// Created by KunoDemetries#6969 // For vers 1.10.5 /* Because of the anti-cheat I have retired from updating the BOCW ASL, until the game is offically "dead" in future years this will be a stump. */ state("BlackOpsColdWar") { int loading1 : 0xF5F3C70; // It seems static addresses for things like loads and string50 map : 0xF6DCF73; // Level names are consistent to the 0xEA - 0xEF area } startup { settings.Add("missions", true, "Missions"); // Making a setting for base levels settings.Add("split", false, "Briefings"); // Making a setting for All the briefings settings.SetToolTip("split", "Will Split on ever briefing (Includes interrogation)"); // making a note to explain the briefing setting vars.missions = new Dictionary // creating a dictionary just to not have to make 1.5k settings { {"ger_hub","CIA Safehouse E9"}, // first "" is the in-game name, and the second "" is the actual name {"nam_armada","Fractured Jaw"}, {"ger_stakeout","Brick in the Wall"}, {"rus_amerika","Redlight, Greenlight"}, {"rus_yamantau","Echoes of a Cold War"}, {"rus_kgb","Desperate Measures"}, {"nic_revolucion","End of the Line"}, {"nam_prisoner","Break on Through"}, {"ger_hub8","Identity Crisis"}, {"rus_siege","The Final Countdown (Good Ending)"}, {"rus_duga","Ashes to Ashes (Bad Ending)"}, }; // operation cirus demission_tundra foreach (var Tag in vars.missions) // Saying for every var in var.missions to make it have the key value of missions to then refrence it in the settings for missions { settings.Add(Tag.Key, true, Tag.Value, "missions"); }; vars.onStart = (EventHandler)((s, e) => // thanks gelly for this, it's basically making sure it always clears the vars no matter how livesplit starts { vars.starter = 0; vars.endsplit = 0; vars.FuckFinalSplit = 0; vars.doneMaps.Clear(); vars.doneMaps.Add(current.map.ToString()); }); 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 | Call of Duty: Black Ops Cold War", MessageBoxButtons.YesNo,MessageBoxIcon.Question ); if (timingMessage == DialogResult.Yes) { timer.CurrentTimingMethod = TimingMethod.GameTime; } } } init // making throwaway vars for comparison and tracking { vars.debreifsplit = 0; vars.doneMaps = new List(); vars.splitter = 0; } update { // This first one is basically keeping track of everytime we enter a debrief as they're the same map name if ((current.map == "ger_hub") && (old.map != "takedown") && (current.map != old.map) && (settings["split"])) { vars.debreifsplit = 1; } else { vars.debreifsplit = 0; } // A basic check to see if were in a level we weren't in previously and if that level's setting is true if (((settings[current.map]) && (old.map != current.map) && (!vars.doneMaps.Contains(current.map)))) { vars.doneMaps.Add(old.map); vars.splitter = 1; } else { vars.splitter = 0; } } start // a generic start { if ((current.map == "takedown") && (current.loading1 != 0)) { vars.doneMaps.Clear(); // Always good to clear doneMaps in start and reset. Would recommend to also do it in return true; // update if you're back in e_frontend but most of the time it's not neccesary } } split // Basically if the "update" function's checks turned true to split { return ((vars.debreifsplit == 1) || (vars.splitter == 1)); } reset // e_frontend is the main menu screen { if (current.map == "e_frontend") { vars.doneMaps.Clear(); // Always good to clear doneMaps in start and reset return true; } } isLoading { return (current.loading1 == 0); } exit { timer.OnStart -= vars.onStart; }