state("t6sp") { string21 CurrentLevelName : 0xF4E62C; // Regular splitter map int Loader :0x3D83614; string24 CurrentPlayAreaName : 0xC18138; int EndSplit : 0x2578DF0; } startup { settings.Add("missions", true, "Missions"); vars.missions = new Dictionary { {"monsoon.all.sabs", "Celerium"}, {"afghanistan.all.sabs", "Old Wounds"}, {"nicaragua.all.sabs", "Time and Fate"}, {"pakistan_1.all.sabs", "Fallen Angel"}, {"karma_1.all.sabs", "Karma"}, {"panama.all.sabs", "Suffer With Me"}, {"yemen.all.sabs", "Achilles Veil"}, {"blackout.all.sabs", "Odysseus"}, {"la_1.all.sabs", "Cordis Die"}, {"haiti.all.sabs", "Judgment Day"}, }; foreach (var Tag in vars.missions) { settings.Add(Tag.Key, true, Tag.Value, "missions"); }; vars.loadings = new Dictionary { {"fronted.english.sabs","cutscene1"}, {"fronted.all.sabs","cutscene2"}, {"ts_afghanistan.all.sabs","cutscene3"}, }; vars.missions1A = new List(); foreach (var Tag in vars.loadings) { vars.missions1A.Add(Tag.Key); } 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 | Call of Duty: Black Ops 2", MessageBoxButtons.YesNo,MessageBoxIcon.Question ); if (timingMessage == DialogResult.Yes) { timer.CurrentTimingMethod = TimingMethod.GameTime; } } } start { return ((current.CurrentLevelName == "angola.all.sabs") && (current.Loader != 0)); // Starts closer now because of a new loading value } isLoading { if (current.CurrentPlayAreaName != "nicaragua_gump_josefina") // No matter what address I used, it always turns true in the middle of joesefina's cutscene mid level { if ((current.Loader == 0) || ((current.CurrentPlayAreaName == "su_rts_mp_dockside")) || // Training course level that map1 doesn't switch to most of the time (vars.missions1A.Contains(current.CurrentLevelName))) { return true; } else // IDK why probably because of the double if, but it likes to not unpause without a return false on an else { return false; } } } split { return ((current.CurrentLevelName != old.CurrentLevelName) && (settings[current.CurrentLevelName])); return ((current.CurrentPlayAreaName == "haiti_gump_endings") && (current.EndSplit != 0)); // Used as end split once decision is made }