state("ppg_win_steam") { int roomNum : "ppg_win_steam.exe", 0x009DFDD4, 0x228, 0x58, 0xCC8; int gameState : "ppg_win_steam.exe", 0x009DFDD4, 0x228, 0x58, 0xD1C; uint bossHealth : "ppg_win_steam.exe", 0x009DFDD4, 0x228, 0x58, 0xC58; } start { if (current.roomNum == 0 && old.gameState == 10 && current.gameState == 9) { current.PhaseOne = false; return true; } } split { var segment = timer.CurrentSplit.Name.ToLower(); if (current.roomNum == 45 && current.bossHealth > 2000000000 && (old.bossHealth > 0 && old.bossHealth < 2000000000) && timer.CurrentSplitIndex < (timer.Run.Count - 1)) return true; if (current.roomNum == 99 && current.bossHealth > 2000000000 && (old.bossHealth > 0 && old.bossHealth < 2000000000) && timer.CurrentSplitIndex < (timer.Run.Count - 1)) return true; if (current.roomNum == 71 && current.bossHealth > 2000000000 && (old.bossHealth > 0 && old.bossHealth < 2000000000) && timer.CurrentSplitIndex < (timer.Run.Count - 1)) return true; if (current.roomNum == 95 && current.PhaseOne && current.bossHealth > 2000000000 && old.bossHealth < 2000000000) return true; if (current.roomNum == 95 && current.bossHealth > 2000000000 && old.bossHealth < 2000000000) current.PhaseOne = true; } reset { bool saveGlitch = current.roomNum == 34 || current.roomNum == 74 || current.roomNum == 45 || current.roomNum == 85; return current.gameState < 9 && !saveGlitch; } isLoading { return false; } gameTime { }