This was built to track decompiler and CFG progress.
function EventTransparent()
{
lit#7 = "event_";
builtin_fn_call#8 = player.level.name.starts(lit#7);
// RegionId(1)
if (!builtin_fn_call#8)
{
lit#9 = 0;
return lit#9;
}
// RegionId(2)
else
{
lit#10 = 0;
for (phi<idx=0, regions=()> : phi<idx=1, regions=()>)
{
// RegionId(4)
// RegionId(5)
if (p.account == player.account)
{
}
// RegionId(6)
else
{
lit#13 = 26;
lit#14 = "bow_walk.gani";
// RegionId(6)
// RegionId(7)
if (p.attr[lit#13] == lit#14)
{
}
// RegionId(8)
else
{
// RegionId(8)
// RegionId(9)
if (p.account == serverr.HostingCliffClimber)
{
}
// RegionId(10)
else
{
lit#17 = 1;
p.mode = lit#17;
lit#19 = 0.25;
p.alpha = lit#19;
builtin_fn_call#21 = player.EventParticipants.add(p#1);
}
}
}
phi<idx=0, regions=()>++;
}
lit#23 = 2;
lit#25 = 1.5;
fn_call#26 = findnearestplayers#2(player.x + lit#25, player.y + lit#23);
lit#27 = 0;
for (phi<idx=0, regions=()> : phi<idx=1, regions=()>)
{
// RegionId(14)
// RegionId(15)
if (p.account == player.account)
{
}
// RegionId(16)
else
{
lit#28 = 26;
lit#29 = "bow_walk.gani";
// RegionId(16)
// RegionId(17)
if (p.attr[lit#28] == lit#29)
{
}
// RegionId(18)
else
{
// RegionId(18)
// RegionId(19)
if (p.account == serverr.HostingCliffClimber)
{
}
// RegionId(20)
else
{
lit#30 = 1;
p.mode = lit#30;
lit#31 = 0.25;
p.alpha = lit#31;
builtin_fn_call#32 = player.EventParticipants.add(p#1);
}
}
}
phi<idx=0, regions=()>++;
}
lit#33 = 0;
return lit#33;
}
}
Use the mouse wheel + shift to zoom in and out, and click and drag to pan.
Use the mouse wheel + shift to zoom in and out, and click and drag to pan.
Step 1 of 30