state("SniperElite4_DX11") { string100 map : 0xEB0BEB; float loading1 : 0xCFCAF0; float islandload : 0xC15A90; } state("SniperElite4_DX12") { string100 map : 0xE5A2AB; float loading1 : 0xE55958; float islandload : 0xB683E0; } startup { settings.Add("missions", true, "Missions"); vars.missions = new Dictionary { {"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"); }; } init { vars.doneMaps = new List(); } start { if ((current.map == "Island") && (current.loading1 != 0)) { vars.doneMaps.Clear(); return true; } } split { if (current.map != old.map) { if (settings[current.map]) { vars.doneMaps.Add(old.map); return true; } } } reset { return ((current.map == "Island") && (old.map != "Island")); } isLoading { return ((current.loading1 == 0)) || ((current.islandload == 0)); }