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- // Gotta love .exe changes so you don't need an identifer
- state("SniperElite4_DX11")
- {
- string16 map : 0xEB0BEB;
- float loading1 : 0xCFCAF0;
- byte loading : 0xBE1F37;
- byte fades : 0xC1555B;
- float islandload : 0xC15A90;
- int endscene : 0xB67E60;
- }
- state("SniperElite4_DX12")
- {
- string16 map : 0xE5A2AB;
- byte loading1 : 0xB669FC;
- byte loading : 0xB2007F;
- byte fades : 0xB65D4D;
- float islandload : 0xB683E0;
- int endscene : 0xAA5E98;
- }
- startup
- {
- settings.Add("missions", true, "Missions");
- vars.missions = new Dictionary<string,string>
- {
- {"Marina", "Bianti Village"},
- {"Viaduct", "Regilino Viaduct"},
- {"Dockyard", "Lorino Dockyard"},
- {"Monte_Cassino", "Abrunza Monastery"},
- {"Coastal_Facility", "Magazzeno Facility"},
- {"Forest", "Giovi Fiorini Mansion"},
- {"Fortress", "Allagra Fortress"},
- };
- foreach (var Tag in vars.missions)
- {
- settings.Add(Tag.Key, true, Tag.Value, "missions");
- };
- 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 | Sniper Elite 4",
- MessageBoxButtons.YesNo,MessageBoxIcon.Question
- );
-
- if (timingMessage == DialogResult.Yes)
- {
- timer.CurrentTimingMethod = TimingMethod.GameTime;
- }
- }
- }
- init
- {
- vars.doneMaps = new List<string>(); // You get kicked to the main menu, so adding this just in case
- }
- start
- {
- if ((current.map == "Island") && (current.loading != 1) && (current.loading1 != 0))
- {
- vars.doneMaps.Clear();
- return true;
- }
- }
- split
- {
- if ((current.map != old.map) && (settings[current.map]) && (!vars.doneMaps.Contains(current.map)) || ((current.endscene == 1)) && ((current.map == "Fortress")))
- {
- vars.doneMaps.Add(current.map);
- return true;
- }
- }
- reset
- {
- return ((current.map == "Island") && (old.map != "Island"));
- }
- isLoading
- {
- return ((current.loading == 1) || (current.fades == 1));
- }
- exit
- {
- timer.OnStart -= vars.onStart;
- }
|