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@jugeeya
Created April 5, 2019 19:36
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standard_result.lc Decompilation
DecompiledFunction_0_1 = function(l_2_0)
-- function num : 0_1 , upvalues : upval_0_1_0, upval_0_1_1, upval_0_1_2, upval_0_1_3, upval_0_1_4, upval_0_1_5, upval_0_1_6, upval_0_1_7
local l_2_1 = upval_0_1_0.SCENE_EXIT_CODE_NONE
upval_0_1_0.exit_code = l_2_1
l_2_1 = upval_0_1_0.LayoutRootList
l_2_1 = l_2_1.standard_result
l_2_0.layout_root = l_2_1
l_2_1 = l_2_0.layout_root
l_2_1 = l_2_1(l_2_1)
l_2_0.layout_view = l_2_1
l_2_1 = l_2_0.layout_root
l_2_1 = l_2_1(l_2_1)
l_2_0.virtual_input = l_2_1
l_2_1 = l_2_0.virtual_input
l_2_1(l_2_1, upval_0_1_0.VI_BUTTON_DECIDE, upval_0_1_0.LIB_BUTTON_A, false)
-- DECOMPILER ERROR at PC19: Overwrote pending register: R1 in 'AssignReg'
-- DECOMPILER ERROR at PC20: Overwrote pending register: R1 in 'AssignReg'
l_2_1(l_2_1, upval_0_1_0.VI_BUTTON_CANCEL, upval_0_1_0.LIB_BUTTON_B, false)
-- DECOMPILER ERROR at PC25: Overwrote pending register: R1 in 'AssignReg'
-- DECOMPILER ERROR at PC26: Overwrote pending register: R1 in 'AssignReg'
l_2_1 = l_2_1(l_2_1)
l_2_0.type = l_2_1
l_2_1 = l_2_0.layout_view
l_2_1 = l_2_1(l_2_1, "set_txt_round_00")
if (upval_0_1_0.manager):is_bonus_stage() then
l_2_1:set_text_message("mnu_standard_bonus")
else
if (upval_0_1_0.manager):is_final_round() then
l_2_1:set_text_message("mnu_standard_boss")
else
local l_2_2 = (upval_0_1_0.manager):get_round_count()
l_2_1:set_text_message_args("mnu_standard_round", l_2_2, "i")
end
end
do
local l_2_3 = 0
if l_2_0.type ~= upval_0_1_0.TYPE_WIN then
l_2_3 = 1
end
;
(l_2_0.layout_view):stop_animation_frame("result_type", l_2_3)
l_2_0.score_pane = (l_2_0.layout_view):get_pane("set_txt_score")
local l_2_4 = (upval_0_1_0.manager):get_total_score()
;
(l_2_0.score_pane):set_text_args(l_2_4, "i")
l_2_0.gsp_pane = (l_2_0.layout_view):get_pane("set_txt_gsp")
local l_2_5 = (upval_0_1_0.manager):get_total_gsp()
;
(l_2_0.gsp_pane):set_text_args(l_2_5, "i")
local l_2_6 = 0
if (upval_0_1_0.manager):is_visible_gsp_in_result() then
l_2_6 = 1
end
;
(l_2_0.layout_view):stop_animation_frame("gsp", l_2_6)
;
(l_2_0.layout_view):stop_animation_frame("gsp_type", 0)
if (upval_0_1_0.manager):is_bonus_stage() then
(l_2_0.layout_view):play_animation("smash_off", 1)
else
;
(l_2_0.layout_view):play_animation("smash_on", 1)
local l_2_7 = 0
if l_2_0.type ~= upval_0_1_0.TYPE_ABORT then
local l_2_8 = (upval_0_1_0.actor):get_kill_fighter_list()
local l_2_9 = false
for l_2_13,l_2_14 in (upval_0_1_0.ipairs)(l_2_8) do
if l_2_14.num > 1 then
l_2_9 = true
break
end
end
do
do
do
l_2_7 = #l_2_8
if l_2_9 then
for l_2_18,l_2_19 in (upval_0_1_0.ipairs)(l_2_8) do
local l_2_20 = (l_2_0.layout_view):get_pane("set_txt_smash_" .. ((upval_0_1_0.string).format)("%02d", l_2_18 - 1))
l_2_20:set_text_args(l_2_19.num, "i")
end
l_2_7 = l_2_7 + 20
end
;
(l_2_0.layout_view):stop_animation_frame("smash_count", l_2_7)
upval_0_1_1:setup(upval_0_1_2, l_2_0, l_2_0.update_state_in)
upval_0_1_1:setup(upval_0_1_3, l_2_0, l_2_0.update_state_score)
upval_0_1_1:setup(upval_0_1_4, l_2_0, l_2_0.update_state_gsp)
upval_0_1_1:setup(upval_0_1_5, l_2_0, l_2_0.update_state_wait)
upval_0_1_1:setup(upval_0_1_6, l_2_0, l_2_0.update_state_out)
upval_0_1_1:setup(upval_0_1_7, l_2_0, l_2_0.update_state_term)
upval_0_1_1:set(upval_0_1_2)
end
end
end
end
end
end
end
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