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- state("wilbur")
- {
- string50 map : 0x328810;
- string50 wrsplits : 0x328897;
- byte loading1 : 0x2FBC5C;
- }
- startup
- {
- settings.Add("l1", false, "All Levels");
- settings.Add("l2", true, "WR Splits");
- vars.missions5 = new Dictionary<string,string>
- {
- {"a1_robinson","Entering Robinson's house"},
- {"a1_robinson_storage","Storage Room"},
- {"a1_robinson_trainroom","Entering Training Room"},
- {"a1_robinsonhouse_ext","Exterior of House"},
- {"a1_subbasement","Entering Basement"},
- {"a1_subbasement2","Basement Part 2"},
- {"a1_subbasement3","Basement Part 3"},
- {"a1_subbasement_boss","Fighting Basement Boss"},
- {"a1_sciencefair","Science Fair"},
- {"a2_altfuture","Trainsit Station"},
- {"a2_altfuture_warehouse","Industrial District 1"},
- {"a2_oldtown","Old Town 1"},
- {"a2_altfuture_warehouse2","Future Warehouse Part 2"},
- {"a2_oldtown2","Old Town Part 2"},
- {"a2_lizzy","Hive"},
- {"a2_lizzy_boss","Hive Thrown Room"},
- {"a2_magma","Magma Industires Transit"},
- {"a2_magma_interior","Magma Industries Backdoor"},
- {"a2_prometheus","Magma Industries Prometheus"},
- {"a3_robinson","Robinson House Pre-Doris"},
- {"a3_industries","Doris Fight"},
- };
- foreach (var Tag in vars.missions5)
- {
- settings.Add(Tag.Key, true, Tag.Value, "l1");
- };
- vars.missions1 = new Dictionary<string,string>
- {
- {@"a1_robinson_storage\","Garage Early"},
- {@"a1_subbasement\","Basement 1"},
- {@"a1_subbasement2\","Basement 2"},
- {@"a1_subbasement3\","Basement 3"},
- {@"a1_sciencefair\","Science Fair"},
- {@"a2_robinson\","Walk Through Walks"},
- {@"a2_altfuture_warehouse\","Industrial District"},
- {@"a2_oldtown\","Havoc Gloves Early"},
- {@"a2_oldtown2\","Starving Orphans Skip"},
- {@"a2_lizzy\","Hive Skip"},
- {@"a2_lizzy_boss\","Puzzle Skip"},
- {@"a2_prometheus\","Prometheus"},
- {@"a3_robinson\","Mega Dorris"},
- };
- foreach (var Tag in vars.missions1)
- {
- settings.Add(Tag.Key, true, Tag.Value, "l2");
- };
- vars.onStart = (EventHandler)((s, e) =>
- {
- vars.doneMaps.Clear();
- });
- timer.OnStart += vars.onStart;
- if (timer.CurrentTimingMethod == TimingMethod.RealTime) // stolen from dude simulator 3, basically asks the runner to set their livesplit to game time
- {
- var timingMessage = MessageBox.Show (
- "This game uses Time without Loads (Game Time) as the main timing method.\n"+
- "LiveSplit is currently set to show Real Time (RTA).\n"+
- "Would you like to set the timing method to Game Time? This will make verification easier",
- "LiveSplit | Meet the Robinsons",
- MessageBoxButtons.YesNo,MessageBoxIcon.Question
- );
-
- if (timingMessage == DialogResult.Yes)
- {
- timer.CurrentTimingMethod = TimingMethod.GameTime;
- }
- }
- }
- init
- {
- vars.doneMaps = new List<string>(); // Keeping this in because the locations are based on rooms and not actual OBJs (open world map)
- }
- start
- {
- if (current.map == "a1_egypt") // Timing method starts on selecting new game or whatever
- {
- vars.doneMaps.Clear();
- return true;
- }
- }
- split
- {
- if ((settings["All Levels"]) && (settings[current.map]) && ((!vars.doneMaps.Contains(old.map))))
- {
- if (current.map != old.map)
- {
- vars.doneMaps.Add(current.map);
- return true;
- }
- }
- else
- {
- if ((current.wrsplits != old.wrsplits) && (settings[current.wrsplits]) && (!vars.doneMaps.Contains(old.wrsplits)))
- {
- vars.doneMaps.Add(current.wrsplits);
- return true;
- }
- }
- }
- reset
- {
- return (current.map == "fronted");
- }
- isLoading
- {
- return (current.loading1 == 1);
- }
- exit
- {
- timer.OnStart -= vars.onStart;
- }
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