コード例 #1
0
 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;
     }
 }
コード例 #2
0
 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;
     }
 }