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- state("h1_sp64_ship")
- {
- string4 decide: 0x6668D4C;
- string4 decide2: 0x781FAC;
- }
- state("h1_sp64_ship","default")
- {
- int Loader : 0x1226507C;
- string200 CurrentLevelName : 0x443C652;
- string4 decide : 0x6668D4C;
- string4 decide2 : 0x781FAC;
- }
- state("h1_sp64_ship","1.13")
- {
- int Loader : 0x1240049C;
- string200 CurrentLevelName : 0x45FF434;
- string4 decide : 0x6668D4C;
- string4 decide2 : 0x781FAC;
- }
- state("h1_sp64_ship","1.15")
- {
- int Loader : 0x5005458;
- string200 CurrentLevelName : 0x45FF196;
- string4 decide : 0x6668D4C;
- string4 decide2 : 0x781FAC;
- }
- init
- {
- if (current.decide == "1.15")
- {
- version = "1.15";
- }
- if (current.decide2 == "1.13")
- {
- version = "1.13";
- }
- if ((current.decide != "1.15") && (current.decide2 != "1.13"))
- {
- version = "1.15";
- }
- vars.doneMaps = new List<string>();
- vars.coupOffset = false;
- vars.currentTime = new TimeSpan(0, 0, 0);
- }
- update
- {
- vars.currentTime = timer.CurrentTime.GameTime; //keep the variable updated with the current time on the timer
- }
- startup
- {
- settings.Add("CoD4", true, "Call of Duty 4 Remastered");
- settings.Add("act0", true, "Prologue", "CoD4");
- settings.Add("act1", true, "Act 1", "CoD4");
- settings.Add("act2", true, "Act 2", "CoD4");
- settings.Add("act3", true, "Act 3", "CoD4");
- var tB = (Func<string, string, string, Tuple<string, string, string>>) ((elmt1, elmt2, elmt3) => { return Tuple.Create(elmt1, elmt2, elmt3); });
- var sB = new List<Tuple<string, string, string>>
- {
- tB("act0","killhouse", "F.N.G."),
- tB("act0","cargoship", "Crew Expendable"),
- tB("act0","coup", "The Coup"),
- tB("act1","blackout", "Blackout"),
- tB("act1","armada", "Charlie Dont Surf"),
- tB("act1","bog_a", "The Bog"),
- tB("act1","hunted", "Hunted"),
- tB("act1","ac130", "Death From Above"),
- tB("act1","bog_b", "War Pig"),
- tB("act1","airlift", "Shock and Awe"),
- tB("act1","aftermath", "Aftermath"),
- tB("act2","village_assault", "Safe House"),
- tB("act2","scoutsniper", "All Ghillied Up"),
- tB("act2","sniperescape", "One Shot, One Kill"),
- tB("act2","village_defend", "Heat"),
- tB("act2","ambush", "The Sins of the Father"),
- tB("act3","icbm", "Ultimatum"),
- tB("act3","launchfacility_a", "All In"),
- tB("act3","launchfacility_b", "No Fighting in The War Room"),
- tB("act3","jeepride", "Game Over"),
- };
- foreach (var s in sB) settings.Add(s.Item2, true, s.Item3, s.Item1);
- }
- start
- {
- return ((current.CurrentLevelName == "killhouse") && (current.Loader == 1));
- }
- onStart
- {
- vars.doneMaps.Clear();
- }
- split
- {
- if (current.CurrentLevelName != old.CurrentLevelName)
- {
- if (current.CurrentLevelName == "coup")
- {
- vars.currentTime = timer.CurrentTime.GameTime;
- vars.coupOffset = true;
-
- if (settings["coup"])
- {
- vars.doneMaps.Add(old.CurrentLevelName);
- return true;
- }
- }
- else
- {
- if (settings[current.CurrentLevelName])
- {
- vars.doneMaps.Add(old.CurrentLevelName);
- return true;
- }
- }
-
- }
- }
-
- reset
- {
- return ((current.CurrentLevelName == "ui") && (old.CurrentLevelName != "ui"));
- }
- isLoading
- {
- return (current.Loader == 0);
- if ((version == "default") && (current.loading1 == 0))
- {
- return true;
- }
- }
- gameTime
- {
- if (vars.coupOffset == true)
- {
- vars.coupOffset = false;
- return vars.currentTime.Add(new TimeSpan (0, 4, 45));
- }
- }
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