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#2723 another switch case statement not correctly decompiled
Author:
Date created:
Type: bug
Visibility: Everybody
Assigned to:
State: new Help

> What steps will reproduce the problem? open home sheep home 2 lost in space(or lost underground, or lost in london, should have the same issue) > What is the expected output? What do you see instead? in com.aardman.app.Game in function switchActive, there is a switch-case statement shown as: switch(switchClip.switchFunction) { case "boulder": this.level.boulder.body.SetMassFromShapes(); case "reverse": target.motor.SetMotorSpeed(-target.motorSpeed); break; case "rebound": target.motor.SetMotorSpeed(-target.motor.GetMotorSpeed()); target.body.WakeUp(); break; case "stop": target.motor.SetMotorSpeed(0); target.body.WakeUp(); if(target.isPortal) { Sounds.stop("rotationloop"); Sounds.clearAutoFade("rotationloop"); } break; case "forward": target.motor.SetMotorSpeed(target.motorSpeed); target.body.WakeUp(); this.cloudSpeed = 2; break; case "backward": target.motor.SetMotorSpeed(-target.motorSpeed); target.body.WakeUp(); this.cloudSpeed = -1; break; case "field": this.setFieldActive(target,false); break; case "release": target.body.SetMassFromShapes(); if(target.isFountain) { Sounds.play("fountainloop",true,0,undefined,0); Sounds.autoFadeSound("fountainloop",[this.level.shirley,this.level.shaun,this.level.timmy] ,[this.level.fountainA.noisePoint,this.level.fountainB.noisePoint],250,0.75); } if(target.isPortal) { Sounds.play("portalrelease1"); } break; case "activate": target.active = true; if(this.farmer) { this.farmer.receivedShock(); } break; case "reset": target.state = "hold"; if(this.level.lamp.currentLabel == "on") { Sounds.play("door" + this.levelDef.episode.toLowerCase()); } this.level.lamp.gotoAndStop("off"); this.level.door.motor.SetMotorSpeed(-this.level.door.motorSpeed); this.level.door.body.WakeUp(); break; case "launch": this.launchRocket(); break; case "lights": target.gotoAndStop("on"); Sounds.play("lightson"); TweenMax.to(this.level.hrHolder,10,{ "alpha":0, "useFrames":true }); break; case "goto": target.gotoAndStop(switchClip.value); break; case "trafficlights": target.state = (target.state + 1) % 4; switch(target.state) { case 0: target.gotoAndStop("red"); break; case 1: target.gotoAndStop("redamber"); break; case 2: target.gotoAndStop("green"); if(!this.level.towtruck.away) { this.level.towtruck.away = true; this.level.towtruck.body.SetMassFromShapes(); this.level.towtruck.backWheelMotor.SetMotorSpeed(-10); this.level.towtruck.frontWheelMotor.SetMotorSpeed(-10); this.level.towtruck.body.WakeUp(); Sounds.play("truckaway"); } break; case 3: target.gotoAndStop("amber"); } } target.body.WakeUp(); according to game logic and p-code, the `target.body.WakeUp();` outside the switch-case block should be in case "reverse": switch(switchClip.switchFunction) { case "boulder": this.level.boulder.body.SetMassFromShapes(); case "reverse": target.motor.SetMotorSpeed(-target.motorSpeed); target.body.WakeUp(); break; case "rebound": target.motor.SetMotorSpeed(-target.motor.GetMotorSpeed()); target.body.WakeUp(); break; case "stop": target.motor.SetMotorSpeed(0); target.body.WakeUp(); if(target.isPortal) { Sounds.stop("rotationloop"); Sounds.clearAutoFade("rotationloop"); } break; case "forward": target.motor.SetMotorSpeed(target.motorSpeed); target.body.WakeUp(); this.cloudSpeed = 2; break; case "backward": target.motor.SetMotorSpeed(-target.motorSpeed); target.body.WakeUp(); this.cloudSpeed = -1; break; case "field": this.setFieldActive(target,false); break; case "release": target.body.SetMassFromShapes(); if(target.isFountain) { Sounds.play("fountainloop",true,0,undefined,0); Sounds.autoFadeSound("fountainloop",[this.level.shirley,this.level.shaun,this.level.timmy] ,[this.level.fountainA.noisePoint,this.level.fountainB.noisePoint],250,0.75); } if(target.isPortal) { Sounds.play("portalrelease1"); } break; case "activate": target.active = true; if(this.farmer) { this.farmer.receivedShock(); } break; case "reset": target.state = "hold"; if(this.level.lamp.currentLabel == "on") { Sounds.play("door" + this.levelDef.episode.toLowerCase()); } this.level.lamp.gotoAndStop("off"); this.level.door.motor.SetMotorSpeed(-this.level.door.motorSpeed); this.level.door.body.WakeUp(); break; case "launch": this.launchRocket(); break; case "lights": target.gotoAndStop("on"); Sounds.play("lightson"); TweenMax.to(this.level.hrHolder,10,{ "alpha":0, "useFrames":true }); break; case "goto": target.gotoAndStop(switchClip.value); break; case "trafficlights": target.state = (target.state + 1) % 4; switch(target.state) { case 0: target.gotoAndStop("red"); break; case 1: target.gotoAndStop("redamber"); break; case 2: target.gotoAndStop("green"); if(!this.level.towtruck.away) { this.level.towtruck.away = true; this.level.towtruck.body.SetMassFromShapes(); this.level.towtruck.backWheelMotor.SetMotorSpeed(-10); this.level.towtruck.frontWheelMotor.SetMotorSpeed(-10); this.level.towtruck.body.WakeUp(); Sounds.play("truckaway"); } break; case 3: target.gotoAndStop("amber"); } } > What version of the product are you using? Is it "nightly build"? Which operating system do you have? 26.2.1, not nightly build windows 10 > Please provide any additional information below. If the problem is related to a SWF file, attach it here, otherwise we can't help you.