SWING_CONTROL'

:SWING_CONTROL_19
0001: wait 0 ms
00D6: if
02F2: actor $PLAYER_ACTOR model == #SPECIAL01
004D: jump_if_false @SWING_CONTROL_19
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.5
00D6: if and
06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 1
particle 0
8611: not actor $PLAYER_ACTOR performing_animation "RUN_WALL"
8611: not actor $PLAYER_ACTOR performing_animation "WALK_WALL"
8611: not actor $PLAYER_ACTOR performing_animation "WALL_IDLE_A"
8611: not actor $PLAYER_ACTOR performing_animation "RUN_WALL_R_B"
8611: not actor $PLAYER_ACTOR performing_animation "RUN_WALL_L_B"
004D: jump_if_false @SWING_CONTROL_19
0002: jump @SWING_CONTROL_235

:SWING_CONTROL_235
0172: 10@ = actor $PLAYER_ACTOR Z_angle
0007: 11@ = -4.0
0494: get_joystick 0 direction_offset_to 9@ 11@ 11@ 11@
0002: jump @SWING_CONTROL_276

:SWING_CONTROL_276
0001: wait 0 ms
00D6: if
0019: 9@ > 0
004D: jump_if_false @SWING_CONTROL_315
000F: 10@ -= 4.0
0002: jump @SWING_CONTROL_354

:SWING_CONTROL_315
0001: wait 0 ms
00D6: if
8029: not 9@ >= 0
004D: jump_if_false @SWING_CONTROL_354
000B: 10@ += 4.0
0002: jump @SWING_CONTROL_354

:SWING_CONTROL_354
0173: set_actor $PLAYER_ACTOR Z_angle_to 10@
0002: jump @SWING_CONTROL_19

You might also like