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- on IFLSetUpLogo
- global ILFRotateP, IFLPersonalList, IFLStartP, IFLROtCounter
- if IFLROtCounter = 2 then
- set ILFRotateP to 2
- else
- set IFLROtCounter to 1 + IFLROtCounter
- end if
- if ILFRotateP <> 2 then
- repeat with t = 1 to 8
- if (ILFRotateP = 1) and (the castNum of sprite 3 = the number of member "Startrotate") then
- set ILFRotateP to 2
- exit repeat
- next repeat
- end if
- set the castNum of sprite 3 to the castNum of sprite 3 + 1
- if the mouseDown then
- cursor(-1)
- set ILFRotateP to 1
- updateStage()
- end if
- Intwait(0.10000000000000001)
- updateStage()
- end repeat
- end if
- if ILFRotateP <> 2 then
- repeat with t = 1 to 8
- if (ILFRotateP = 1) and (the castNum of sprite 3 = the number of member "Startrotate") then
- set ILFRotateP to 2
- exit repeat
- next repeat
- end if
- set the castNum of sprite 3 to the castNum of sprite 3 - 1
- if the mouseDown then
- cursor(-1)
- set ILFRotateP to 1
- updateStage()
- end if
- Intwait(0.10000000000000001)
- updateStage()
- end repeat
- else
- cursor(200)
- puppetSound(0)
- set the castNum of sprite 3 to the number of member "rotateP"
- updateStage()
- set the castNum of sprite 3 to the castNum of sprite 3 + 1
- updateStage()
- repeat while the locV of sprite 3 < 362
- set the locV of sprite 3 to the locV of sprite 3 + 10
- updateStage()
- end repeat
- set the locV of sprite 3 to 362
- updateStage()
- set the locH of sprite 3 to 339
- updateStage()
- Intwait(0.20000000000000001)
- set the castNum of sprite 32 to the number of member "fullLOGO"
- set the locH of sprite 32 to 445
- set the locV of sprite 32 to 407
- repeat with t = 3 to 12
- set the locH of sprite t to 2000
- end repeat
- updateStage()
- Intwait(0.20000000000000001)
- set IFLStartP to 1
- end if
- end
-