state("BirdGut") { string255 ScenePath : 0x10BDC78, 0x28, 0xC, 0x0; } start { return old.Scene == "Menu" && (current.Scene == "TitleSplash" || current.Scene == "Esophagus" || current.Scene == "Stomach" || current.Scene == "Stomach City" || current.Scene == "Stomach City Part 2" || current.Scene == "Stomach Boss" || current.Scene == "SmallIntestines" || current.Scene == "LargeIntestines" || current.Scene == "Colon" || current.Scene == "BombRoom") && settings["il_timing"]; } split { if (current.Scene != old.Scene && (old.Scene == "TitleSplash" || old.Scene == "Esophagus" || old.Scene == "Stomach" || old.Scene == "Stomach City" || old.Scene == "Stomach City Part 2" || old.Scene == "Stomach Boss" || old.Scene == "SmallIntestines" || old.Scene == "LargeIntestines" || old.Scene == "Colon" || old.Scene == "BombRoom") && current.Scene != "Menu") { return true; } } reset { return current.Scene == "Menu" && settings["il_timing"]; } update { current.Scene = Path.GetFileNameWithoutExtension(current.ScenePath) ?? old.Scene; } startup { settings.Add ("il_timing", false, "IL Timing (starts the timer on every level except Prologue, stops the timer on ever level except Missile Chamber)"); }