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Copy pathFrogun.asl
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Frogun.asl
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state("Frogun", "1.92")
{
float speedrunTimer : "GameAssembly.dll", 0x16E5280, 0xB8, 0x0;
bool isSpeedrunMode : "GameAssembly.dll", 0x16E5A48, 0xB8, 0x2C;
bool isFadingOut : "GameAssembly.dll", 0x16E5790, 0xB8, 0x0;
long levelProgress1 : "GameAssembly.dll", 0x16E5A48, 0xB8, 0x8, 0x10, 0x20;
long levelProgressArray : "GameAssembly.dll", 0x16E5A48, 0xB8, 0x8, 0x10;
}
startup
{
settings.Add("metadata", true, "Frogun Autosplitter v0.1");
settings.SetToolTip("metadata", "This isn't an actual setting. It's just here to show which version you're using.");
vars.emblems = null;
vars.shouldStartTimer = false;
}
init
{
if (modules.First().ModuleMemorySize == 0xA3000)
{
version = "1.92";
}
else
{
version = "Unsupported Frogun version";
}
}
update
{
if (current.levelProgress1 != 0x0 && old.levelProgress1 == 0x0)
{
vars.emblems = new MemoryWatcherList();
for (int i = 0; i < 42; i++)
{
var levelProgressPointer = new IntPtr(current.levelProgressArray + 0x20 + 0x8 * i);
var deepPointerEmblemFlag = new DeepPointer(levelProgressPointer, 0x20);
vars.emblems.Add(new MemoryWatcher<bool>(deepPointerEmblemFlag) { Name = "Emblem " + i });
}
}
if (vars.emblems != null)
{
vars.emblems.UpdateAll(game);
}
}
gameTime
{
return TimeSpan.FromSeconds(current.speedrunTimer);
}
isLoading
{
return true;
}
start
{
if (current.isSpeedrunMode && !old.isSpeedrunMode)
{
vars.shouldStartTimer = true;
}
if (vars.shouldStartTimer && old.isFadingOut && !current.isFadingOut)
{
vars.shouldStartTimer = false;
return true;
}
return false;
}
reset
{
return !current.isSpeedrunMode && old.isSpeedrunMode;
}
split
{
if (vars.emblems != null)
{
foreach (var emblem in vars.emblems)
{
if (emblem.Current && !emblem.Old)
{
return true;
}
}
return false;
}
return false;
}