state("Singularity") { bool Loader : 0x17C6080; // 0 loading/1 not, btw as nobody puts it this is originally a byte bool inControl : 0x18DA251; // 1 in control, 0 not string56 mapID1 : 0x0191A210, 0x14; string56 mapID2 : 0x018F74E4, 0x58, 0x3C, 0x18, 0x1E4, 0x2C; float zcoord : 0x18DE3B4; // prolly isn't the zcoord idk how the game orders it lol } startup { settings.Add("SGL", true, "All Chapters"); settings.Add("WD", true, "Workers' District"); settings.Add("RF", true, "Research Facility"); settings.Add("BT", true, "Barsiov's Tower"); settings.Add("RL", true, "Rail Line"); settings.Add("CD", true, "Central Dock"); settings.Add("E99", true, "E99 Processing Complex"); settings.Add("SL", true, "Singularity Labs"); settings.Add("SP_SL3_kismet99", true, "End Split"); var tB = (Func>) ((elmt1, elmt2, elmt3) => { return Tuple.Create(elmt1, elmt2, elmt3); }); var sB = new List> { //tB("WD", "SP_VI_intro_Kismet","After First Cutscene"), keeping this just incase //tB("WD", "SP_VI2_kismet01", "Standing on The Dock"), tB("WD", "SP_RL1_kismet01", "Clicking Into Laptop"), tB("RF", "SP_RL2_kismet04", "Entering Underground Railway"), tB("RF", "SP_RL2_kismet02_1950", "Entering The Rift"), tB("RF", "SP_RL3_kismet03", "Returning from 1950"), tB("RF", "SP_RL5_kismet05", "Entering into the Battle Royal"), tB("BT", "SP_BT_A_kismet01", "Entering into Barsiov's Tower"), tB("RL", "orld.PersistentLevel.RCheckpoint_0", "Getting NTD Upgrade"), tB("RL", "orld.PersistentLevel.RCheckpoint_16", "Crane Skip"), tB("RL", "orld.PersistentLevel.RCheckpoint_6", "Rescued Kathryn"), tB("RL", "rain_intro", "Skipped Mother Phase Tick Fight"), tB("CD", "eck1", "Fixed boat and getting onto it"), tB("E99", "SP_WL1_kismet01", "Barsiov's Hut"), tB("E99", "SP_WL1_kismet04", "Skip through the badlands"), tB("E99", "SP_WL3_kismet04", "Repaired Bridge"), tB("E99", "SP_WL4_kismet08", "Top of elevator"), tB("E99", "P_WL6_kismet_1950.TheWorld.PersistentLevel.RCheckpoint_1", "Getting the E99 bomb charged and leaving"), tB("SL", "SP_SL1_kismet01", "Start of Singularity Tower"), tB("SL", "L2_kismet_p.TheWorld.PersistentLevel.RCheckpoint_5", "After recieving TMD amplifer mod"), //tB("", "", ""), }; foreach (var s in sB) settings.Add(s.Item2, true, s.Item3, s.Item1); 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.doneMaps.Clear(); // Needed because checkpoints bad in game }); 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 | Singularity", MessageBoxButtons.YesNo,MessageBoxIcon.Question ); if (timingMessage == DialogResult.Yes) { timer.CurrentTimingMethod = TimingMethod.GameTime; } } } init { vars.doneMaps = new List(); vars.Splitter = false; // Just so I can throw everything in update } update { if (settings[current.mapID1] && (!vars.doneMaps.Contains(current.mapID1)) || (settings[current.mapID2] && (!vars.doneMaps.Contains(current.mapID2)))) { vars.doneMaps.Add(current.mapID1); vars.doneMaps.Add(current.mapID2); //Wouldn't matter if either of them get triggered as there is never a location where one split can affect another vars.Splitter = true; } else { vars.Splitter = false; } print(current.inControl.ToString()); } start { if (current.mapID1 == "SP_VI2_kismet01" && current.zcoord >= -37546.51953 && current.inControl == 1) // scuffed but it changes within 5 seconds { vars.doneMaps.Clear(); return true; } } split { if (vars.Splitter) { vars.Splitter = false; return true; } } isLoading { return (!current.Loader); }