// Fire Tonight Auto Splitter by blazie // Utilising ASL Help by Ero // v 1.0.0 // 5. 6. 2025 state("Fire Tonight"){ bool casseteLoad: "UnityPlayer.dll", 0x0180CB88, 0x7A8, 0x270; // for isLoading } startup{ Assembly.Load(File.ReadAllBytes("Components/asl-help")).CreateInstance("Unity"); vars.Helper.LoadSceneManager = true; settings.Add("SPLITS", true, "Activated Splits"); settings.Add("LV1", true, "Level 1 (Payphone)", "SPLITS"); settings.Add("LV2", true, "Level 2 (Apartment 1)", "SPLITS"); settings.Add("LV3", true, "Level 3 (Police)", "SPLITS"); settings.Add("LV4", true, "Level 4 (Apartment 2)", "SPLITS"); settings.Add("LV5", true, "Level 5 (Dumpsters)", "SPLITS"); settings.Add("LV6", true, "Level 6 (Apartment 3)", "SPLITS"); settings.Add("LV7", true, "Level 7 (Rollerskating)", "SPLITS"); settings.Add("LV8", true, "Level 8 (Canal Locks)", "SPLITS"); } init{ old.Scene = ""; current.Scene = ""; } update { current.Scene = vars.Helper.Scenes.Active.Name ?? old.Scene; if (current.Scene != old.Scene) {print("Current scene: " + current.Scene);} // debug } start{ if (current.Scene != "Start" && old.Scene == "Start") {return true;} } split{ if (current.Scene == "Level 1" && old.Scene == "Cutscene 1") {return settings["LV1"];} if (current.Scene == "Apartment 1" && old.Scene == "Level 1") {return settings["LV2"];} if (current.Scene == "Level 2" && old.Scene == "Apartment 1") {return settings["LV3"];} if (current.Scene == "Apartment 2" && old.Scene == "Cutscene Train") {return settings["LV4"];} if (current.Scene == "Level 3" && old.Scene == "Apartment 2") {return settings["LV5"];} if (current.Scene == "Apartment 3" && old.Scene == "Level 3") {return settings["LV6"];} if (current.Scene == "Cutscene Skate" && old.Scene == "Apartment 3") {return settings["LV7"];} if (current.Scene == "Level 4" && old.Scene == "Cutscene Devins") {return settings["LV8"];} if (current.Scene == "Cutscene End" && old.Scene == "Level 4") {return true;} // final split } reset{ if (current.Scene == "Start" && old.Scene != "Start" && old.Scene != "Cutscene End"){ return true; } } isLoading{return current.casseteLoad;}