state("Dishonored2") { // default unknown version } state("Dishonored2", "1.3") { // 1.75.0.12 // 166068224 bool isLoading : 0x26BD368; // 26BD374 float x : 0x26BD688, 0x1E8960, 0xE50, 0x540, 0x10, 0x40, 0x0, 0x3C; float y : 0x26BD688, 0x1E8960, 0xE50, 0x540, 0x10, 0x40, 0x0, 0x40; float z : 0x26BD688, 0x1E8960, 0xE50, 0x540, 0x10, 0x40, 0x0, 0x44; string128 levelName : 0x3E04E50; float screenFade : 0x2518A50, 0xEEF38, 0x34; uint interaction : 0x2566CA8, 0x1F6EB0, 0x88, 0x80, 0x4; uint canInteract : 0x2566CA8, 0x1F6EB0, 0xE90, 0x0; } state("Dishonored2", "1.4") { // 1.76.0.18 // 163115008 bool isLoading : 0x26DF8E8; // 26DF8F4 float x : 0x26DFC08, 0x1E8960, 0xE50, 0x540, 0x10, 0x40, 0x0, 0x3C; float y : 0x26DFC08, 0x1E8960, 0xE50, 0x540, 0x10, 0x40, 0x0, 0x40; float z : 0x26DFC08, 0x1E8960, 0xE50, 0x540, 0x10, 0x40, 0x0, 0x44; string128 levelName : 0x3E69FF0; float screenFade : 0x253B0D0, 0xEEF38, 0x34; uint interaction : 0x26DFC08, 0x1F6EC0, 0x88, 0x80, 0x4; uint canInteract : 0x26DFC08, 0x1F6EC0, 0xE90, 0x0; } state("Dishonored2", "1.9") { // 1.77.9.0 // 70369280 bool isLoading : 0x288D2E8;// Alternatively 0x3BDA0A8 float x : 0x288D608, 0x1E8960, 0xE58, 0x540, 0x10, 0x40, 0x0, 0x3C; float y : 0x288D608, 0x1E8960, 0xE58, 0x540, 0x10, 0x40, 0x0, 0x40; float z : 0x288D608, 0x1E8960, 0xE58, 0x540, 0x10, 0x40, 0x0, 0x44; string128 levelName : 0x4025C50; float screenFade : 0x26C2B10, 0xEEF38, 0x34; uint interaction : 0x288D608, 0x1F6EE8, 0x88, 0x80, 0x4; uint canInteract : 0x288D608, 0x1F6EE8, 0x13B0, 0x0; } state("Dishonored2_x64ShippingRetail", "1.9ms") { // 1.77.9.0 // 113065984 bool isLoading : 0x4A685A8; //float x : 0x51f57d4; //camx //float y : 0x51f57d8; //camy //float z : 0x51f57dc; //camz float x : 0x48A3318, 0x10, 0x330, 0x78; //player pos from arkPlayer object float y : 0x48A3318, 0x10, 0x330, 0x7c; float z : 0x48A3318, 0x10, 0x330, 0x80; string128 levelName : 0x5841040; float screenFade : 0x61c7b50, 0, 8, 0x7DC; uint interaction : 0x4A10448, 0x6D0, 0x10, 0xa0, 0x88, 0x80, 4; uint canInteract : 0x4A10448, 0x6D0, 0x10, 0xa0, 0x13b0, 0; } startup { // "campaign/bunker/bunker_p_lowchaos" is used before killing/darting stilton regardless of chaos // "campaign/bunker/bunker_p_highchaos" is used after regardless of chaos vars.autoSplits = new Tuple[]{ Tuple.Create("A Strange Visit" ,"campaign/void/void_01/void_01_p" ,true ), Tuple.Create("Edge of the World" ,"campaign/boat/edge_of_the_world/boat_eotw_p" ,false), Tuple.Create("The Good Doctor" ,"campaign/institute/institute_p_" ,true ), Tuple.Create("The Lockwork Mansion" ,"campaign/boat/madinventor/boat_madinventor_p" ,true ), Tuple.Create("Another Strange Visit" ,"campaign/void/void_02/void_02_p" ,true ), Tuple.Create("The Royal Conservatory","campaign/boat/curator/boat_curator_p" ,false), Tuple.Create("Dust District" ,"campaign/boat/dust/boat_dust_p" ,true ), Tuple.Create("A Crack in the Slab" ,"campaign/bunker/bunker_p_lowchaos" ,true ), Tuple.Create("The Grand Palace" ,"campaign/boat/duke_palace/boat_palace_p" ,true ), Tuple.Create("Death to the Empress" ,"campaign/boat/dunwall_return/boat_dunwall_return_p",true ), }; int i = 0; foreach (var autoSplit in vars.autoSplits) { settings.Add("autosplit_"+i.ToString(),autoSplit.Item3,"Split on \""+autoSplit.Item1+"\" start"); ++i; } settings.Add("autosplit_end",true,"Split on run end"); vars.autoSplitIndex = -1; } init { switch (modules.First().ModuleMemorySize) { case 113065984: version = "1.9ms"; break; // Windows Store case 70369280: version = "1.9"; break; case 163115008: version = "1.4"; break; case 166068224: version = "1.3"; break; default: version = ""; break; } // print(modules.First().FileVersionInfo.FileVersion); // print(modules.First().ModuleMemorySize.ToString()); if (vars.autoSplitIndex == -1) { for (vars.autoSplitIndex = 0;vars.autoSplitIndex < vars.autoSplits.Length;++vars.autoSplitIndex) { if (settings["autosplit_"+vars.autoSplitIndex.ToString()]) { break; } } } } exit { timer.IsGameTimePaused = true; } isLoading { return current.isLoading; } update { const float posX = -28.09f, posY = -153.96f, posZ = 66.40f, delta = 0.005f; if (old.isLoading || current.isLoading) { vars.runStarting = current.levelName.Equals("campaign/dunwall/escape/tower/dunwall_escape_tower_p") && // Check if inside starting area. posX-delta < current.x && current.x < posX+delta && posY-delta < current.y && current.y < posY+delta && posZ-delta < current.z && current.z < posZ+delta; if(vars.runStarting){ for (vars.autoSplitIndex = 0;vars.autoSplitIndex < vars.autoSplits.Length;++vars.autoSplitIndex) { if (settings["autosplit_"+vars.autoSplitIndex.ToString()]) { break; } } } } else { vars.runStarting = false; } } reset { return current.isLoading && vars.runStarting; } start { return !current.isLoading && vars.runStarting; } split { if (vars.autoSplitIndex < vars.autoSplits.Length) { if (current.isLoading && current.levelName.StartsWith(vars.autoSplits[vars.autoSplitIndex].Item2)) { for (++vars.autoSplitIndex;vars.autoSplitIndex < vars.autoSplits.Length;++vars.autoSplitIndex) { if (settings["autosplit_"+vars.autoSplitIndex.ToString()]) { break; } } return true; } } else if(vars.autoSplitIndex == vars.autoSplits.Length && settings["autosplit_end"]) { bool isFadingOut = (old.screenFade < current.screenFade && current.screenFade < 1.0f); // For some reason 0x4B indicates that we can interact with something. // Also, if it just changed, we assume the user can interact. // This is necessary since `canInteract` is only updated on the second frame. bool canInteract = (current.canInteract == 0x4B || old.interaction != current.interaction); // 0x9C673C93 is the id (possibly a hash) for "Revive your father", 0xA2674605 is for "Revive your daughter". bool isFinalInteraction = (current.interaction == 0x9C673C93 || current.interaction == 0xA2674605); if(isFadingOut && canInteract && isFinalInteraction) { ++vars.autoSplitIndex; return true; } } return false; }