void gameMemory_OnSplitCompleted(object sender, GameMemory.SplitArea split, uint frame) { Debug.WriteLineIf(split != GameMemory.SplitArea.None, String.Format("[NoLoads] Trying to split {0}, State: {1} - {2}", split, _gameMemory.splitStates[(int)split], frame)); if (_state.CurrentPhase == TimerPhase.Running && !_gameMemory.splitStates[(int)split] && ((split == GameMemory.SplitArea.Prologue && this.Settings.Prologue) || (split == GameMemory.SplitArea.Sarif && this.Settings.Sarif) || (split == GameMemory.SplitArea.Detroit1 && this.Settings.Detroit1) || (split == GameMemory.SplitArea.FEMA && this.Settings.FEMA) || (split == GameMemory.SplitArea.Hengsha1 && this.Settings.Hengsha1) || (split == GameMemory.SplitArea.TaiYong1 && this.Settings.TaiYong1) || (split == GameMemory.SplitArea.TaiYong2 && this.Settings.TaiYong2) || (split == GameMemory.SplitArea.Picus && this.Settings.Picus) || (split == GameMemory.SplitArea.Detroit2 && this.Settings.Detroit2) || (split == GameMemory.SplitArea.TongsEnd && this.Settings.TongsEnd) || (split == GameMemory.SplitArea.Hengsha2 && this.Settings.Hengsha2) || (split == GameMemory.SplitArea.DLCBoat && this.Settings.TML_LeavingBoat) || (split == GameMemory.SplitArea.DLCUnderwater && this.Settings.TML_UnderwaterElevator) || (split == GameMemory.SplitArea.DLCEnd && this.Settings.TML_Finished) || (split == GameMemory.SplitArea.Singapore && this.Settings.Singapore) || (split == GameMemory.SplitArea.Panchaea && this.Settings.Panchaea))) { Trace.WriteLine(String.Format("[NoLoads] {0} Split - {1}", split, frame)); _timer.Split(); _gameMemory.splitStates[(int)split] = true; } }
void gameMemory_OnSplitCompleted(object sender, GameMemory.SplitArea split, uint frame) { Debug.WriteLineIf(split != GameMemory.SplitArea.None, String.Format("[NoLoads] Trying to split {0}, State: {1} - {2}", split, _gameMemory.splitStates[(int)split], frame)); if (_state.CurrentPhase == TimerPhase.Running && !_gameMemory.splitStates[(int)split] && ((split == GameMemory.SplitArea.l01 && this.Settings.sC01) || (split == GameMemory.SplitArea.l02 && this.Settings.sC02) || (split == GameMemory.SplitArea.l03 && this.Settings.sC03) || (split == GameMemory.SplitArea.l04 && this.Settings.sC04) || (split == GameMemory.SplitArea.l05 && this.Settings.sC05) || (split == GameMemory.SplitArea.l06 && this.Settings.sC06) || (split == GameMemory.SplitArea.l07 && this.Settings.sC07) || (split == GameMemory.SplitArea.l08 && this.Settings.sC08) || (split == GameMemory.SplitArea.l09 && this.Settings.sC09) || (split == GameMemory.SplitArea.l10 && this.Settings.sC10) || (split == GameMemory.SplitArea.l11 && this.Settings.sC11) || (split == GameMemory.SplitArea.l12 && this.Settings.sC12) || (split == GameMemory.SplitArea.l13 && this.Settings.sC13) || (split == GameMemory.SplitArea.l14 && this.Settings.sC14) || (split == GameMemory.SplitArea.l15 && this.Settings.sC15) || (split == GameMemory.SplitArea.l16 && this.Settings.sC16) || (split == GameMemory.SplitArea.l17 && this.Settings.sC17) || (split == GameMemory.SplitArea.l18 && this.Settings.sC18) || (split == GameMemory.SplitArea.l19 && this.Settings.sC19) || (split == GameMemory.SplitArea.l20 && this.Settings.sC20) || (split == GameMemory.SplitArea.l21 && this.Settings.sC21) || (split == GameMemory.SplitArea.l22 && this.Settings.sC22) || (split == GameMemory.SplitArea.l23 && this.Settings.sC23) || (split == GameMemory.SplitArea.l24 && this.Settings.sC24) || (split == GameMemory.SplitArea.l25 && this.Settings.sC25) || (split == GameMemory.SplitArea.l26 && this.Settings.sC26) || (split == GameMemory.SplitArea.l27 && this.Settings.sC27) || (split == GameMemory.SplitArea.l28 && this.Settings.sC28) || (split == GameMemory.SplitArea.l29 && this.Settings.sC29) || (split == GameMemory.SplitArea.l30 && this.Settings.sC30) || (split == GameMemory.SplitArea.l31 && this.Settings.sC31) )) { Trace.WriteLine(String.Format("[NoLoads] {0} Split - {1}", split, frame)); _timer.Split(); _gameMemory.splitStates[(int)split] = true; } }