This was built to track decompiler and CFG progress.
function public.returnIdle()
{
lit#3 = "carry";
// RegionId(1)
if (player.ani.name == lit#3)
{
lit#4 = "carrystill";
player.ani = lit#4;
goto RegionId(15);
}
// RegionId(2)
else
{
// RegionId(3)
if (timevar2#5 < player.sparklerExpire)
{
lit#7 = null;
lit#8 = "dc_sparklertest_idle";
fn_call#10 = setAni#9(lit#8, lit#7);
goto RegionId(15);
}
// RegionId(4)
else
{
// RegionId(4)
// RegionId(5)
if (timevar2#5 < player.glowStickExpire)
{
lit#13 = null;
// RegionId(6)
if (player.lastGlowstick != lit#13)
{
lit#14 = null;
lit#15 = "_idle";
fn_call#16 = setAni#9(player.lastGlowstick @ lit#15, lit#14);
goto RegionId(15);
}
}
// RegionId(7)
// RegionId(8)
if (client.rat)
{
lit#19 = "morph_ratremake-";
builtin_fn_call#20 = player.ani.name.pos(lit#19);
lit#21 = 0;
// RegionId(8)
// RegionId(9)
if (builtin_fn_call#20 >= lit#21)
{
lit#22 = "morph_ratremake-idle";
player.ani = lit#22;
}
// RegionId(10)
else
{
fn_call#25 = findweapon#24(player.morphWeapon);
fn_call#27 = fn_call.returnIdle();
}
}
// RegionId(11)
else
{
lit#29 = null;
// RegionId(11)
// RegionId(12)
if (player.vehicle != lit#29)
{
fn_call#30 = findweapon#24(player.vehicle);
fn_call#32 = fn_call.setIdle();
}
// RegionId(13)
else
{
lit#33 = "iwalk";
lit#34 = "walk";
// RegionId(13)
// RegionId(14)
if (player.ani.name in {lit#34, lit#33})
{
player.ani = client.idleani;
}
}
}
lit#36 = 0;
return lit#36;
}
}
}
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Step 1 of 18