private void HandleSplits() { bool shouldSplit = false; if (currentSplit == -1) { shouldSplit = mem.MenuState() == MainMenuState.PLAY_MODE_MENU && mem.GameState() == GameState.MAIN_MENU && !mem.AcceptingInput(); } else if (Model.CurrentState.CurrentPhase == TimerPhase.Running) { string nextScene = mem.NextSceneName(); string sceneName = mem.SceneName(); if (currentSplit + 1 < Model.CurrentState.Run.Count) { foreach (SplitName split in settings.Splits) { if (splitsDone.Contains(split)) { continue; } switch (split) { case SplitName.AbyssShriek: shouldSplit = mem.PlayerData <int>(Offset.screamLevel) == 2; break; case SplitName.AspidHunter: shouldSplit = mem.PlayerData <int>(Offset.killsSpitter) == 17; break; case SplitName.BaldurShell: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_5); break; case SplitName.BlackKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedBlackKnight); break; case SplitName.BrokenVessel: shouldSplit = mem.PlayerData <bool>(Offset.killedInfectedKnight); break; case SplitName.BroodingMawlek: shouldSplit = mem.PlayerData <bool>(Offset.killedMawlek); break; case SplitName.CityOfTears: shouldSplit = mem.PlayerData <bool>(Offset.visitedRuins); break; case SplitName.Collector: shouldSplit = mem.PlayerData <bool>(Offset.collectorDefeated); break; case SplitName.ColosseumBronze: shouldSplit = mem.PlayerData <bool>(Offset.colosseumBronzeCompleted); break; case SplitName.ColosseumGold: shouldSplit = mem.PlayerData <bool>(Offset.colosseumGoldCompleted); break; case SplitName.ColosseumSilver: shouldSplit = mem.PlayerData <bool>(Offset.colosseumSilverCompleted); break; case SplitName.CrossroadsStation: shouldSplit = mem.PlayerData <bool>(Offset.openedCrossroads); break; case SplitName.CrystalGuardian1: shouldSplit = mem.PlayerData <bool>(Offset.defeatedMegaBeamMiner); break; case SplitName.CrystalGuardian2: shouldSplit = mem.PlayerData <int>(Offset.killsMegaBeamMiner) == 0; break; case SplitName.CrystalHeart: shouldSplit = mem.PlayerData <bool>(Offset.hasSuperDash); break; case SplitName.CrystalPeak: shouldSplit = mem.PlayerData <bool>(Offset.visitedMines); break; case SplitName.CycloneSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasCyclone); break; case SplitName.Dashmaster: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_31); break; case SplitName.DashSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasDashSlash); break; case SplitName.DeepFocus: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_34); break; case SplitName.Deepnest: shouldSplit = mem.PlayerData <bool>(Offset.visitedDeepnest); break; case SplitName.DeepnestSpa: shouldSplit = mem.PlayerData <bool>(Offset.visitedDeepnestSpa); break; case SplitName.DeepnestStation: shouldSplit = mem.PlayerData <bool>(Offset.openedDeepnest); break; case SplitName.DefendersCrest: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_10); break; case SplitName.DescendingDark: shouldSplit = mem.PlayerData <int>(Offset.quakeLevel) == 2; break; case SplitName.DesolateDive: shouldSplit = mem.PlayerData <int>(Offset.quakeLevel) == 1; break; case SplitName.DreamNail: shouldSplit = mem.PlayerData <bool>(Offset.hasDreamNail); break; case SplitName.DreamNail2: shouldSplit = mem.PlayerData <bool>(Offset.dreamNailUpgraded); break; case SplitName.DreamWielder: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_30); break; case SplitName.DungDefender: shouldSplit = mem.PlayerData <bool>(Offset.killedDungDefender); break; case SplitName.ElderHu: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostHu); break; case SplitName.FailedKnight: shouldSplit = mem.PlayerData <bool>(Offset.falseKnightDreamDefeated); break; case SplitName.FalseKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedFlaseKnight); break; case SplitName.Flukemarm: shouldSplit = mem.PlayerData <bool>(Offset.killedFlukeMother); break; case SplitName.Flukenest: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_11); break; case SplitName.FogCanyon: shouldSplit = mem.PlayerData <bool>(Offset.visitedFogCanyon); break; case SplitName.ForgottenCrossroads: shouldSplit = mem.PlayerData <bool>(Offset.visitedCrossroads); break; case SplitName.FragileGreed: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_24); break; case SplitName.FragileHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_23); break; case SplitName.FragileStrength: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_25); break; case SplitName.FungalWastes: shouldSplit = mem.PlayerData <bool>(Offset.visitedFungus); break; case SplitName.FuryOfTheFallen: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_6); break; case SplitName.Galien: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostGalien); break; case SplitName.GatheringSwarm: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_1); break; case SplitName.GlowingWomb: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_22); break; case SplitName.Gorb: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostAladar); break; case SplitName.GreatSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasUpwardSlash); break; case SplitName.Greenpath: shouldSplit = mem.PlayerData <bool>(Offset.visitedGreenpath); break; case SplitName.GrubberflysElegy: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_35); break; case SplitName.Grubsong: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_3); break; case SplitName.GruzMother: shouldSplit = mem.PlayerData <bool>(Offset.killedBigFly); break; case SplitName.HeavyBlow: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_15); break; case SplitName.Hegemol: shouldSplit = mem.PlayerData <bool>(Offset.hegemolDefeated); break; case SplitName.Hive: shouldSplit = mem.PlayerData <bool>(Offset.visitedHive); break; case SplitName.Hiveblood: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_29); break; case SplitName.HollowKnight: shouldSplit = nextScene.Equals("Dream_Final_Boss", StringComparison.OrdinalIgnoreCase); break; case SplitName.Hornet1: shouldSplit = mem.PlayerData <bool>(Offset.killedHornet); break; case SplitName.Hornet2: shouldSplit = mem.PlayerData <bool>(Offset.hornetOutskirtsDefeated); break; case SplitName.HowlingWraiths: shouldSplit = mem.PlayerData <int>(Offset.screamLevel) == 1; break; case SplitName.InfectedCrossroads: shouldSplit = mem.PlayerData <bool>(Offset.crossroadsInfected) && mem.PlayerData <bool>(Offset.visitedCrossroads); break; case SplitName.IsmasTear: shouldSplit = mem.PlayerData <bool>(Offset.hasAcidArmour); break; case SplitName.JonisBlessing: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_27); break; case SplitName.KingsBrand: shouldSplit = mem.PlayerData <bool>(Offset.hasKingsBrand); break; case SplitName.Kingsoul: shouldSplit = mem.PlayerData <int>(Offset.charmCost_36) == 5; break; case SplitName.KingsStationStation: shouldSplit = mem.PlayerData <bool>(Offset.openedRuins2); break; case SplitName.LifebloodCore: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_9); break; case SplitName.LifebloodHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_8); break; case SplitName.Longnail: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_18); break; case SplitName.LostKin: shouldSplit = mem.PlayerData <bool>(Offset.infectedKnightDreamDefeated); break; case SplitName.LoveKey: shouldSplit = mem.PlayerData <bool>(Offset.hasLoveKey); break; case SplitName.LumaflyLantern: shouldSplit = mem.PlayerData <bool>(Offset.hasLantern); break; case SplitName.Lurien: shouldSplit = mem.PlayerData <bool>(Offset.lurienDefeated); break; case SplitName.MantisClaw: shouldSplit = mem.PlayerData <bool>(Offset.hasWallJump); break; case SplitName.MantisLords: shouldSplit = mem.PlayerData <bool>(Offset.defeatedMantisLords); break; case SplitName.MarkOfPride: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_13); break; case SplitName.Markoth: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostMarkoth); break; case SplitName.Marmu: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostMarmu); break; case SplitName.Mask1: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 6; break; case SplitName.Mask2: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 7; break; case SplitName.Mask3: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 8; break; case SplitName.Mask4: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 9; break; case SplitName.MegaMossCharger: shouldSplit = mem.PlayerData <bool>(Offset.megaMossChargerDefeated); break; case SplitName.MonarchWings: shouldSplit = mem.PlayerData <bool>(Offset.hasDoubleJump); break; case SplitName.Monomon: shouldSplit = mem.PlayerData <bool>(Offset.monomonDefeated); break; case SplitName.MossKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedMossKnight); break; case SplitName.MothwingCloak: shouldSplit = mem.PlayerData <bool>(Offset.hasDash); break; case SplitName.MushroomBrawler: shouldSplit = mem.PlayerData <int>(Offset.killsMushroomBrawler) == 6; break; case SplitName.NailmastersGlory: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_26); break; case SplitName.NailUpgrade1: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 1; break; case SplitName.NailUpgrade2: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 2; break; case SplitName.NailUpgrade3: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 3; break; case SplitName.NailUpgrade4: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 4; break; case SplitName.NoEyes: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostNoEyes); break; case SplitName.Nosk: shouldSplit = mem.PlayerData <bool>(Offset.killedMimicSpider); break; case SplitName.NotchFogCanyon: shouldSplit = mem.PlayerData <bool>(Offset.notchFogCanyon); break; case SplitName.NotchSalubra1: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch1); break; case SplitName.NotchSalubra2: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch2); break; case SplitName.NotchSalubra3: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch3); break; case SplitName.NotchSalubra4: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch4); break; case SplitName.NotchShrumalOgres: shouldSplit = mem.PlayerData <bool>(Offset.notchShroomOgres); break; case SplitName.PaleOre: shouldSplit = mem.PlayerData <int>(Offset.ore) > 0; break; case SplitName.QueensGardens: shouldSplit = mem.PlayerData <bool>(Offset.visitedRoyalGardens); break; case SplitName.QueensStationStation: shouldSplit = mem.PlayerData <bool>(Offset.openedFungalWastes); break; case SplitName.QuickSlash: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_32); break; case SplitName.QuickFocus: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_7); break; case SplitName.RestingGrounds: shouldSplit = mem.PlayerData <bool>(Offset.visitedRestingGrounds); break; case SplitName.RoyalWaterways: shouldSplit = mem.PlayerData <bool>(Offset.visitedWaterways); break; case SplitName.SeerDeparts: shouldSplit = mem.PlayerData <bool>(Offset.mothDeparted); break; case SplitName.ShadeCloak: shouldSplit = mem.PlayerData <bool>(Offset.hasShadowDash); break; case SplitName.ShadeSoul: shouldSplit = mem.PlayerData <int>(Offset.fireballLevel) == 2; break; case SplitName.ShamanStone: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_19); break; case SplitName.ShapeOfUnn: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_28); break; case SplitName.SharpShadow: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_16); break; case SplitName.SimpleKey: shouldSplit = mem.PlayerData <int>(Offset.simpleKeys) > 0; break; case SplitName.SoulCatcher: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_20); break; case SplitName.SoulEater: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_21); break; case SplitName.SoulMaster: shouldSplit = mem.PlayerData <bool>(Offset.killedMageLord); break; case SplitName.SoulTyrant: shouldSplit = mem.PlayerData <bool>(Offset.mageLordDreamDefeated); break; case SplitName.SpellTwister: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_33); break; case SplitName.SporeShroom: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_17); break; case SplitName.StalwartShell: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_4); break; case SplitName.SteadyBody: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_14); break; case SplitName.TeachersArchive: shouldSplit = sceneName.Equals("Fungus3_archive", StringComparison.OrdinalIgnoreCase); break; case SplitName.ThornsOfAgony: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_12); break; case SplitName.TraitorLord: shouldSplit = mem.PlayerData <bool>(Offset.killedTraitorLord); break; case SplitName.TramPass: shouldSplit = mem.PlayerData <bool>(Offset.hasTramPass); break; case SplitName.Uumuu: shouldSplit = mem.PlayerData <bool>(Offset.killedMegaJellyfish); break; case SplitName.VengefulSpirit: shouldSplit = mem.PlayerData <int>(Offset.fireballLevel) == 1; break; case SplitName.Vessel1: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 33; break; case SplitName.Vessel2: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 66; break; case SplitName.Vessel3: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 99; break; case SplitName.VoidHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotShadeCharm); break; case SplitName.WaywardCompass: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_2); break; case SplitName.WhitePalace: shouldSplit = mem.PlayerData <bool>(Offset.visitedWhitePalace); break; case SplitName.Xero: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostXero); break; case SplitName.Zote1: shouldSplit = mem.PlayerData <bool>(Offset.zoteRescuedBuzzer); break; case SplitName.Zote2: shouldSplit = mem.PlayerData <bool>(Offset.zoteRescuedDeepnest); break; } if (shouldSplit) { splitsDone.Add(split); break; } } } else { shouldSplit = nextScene.StartsWith("Cinematic_Ending", StringComparison.OrdinalIgnoreCase); } GameState gameState = mem.GameState(); if (!settings.OldGameTime) { Model.CurrentState.IsGameTimePaused = gameState == GameState.LOADING || (!string.IsNullOrEmpty(nextScene) && nextScene != sceneName); } else { Model.CurrentState.IsGameTimePaused = gameState == GameState.ENTERING_LEVEL || gameState == GameState.EXITING_LEVEL || gameState == GameState.LOADING || (!string.IsNullOrEmpty(nextScene) && nextScene != sceneName); } } HandleSplit(shouldSplit); }
private bool CheckSplit(SplitName split, string nextScene, string sceneName) { bool shouldSplit = false; switch (split) { case SplitName.Abyss: shouldSplit = mem.PlayerData <bool>(Offset.visitedAbyss); break; case SplitName.AbyssShriek: shouldSplit = mem.PlayerData <int>(Offset.screamLevel) == 2; break; case SplitName.AspidHunter: shouldSplit = mem.PlayerData <int>(Offset.killsSpitter) == 17; break; case SplitName.BaldurShell: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_5); break; case SplitName.BeastsDenTrapBench: shouldSplit = mem.PlayerData <bool>(Offset.spiderCapture); break; case SplitName.BlackKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedBlackKnight); break; case SplitName.BrettaRescued: shouldSplit = mem.PlayerData <bool>(Offset.brettaRescued); break; case SplitName.BrummFlame: shouldSplit = mem.PlayerData <bool>(Offset.gotBrummsFlame); break; case SplitName.BrokenVessel: shouldSplit = mem.PlayerData <bool>(Offset.killedInfectedKnight); break; case SplitName.BroodingMawlek: shouldSplit = mem.PlayerData <bool>(Offset.killedMawlek); break; case SplitName.CityOfTears: shouldSplit = mem.PlayerData <bool>(Offset.visitedRuins); break; case SplitName.Collector: shouldSplit = mem.PlayerData <bool>(Offset.collectorDefeated); break; case SplitName.Colosseum: shouldSplit = mem.PlayerData <bool>(Offset.seenColosseumTitle); break; case SplitName.ColosseumBronze: shouldSplit = mem.PlayerData <bool>(Offset.colosseumBronzeCompleted); break; case SplitName.ColosseumGold: shouldSplit = mem.PlayerData <bool>(Offset.colosseumGoldCompleted); break; case SplitName.ColosseumSilver: shouldSplit = mem.PlayerData <bool>(Offset.colosseumSilverCompleted); break; case SplitName.CrossroadsStation: shouldSplit = mem.PlayerData <bool>(Offset.openedCrossroads); break; case SplitName.CrystalGuardian1: shouldSplit = mem.PlayerData <bool>(Offset.defeatedMegaBeamMiner); break; case SplitName.CrystalGuardian2: shouldSplit = mem.PlayerData <int>(Offset.killsMegaBeamMiner) == 0; break; case SplitName.CrystalHeart: shouldSplit = mem.PlayerData <bool>(Offset.hasSuperDash); break; case SplitName.CrystalPeak: shouldSplit = mem.PlayerData <bool>(Offset.visitedMines); break; case SplitName.CycloneSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasCyclone); break; case SplitName.Dashmaster: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_31); break; case SplitName.DashSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasUpwardSlash); break; case SplitName.DeepFocus: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_34); break; case SplitName.Deepnest: shouldSplit = mem.PlayerData <bool>(Offset.visitedDeepnest); break; case SplitName.DeepnestSpa: shouldSplit = mem.PlayerData <bool>(Offset.visitedDeepnestSpa); break; case SplitName.DeepnestStation: shouldSplit = mem.PlayerData <bool>(Offset.openedDeepnest); break; case SplitName.DefendersCrest: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_10); break; case SplitName.DescendingDark: shouldSplit = mem.PlayerData <int>(Offset.quakeLevel) == 2; break; case SplitName.DesolateDive: shouldSplit = mem.PlayerData <int>(Offset.quakeLevel) == 1; break; case SplitName.Dirtmouth: shouldSplit = mem.PlayerData <bool>(Offset.visitedDirtmouth); break; case SplitName.DreamNail: shouldSplit = mem.PlayerData <bool>(Offset.hasDreamNail); break; case SplitName.DreamNail2: shouldSplit = mem.PlayerData <bool>(Offset.dreamNailUpgraded); break; case SplitName.DreamGate: shouldSplit = mem.PlayerData <bool>(Offset.hasDreamGate); break; case SplitName.Dreamshield: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_38); break; case SplitName.DreamWielder: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_30); break; case SplitName.DungDefender: shouldSplit = mem.PlayerData <bool>(Offset.killedDungDefender); break; case SplitName.ElderbugFlower: shouldSplit = mem.PlayerData <bool>(Offset.elderbugGaveFlower); break; case SplitName.ElderHu: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostHu); break; case SplitName.FailedKnight: shouldSplit = mem.PlayerData <bool>(Offset.falseKnightDreamDefeated); break; case SplitName.FalseKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedFalseKnight); break; case SplitName.Flukemarm: shouldSplit = mem.PlayerData <bool>(Offset.killedFlukeMother); break; case SplitName.Flukenest: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_11); break; case SplitName.FogCanyon: shouldSplit = mem.PlayerData <bool>(Offset.visitedFogCanyon); break; case SplitName.ForgottenCrossroads: shouldSplit = mem.PlayerData <bool>(Offset.visitedCrossroads); break; case SplitName.FragileGreed: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_24); break; case SplitName.FragileHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_23); break; case SplitName.FragileStrength: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_25); break; case SplitName.FungalWastes: shouldSplit = mem.PlayerData <bool>(Offset.visitedFungus); break; case SplitName.FuryOfTheFallen: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_6); break; case SplitName.Galien: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostGalien); break; case SplitName.GatheringSwarm: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_1); break; case SplitName.GlowingWomb: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_22); break; case SplitName.Godhome: shouldSplit = mem.PlayerData <bool>(Offset.visitedGodhome); break; case SplitName.GodTamer: shouldSplit = mem.PlayerData <bool>(Offset.killedLobsterLancer); break; case SplitName.GodTuner: shouldSplit = mem.PlayerData <bool>(Offset.hasGodfinder); break; case SplitName.Gorb: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostAladar); break; case SplitName.GorgeousHusk: shouldSplit = mem.PlayerData <bool>(Offset.killedGorgeousHusk); break; case SplitName.GreatSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasDashSlash); break; case SplitName.Greenpath: shouldSplit = mem.PlayerData <bool>(Offset.visitedGreenpath); break; case SplitName.Grimmchild: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_40); break; case SplitName.Grimmchild2: shouldSplit = mem.PlayerData <int>(Offset.grimmChildLevel) == 2; break; case SplitName.Grimmchild3: shouldSplit = mem.PlayerData <int>(Offset.grimmChildLevel) == 3; break; case SplitName.Grimmchild4: shouldSplit = mem.PlayerData <int>(Offset.grimmChildLevel) == 4; break; case SplitName.GrubberflysElegy: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_35); break; case SplitName.Grubsong: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_3); break; case SplitName.GreatHopper: shouldSplit = mem.PlayerData <bool>(Offset.killedGiantHopper); break; case SplitName.GreyPrince: shouldSplit = mem.PlayerData <bool>(Offset.killedGreyPrince); break; case SplitName.GruzMother: shouldSplit = mem.PlayerData <bool>(Offset.killedBigFly); break; case SplitName.HeavyBlow: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_15); break; case SplitName.Hegemol: shouldSplit = mem.PlayerData <bool>(Offset.hegemolDefeated); break; case SplitName.Hive: shouldSplit = mem.PlayerData <bool>(Offset.visitedHive); break; case SplitName.Hiveblood: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_29); break; case SplitName.HollowKnight: shouldSplit = nextScene.Equals("Dream_Final_Boss", StringComparison.OrdinalIgnoreCase); break; case SplitName.Hornet1: shouldSplit = mem.PlayerData <bool>(Offset.killedHornet); break; case SplitName.Hornet2: shouldSplit = mem.PlayerData <bool>(Offset.hornetOutskirtsDefeated); break; case SplitName.HowlingWraiths: shouldSplit = mem.PlayerData <int>(Offset.screamLevel) == 1; break; case SplitName.HuntersMark: shouldSplit = mem.PlayerData <bool>(Offset.killedHunterMark); break; case SplitName.HuskMiner: shouldSplit = mem.PlayerData <bool>(Offset.killedZombieMiner); break; case SplitName.InfectedCrossroads: shouldSplit = mem.PlayerData <bool>(Offset.crossroadsInfected) && mem.PlayerData <bool>(Offset.visitedCrossroads); break; case SplitName.IsmasTear: shouldSplit = mem.PlayerData <bool>(Offset.hasAcidArmour); break; case SplitName.JonisBlessing: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_27); break; case SplitName.KingdomsEdge: shouldSplit = mem.PlayerData <bool>(Offset.visitedOutskirts); break; case SplitName.KingsBrand: shouldSplit = mem.PlayerData <bool>(Offset.hasKingsBrand); break; case SplitName.Kingsoul: shouldSplit = mem.PlayerData <int>(Offset.charmCost_36) == 5 && mem.PlayerData <int>(Offset.royalCharmState) == 3; break; case SplitName.KingsStationStation: shouldSplit = mem.PlayerData <bool>(Offset.openedRuins2); break; case SplitName.Lemm1: shouldSplit = mem.PlayerData <bool>(Offset.metRelicDealer); break; case SplitName.Lemm2: shouldSplit = mem.PlayerData <bool>(Offset.metRelicDealerShop); break; case SplitName.LifebloodCore: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_9); break; case SplitName.LifebloodHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_8); break; case SplitName.LittleFool: shouldSplit = mem.PlayerData <bool>(Offset.littleFoolMet); break; case SplitName.Longnail: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_18); break; case SplitName.LostKin: shouldSplit = mem.PlayerData <bool>(Offset.infectedKnightDreamDefeated); break; case SplitName.LoveKey: shouldSplit = mem.PlayerData <bool>(Offset.hasLoveKey); break; case SplitName.LumaflyLantern: shouldSplit = mem.PlayerData <bool>(Offset.hasLantern); break; case SplitName.Lurien: shouldSplit = mem.PlayerData <bool>(Offset.lurienDefeated); break; case SplitName.MantisClaw: shouldSplit = mem.PlayerData <bool>(Offset.hasWallJump); break; case SplitName.MantisLords: shouldSplit = mem.PlayerData <bool>(Offset.defeatedMantisLords); break; case SplitName.MarkOfPride: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_13); break; case SplitName.Markoth: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostMarkoth); break; case SplitName.Marmu: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostMarmu); break; case SplitName.MaskFragment1: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 5 && mem.PlayerData <int>(Offset.heartPieces) == 1; break; case SplitName.MaskFragment2: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 5 && mem.PlayerData <int>(Offset.heartPieces) == 2; break; case SplitName.MaskFragment3: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 5 && mem.PlayerData <int>(Offset.heartPieces) == 3; break; case SplitName.Mask1: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 6; break; case SplitName.MaskFragment5: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 5 || (mem.PlayerData <int>(Offset.maxHealthBase) == 6 && mem.PlayerData <int>(Offset.heartPieces) == 1); break; case SplitName.MaskFragment6: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 6 || (mem.PlayerData <int>(Offset.maxHealthBase) == 6 && mem.PlayerData <int>(Offset.heartPieces) == 2); break; case SplitName.MaskFragment7: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 7 || (mem.PlayerData <int>(Offset.maxHealthBase) == 6 && mem.PlayerData <int>(Offset.heartPieces) == 3); break; case SplitName.Mask2: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 7; break; case SplitName.MaskFragment9: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 9 || (mem.PlayerData <int>(Offset.maxHealthBase) == 7 && mem.PlayerData <int>(Offset.heartPieces) == 1); break; case SplitName.MaskFragment10: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 10 || (mem.PlayerData <int>(Offset.maxHealthBase) == 7 && mem.PlayerData <int>(Offset.heartPieces) == 2); break; case SplitName.MaskFragment11: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 11 || (mem.PlayerData <int>(Offset.maxHealthBase) == 7 && mem.PlayerData <int>(Offset.heartPieces) == 3); break; case SplitName.Mask3: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 8; break; case SplitName.MaskFragment13: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 13 || (mem.PlayerData <int>(Offset.maxHealthBase) == 8 && mem.PlayerData <int>(Offset.heartPieces) == 1); break; case SplitName.MaskFragment14: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 14 || (mem.PlayerData <int>(Offset.maxHealthBase) == 8 && mem.PlayerData <int>(Offset.heartPieces) == 2); break; case SplitName.MaskFragment15: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 15 || (mem.PlayerData <int>(Offset.maxHealthBase) == 8 && mem.PlayerData <int>(Offset.heartPieces) == 3); break; case SplitName.Mask4: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 9; break; case SplitName.MatoOroNailBros: shouldSplit = mem.PlayerData <bool>(Offset.killedNailBros); break; case SplitName.MegaMossCharger: shouldSplit = mem.PlayerData <bool>(Offset.megaMossChargerDefeated); break; case SplitName.MonarchWings: shouldSplit = mem.PlayerData <bool>(Offset.hasDoubleJump); break; case SplitName.Monomon: shouldSplit = mem.PlayerData <bool>(Offset.monomonDefeated); break; case SplitName.MossKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedMossKnight); break; case SplitName.MothwingCloak: shouldSplit = mem.PlayerData <bool>(Offset.hasDash); break; case SplitName.MrMushroom1: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 2; break; case SplitName.MrMushroom2: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 3; break; case SplitName.MrMushroom3: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 4; break; case SplitName.MrMushroom4: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 5; break; case SplitName.MrMushroom5: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 6; break; case SplitName.MrMushroom6: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 7; break; case SplitName.MrMushroom7: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 8; break; case SplitName.MushroomBrawler: shouldSplit = mem.PlayerData <int>(Offset.killsMushroomBrawler) == 6; break; case SplitName.NailmastersGlory: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_26); break; case SplitName.NailUpgrade1: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 1; break; case SplitName.NailUpgrade2: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 2; break; case SplitName.NailUpgrade3: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 3; break; case SplitName.NailUpgrade4: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 4; break; case SplitName.NightmareKingGrimm: shouldSplit = mem.PlayerData <bool>(Offset.killedNightmareGrimm); break; case SplitName.NightmareLantern: shouldSplit = mem.PlayerData <bool>(Offset.nightmareLanternLit); break; case SplitName.NightmareLanternDestroyed: shouldSplit = mem.PlayerData <bool>(Offset.destroyedNightmareLantern); break; case SplitName.NoEyes: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostNoEyes); break; case SplitName.Nosk: shouldSplit = mem.PlayerData <bool>(Offset.killedMimicSpider); break; case SplitName.NotchFogCanyon: shouldSplit = mem.PlayerData <bool>(Offset.notchFogCanyon); break; case SplitName.NotchSalubra1: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch1); break; case SplitName.NotchSalubra2: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch2); break; case SplitName.NotchSalubra3: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch3); break; case SplitName.NotchSalubra4: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch4); break; case SplitName.NotchShrumalOgres: shouldSplit = mem.PlayerData <bool>(Offset.notchShroomOgres); break; case SplitName.PaleLurkerKey: shouldSplit = mem.PlayerData <bool>(Offset.gotLurkerKey); break; case SplitName.PaleOre: shouldSplit = mem.PlayerData <int>(Offset.ore) > 0; break; case SplitName.Pantheon1: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier1); break; case SplitName.Pantheon2: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier2); break; case SplitName.Pantheon3: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier3); break; case SplitName.Pantheon4: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier4); break; case SplitName.Pantheon5: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier5); break; case SplitName.PathOfPain: shouldSplit = mem.PlayerData <bool>(Offset.newDataBindingSeal); break; case SplitName.PureVessel: shouldSplit = mem.PlayerData <bool>(Offset.killedHollowKnightPrime); break; case SplitName.QueensGardens: shouldSplit = mem.PlayerData <bool>(Offset.visitedRoyalGardens); break; case SplitName.QueensStationStation: shouldSplit = mem.PlayerData <bool>(Offset.openedFungalWastes); break; case SplitName.QuickSlash: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_32); break; case SplitName.QuickFocus: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_7); break; case SplitName.RestingGrounds: shouldSplit = mem.PlayerData <bool>(Offset.visitedRestingGrounds); break; case SplitName.RoyalWaterways: shouldSplit = mem.PlayerData <bool>(Offset.visitedWaterways); break; case SplitName.SalubrasBlessing: shouldSplit = mem.PlayerData <bool>(Offset.salubraBlessing); break; case SplitName.SeerDeparts: shouldSplit = mem.PlayerData <bool>(Offset.mothDeparted); break; case SplitName.ShadeCloak: shouldSplit = mem.PlayerData <bool>(Offset.hasShadowDash); break; case SplitName.ShadeSoul: shouldSplit = mem.PlayerData <int>(Offset.fireballLevel) == 2; break; case SplitName.ShamanStone: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_19); break; case SplitName.ShapeOfUnn: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_28); break; case SplitName.SharpShadow: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_16); break; case SplitName.SheoPaintmaster: shouldSplit = mem.PlayerData <bool>(Offset.killedPaintmaster); break; case SplitName.SimpleKey: shouldSplit = mem.PlayerData <int>(Offset.simpleKeys) > 0; break; case SplitName.SlyKey: shouldSplit = mem.PlayerData <bool>(Offset.hasSlykey); break; case SplitName.SlyNailsage: shouldSplit = mem.PlayerData <bool>(Offset.killedNailsage); break; case SplitName.SoulCatcher: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_20); break; case SplitName.SoulEater: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_21); break; case SplitName.SoulMaster: shouldSplit = mem.PlayerData <bool>(Offset.killedMageLord); break; case SplitName.SoulTyrant: shouldSplit = mem.PlayerData <bool>(Offset.mageLordDreamDefeated); break; case SplitName.SpellTwister: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_33); break; case SplitName.SporeShroom: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_17); break; case SplitName.SpiritGladeOpen: shouldSplit = mem.PlayerData <bool>(Offset.gladeDoorOpened); break; case SplitName.Sprintmaster: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_37); break; case SplitName.StalwartShell: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_4); break; case SplitName.SteadyBody: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_14); break; case SplitName.TeachersArchive: shouldSplit = sceneName.Equals("Fungus3_archive", StringComparison.OrdinalIgnoreCase); break; case SplitName.ThornsOfAgony: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_12); break; case SplitName.TraitorLord: shouldSplit = mem.PlayerData <bool>(Offset.killedTraitorLord); break; case SplitName.TramPass: shouldSplit = mem.PlayerData <bool>(Offset.hasTramPass); break; case SplitName.TroupeMasterGrimm: shouldSplit = mem.PlayerData <bool>(Offset.killedGrimm); break; case SplitName.UnchainedHollowKnight: shouldSplit = mem.PlayerData <bool>(Offset.unchainedHollowKnight); break; case SplitName.Uumuu: shouldSplit = mem.PlayerData <bool>(Offset.killedMegaJellyfish); break; case SplitName.VengefulSpirit: shouldSplit = mem.PlayerData <int>(Offset.fireballLevel) == 1; break; case SplitName.VesselFragment1: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 0 && mem.PlayerData <int>(Offset.vesselFragments) == 1; break; case SplitName.VesselFragment2: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 0 && mem.PlayerData <int>(Offset.vesselFragments) == 2; break; case SplitName.Vessel1: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 33; break; case SplitName.VesselFragment4: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 4 || (mem.PlayerData <int>(Offset.MPReserveMax) == 33 && mem.PlayerData <int>(Offset.vesselFragments) == 1); break; case SplitName.VesselFragment5: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 5 || (mem.PlayerData <int>(Offset.MPReserveMax) == 33 && mem.PlayerData <int>(Offset.vesselFragments) == 2); break; case SplitName.Vessel2: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 66; break; case SplitName.VesselFragment7: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 7 || (mem.PlayerData <int>(Offset.MPReserveMax) == 66 && mem.PlayerData <int>(Offset.vesselFragments) == 1); break; case SplitName.VesselFragment8: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 8 || (mem.PlayerData <int>(Offset.MPReserveMax) == 66 && mem.PlayerData <int>(Offset.vesselFragments) == 2); break; case SplitName.Vessel3: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 99; break; case SplitName.VoidHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotShadeCharm); break; case SplitName.WatcherChandelier: shouldSplit = mem.PlayerData <bool>(Offset.watcherChandelier); break; case SplitName.WaywardCompass: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_2); break; case SplitName.Weaversong: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_39); break; case SplitName.WhiteDefender: shouldSplit = mem.PlayerData <bool>(Offset.killedWhiteDefender); break; case SplitName.WhitePalace: shouldSplit = mem.PlayerData <bool>(Offset.visitedWhitePalace); break; case SplitName.Xero: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostXero); break; case SplitName.Zote1: shouldSplit = mem.PlayerData <bool>(Offset.zoteRescuedBuzzer); break; case SplitName.Zote2: shouldSplit = mem.PlayerData <bool>(Offset.zoteRescuedDeepnest); break; case SplitName.ZoteKilled: shouldSplit = mem.PlayerData <bool>(Offset.killedZote); break; case SplitName.KingsPass: shouldSplit = sceneName.StartsWith("Tutorial_01") && nextScene.StartsWith("Town"); break; case SplitName.VengeflyKingP: shouldSplit = sceneName.StartsWith("GG_Vengefly") && nextScene.StartsWith("GG_Gruz_Mother"); break; case SplitName.GruzMotherP: shouldSplit = sceneName.StartsWith("GG_Gruz_Mother") && nextScene.StartsWith("GG_False_Knight"); break; case SplitName.FalseKnightP: shouldSplit = sceneName.StartsWith("GG_False_Knight") && nextScene.StartsWith("GG_Mega_Moss_Charger"); break; case SplitName.MassiveMossChargerP: shouldSplit = sceneName.StartsWith("GG_Mega_Moss_Charger") && nextScene.StartsWith("GG_Hornet_1"); break; case SplitName.Hornet1P: shouldSplit = sceneName.StartsWith("GG_Hornet_1") && (nextScene == "GG_Spa" || nextScene == "GG_Engine"); break; case SplitName.GorbP: shouldSplit = sceneName.StartsWith("GG_Ghost_Gorb") && nextScene.StartsWith("GG_Dung_Defender"); break; case SplitName.DungDefenderP: shouldSplit = sceneName.StartsWith("GG_Dung_Defender") && nextScene.StartsWith("GG_Mage_Knight"); break; case SplitName.SoulWarriorP: shouldSplit = sceneName.StartsWith("GG_Mage_Knight") && nextScene.StartsWith("GG_Brooding_Mawlek"); break; case SplitName.BroodingMawlekP: shouldSplit = sceneName.StartsWith("GG_Brooding_Mawlek") && (nextScene == "GG_Engine" || nextScene.StartsWith("GG_Nailmasters")); break; case SplitName.OroMatoNailBrosP: shouldSplit = sceneName.StartsWith("GG_Nailmasters") && (nextScene == "GG_End_Sequence" || nextScene == "GG_Spa"); break; case SplitName.XeroP: shouldSplit = sceneName.StartsWith("GG_Ghost_Xero") && nextScene.StartsWith("GG_Crystal_Guardian"); break; case SplitName.CrystalGuardianP: shouldSplit = sceneName.StartsWith("GG_Crystal_Guardian") && nextScene.StartsWith("GG_Soul_Master"); break; case SplitName.SoulMasterP: shouldSplit = sceneName.StartsWith("GG_Soul_Master") && nextScene.StartsWith("GG_Oblobbles"); break; case SplitName.OblobblesP: shouldSplit = sceneName.StartsWith("GG_Oblobbles") && nextScene.StartsWith("GG_Mantis_Lords"); break; case SplitName.MantisLordsP: shouldSplit = sceneName.StartsWith("GG_Mantis_Lords") && nextScene == "GG_Spa"; break; case SplitName.MarmuP: shouldSplit = sceneName.StartsWith("GG_Ghost_Marmu") && (nextScene.StartsWith("GG_Nosk") || nextScene.StartsWith("GG_Flukemarm")); break; case SplitName.NoskP: shouldSplit = sceneName.StartsWith("GG_Nosk") && nextScene.StartsWith("GG_Flukemarm"); break; case SplitName.FlukemarmP: shouldSplit = sceneName.StartsWith("GG_Flukemarm") && nextScene.StartsWith("GG_Broken_Vessel"); break; case SplitName.BrokenVesselP: shouldSplit = sceneName.StartsWith("GG_Broken_Vessel") && (nextScene == "GG_Engine" || nextScene.StartsWith("GG_Ghost_Galien")); break; case SplitName.SheoPaintmasterP: shouldSplit = sceneName.StartsWith("GG_Painter") && (nextScene == "GG_End_Sequence" || nextScene == "GG_Spa"); break; case SplitName.HiveKnightP: shouldSplit = sceneName.StartsWith("GG_Hive_Knight") && nextScene.StartsWith("GG_Ghost_Hu"); break; case SplitName.ElderHuP: shouldSplit = sceneName.StartsWith("GG_Ghost_Hu") && nextScene.StartsWith("GG_Collector"); break; case SplitName.CollectorP: shouldSplit = sceneName.StartsWith("GG_Collector") && nextScene.StartsWith("GG_God_Tamer"); break; case SplitName.GodTamerP: shouldSplit = sceneName.StartsWith("GG_God_Tamer") && nextScene.StartsWith("GG_Grimm"); break; case SplitName.TroupeMasterGrimmP: shouldSplit = sceneName.StartsWith("GG_Grimm") && nextScene == "GG_Spa"; break; case SplitName.GalienP: shouldSplit = sceneName.StartsWith("GG_Ghost_Galien") && (nextScene.StartsWith("GG_Grey_Prince_Zote") || nextScene.StartsWith("GG_Painter")); break; case SplitName.GreyPrinceZoteP: shouldSplit = sceneName.StartsWith("GG_Grey_Prince_Zote") && (nextScene.StartsWith("GG_Uumuu") || nextScene.StartsWith("GG_Failed_Champion")); break; case SplitName.UumuuP: shouldSplit = sceneName.StartsWith("GG_Uumuu") && (nextScene.StartsWith("GG_Hornet_2") || nextScene.StartsWith("GG_Nosk_Hornet")); break; case SplitName.Hornet2P: shouldSplit = sceneName.StartsWith("GG_Hornet_2") && (nextScene == "GG_Engine" || nextScene == "GG_Spa"); break; case SplitName.SlyP: shouldSplit = sceneName.StartsWith("GG_Sly") && (nextScene == "GG_End_Sequence" || nextScene.StartsWith("GG_Hornet_2")); break; case SplitName.EnragedGuardianP: shouldSplit = sceneName.StartsWith("GG_Crystal_Guardian_2") && nextScene.StartsWith("GG_Lost_Kin"); break; case SplitName.LostKinP: shouldSplit = sceneName.StartsWith("GG_Lost_Kin") && nextScene.StartsWith("GG_Ghost_No_Eyes"); break; case SplitName.NoEyesP: shouldSplit = sceneName.StartsWith("GG_Ghost_No_Eyes") && nextScene.StartsWith("GG_Traitor_Lord"); break; case SplitName.TraitorLordP: shouldSplit = sceneName.StartsWith("GG_Traitor_Lord") && nextScene.StartsWith("GG_White_Defender"); break; case SplitName.WhiteDefenderP: shouldSplit = sceneName.StartsWith("GG_White_Defender") && nextScene == "GG_Spa"; break; case SplitName.FailedChampionP: shouldSplit = sceneName.StartsWith("GG_Failed_Champion") && (nextScene.StartsWith("GG_Ghost_Markoth") || nextScene.StartsWith("GG_Grimm_Nightmare")); break; case SplitName.MarkothP: shouldSplit = sceneName.StartsWith("GG_Ghost_Markoth") && (nextScene.StartsWith("GG_Watcher_Knights") || nextScene.StartsWith("GG_Grey_Prince_Zote")); break; case SplitName.WatcherKnightsP: shouldSplit = sceneName.StartsWith("GG_Watcher_Knights") && (nextScene.StartsWith("GG_Soul_Tyrant") || nextScene.StartsWith("GG_Uumuu")); break; case SplitName.SoulTyrantP: shouldSplit = sceneName.StartsWith("GG_Soul_Tyrant") && (nextScene == "GG_Engine_Prime" || nextScene.StartsWith("GG_Ghost_Markoth")); break; case SplitName.PureVesselP: shouldSplit = sceneName.StartsWith("GG_Hollow_Knight") && (nextScene == "GG_End_Sequence" || nextScene.StartsWith("GG_Radiance") || nextScene == "GG_Door_5_Finale"); break; case SplitName.NoskHornetP: shouldSplit = sceneName.StartsWith("GG_Nosk_Hornet") && nextScene.StartsWith("GG_Sly"); break; case SplitName.NightmareKingGrimmP: shouldSplit = sceneName.StartsWith("GG_Grimm_Nightmare") && nextScene == "GG_Spa"; break; } return(shouldSplit); }
private void HandleSplits() { bool shouldSplit = false; string nextScene = mem.NextSceneName(); string sceneName = mem.SceneName(); if (currentSplit == -1) { shouldSplit = nextScene.Equals("Tutorial_01", StringComparison.OrdinalIgnoreCase) && mem.GameState() == GameState.ENTERING_LEVEL; } else if (Model.CurrentState.CurrentPhase == TimerPhase.Running) { GameState gameState = mem.GameState(); if (currentSplit + 1 < Model.CurrentState.Run.Count || (currentSplit + 1 == Model.CurrentState.Run.Count && (settings.Splits[settings.Splits.Count - 1] == SplitName.ElderbugFlower || settings.Splits[settings.Splits.Count - 1] == SplitName.ZoteKilled))) { foreach (SplitName split in settings.Splits) { if (splitsDone.Contains(split) || gameState != GameState.PLAYING) { continue; } switch (split) { case SplitName.Abyss: shouldSplit = mem.PlayerData <bool>(Offset.visitedAbyss); break; case SplitName.AbyssShriek: shouldSplit = mem.PlayerData <int>(Offset.screamLevel) == 2; break; case SplitName.AspidHunter: shouldSplit = mem.PlayerData <int>(Offset.killsSpitter) == 17; break; case SplitName.BaldurShell: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_5); break; case SplitName.BlackKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedBlackKnight); break; case SplitName.BrettaRescued: shouldSplit = mem.PlayerData <bool>(Offset.brettaRescued); break; case SplitName.BrummFlame: shouldSplit = mem.PlayerData <bool>(Offset.gotBrummsFlame); break; case SplitName.BrokenVessel: shouldSplit = mem.PlayerData <bool>(Offset.killedInfectedKnight); break; case SplitName.BroodingMawlek: shouldSplit = mem.PlayerData <bool>(Offset.killedMawlek); break; case SplitName.CityOfTears: shouldSplit = mem.PlayerData <bool>(Offset.visitedRuins); break; case SplitName.Collector: shouldSplit = mem.PlayerData <bool>(Offset.collectorDefeated); break; case SplitName.ColosseumBronze: shouldSplit = mem.PlayerData <bool>(Offset.colosseumBronzeCompleted); break; case SplitName.ColosseumGold: shouldSplit = mem.PlayerData <bool>(Offset.colosseumGoldCompleted); break; case SplitName.ColosseumSilver: shouldSplit = mem.PlayerData <bool>(Offset.colosseumSilverCompleted); break; case SplitName.CrossroadsStation: shouldSplit = mem.PlayerData <bool>(Offset.openedCrossroads); break; case SplitName.CrystalGuardian1: shouldSplit = mem.PlayerData <bool>(Offset.defeatedMegaBeamMiner); break; case SplitName.CrystalGuardian2: shouldSplit = mem.PlayerData <int>(Offset.killsMegaBeamMiner) == 0; break; case SplitName.CrystalHeart: shouldSplit = mem.PlayerData <bool>(Offset.hasSuperDash); break; case SplitName.CrystalPeak: shouldSplit = mem.PlayerData <bool>(Offset.visitedMines); break; case SplitName.CycloneSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasCyclone); break; case SplitName.Dashmaster: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_31); break; case SplitName.DashSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasUpwardSlash); break; case SplitName.DeepFocus: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_34); break; case SplitName.Deepnest: shouldSplit = mem.PlayerData <bool>(Offset.visitedDeepnest); break; case SplitName.DeepnestSpa: shouldSplit = mem.PlayerData <bool>(Offset.visitedDeepnestSpa); break; case SplitName.DeepnestStation: shouldSplit = mem.PlayerData <bool>(Offset.openedDeepnest); break; case SplitName.DefendersCrest: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_10); break; case SplitName.DescendingDark: shouldSplit = mem.PlayerData <int>(Offset.quakeLevel) == 2; break; case SplitName.DesolateDive: shouldSplit = mem.PlayerData <int>(Offset.quakeLevel) == 1; break; case SplitName.Dirtmouth: shouldSplit = mem.PlayerData <bool>(Offset.visitedDirtmouth); break; case SplitName.DreamNail: shouldSplit = mem.PlayerData <bool>(Offset.hasDreamNail); break; case SplitName.DreamNail2: shouldSplit = mem.PlayerData <bool>(Offset.dreamNailUpgraded); break; case SplitName.DreamGate: shouldSplit = mem.PlayerData <bool>(Offset.hasDreamGate); break; case SplitName.Dreamshield: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_38); break; case SplitName.DreamWielder: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_30); break; case SplitName.DungDefender: shouldSplit = mem.PlayerData <bool>(Offset.killedDungDefender); break; case SplitName.ElderbugFlower: shouldSplit = mem.PlayerData <bool>(Offset.elderbugGaveFlower); break; case SplitName.ElderHu: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostHu); break; case SplitName.FailedKnight: shouldSplit = mem.PlayerData <bool>(Offset.falseKnightDreamDefeated); break; case SplitName.FalseKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedFalseKnight); break; case SplitName.Flukemarm: shouldSplit = mem.PlayerData <bool>(Offset.killedFlukeMother); break; case SplitName.Flukenest: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_11); break; case SplitName.FogCanyon: shouldSplit = mem.PlayerData <bool>(Offset.visitedFogCanyon); break; case SplitName.ForgottenCrossroads: shouldSplit = mem.PlayerData <bool>(Offset.visitedCrossroads); break; case SplitName.FragileGreed: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_24); break; case SplitName.FragileHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_23); break; case SplitName.FragileStrength: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_25); break; case SplitName.FungalWastes: shouldSplit = mem.PlayerData <bool>(Offset.visitedFungus); break; case SplitName.FuryOfTheFallen: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_6); break; case SplitName.Galien: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostGalien); break; case SplitName.GatheringSwarm: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_1); break; case SplitName.GlowingWomb: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_22); break; case SplitName.Godhome: shouldSplit = mem.PlayerData <bool>(Offset.visitedGodhome); break; case SplitName.GodTamer: shouldSplit = mem.PlayerData <bool>(Offset.killedLobsterLancer); break; case SplitName.GodTuner: shouldSplit = mem.PlayerData <bool>(Offset.hasGodfinder); break; case SplitName.Gorb: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostAladar); break; case SplitName.GreatSlash: shouldSplit = mem.PlayerData <bool>(Offset.hasDashSlash); break; case SplitName.Greenpath: shouldSplit = mem.PlayerData <bool>(Offset.visitedGreenpath); break; case SplitName.Grimmchild: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_40); break; case SplitName.Grimmchild2: shouldSplit = mem.PlayerData <int>(Offset.grimmChildLevel) == 2; break; case SplitName.Grimmchild3: shouldSplit = mem.PlayerData <int>(Offset.grimmChildLevel) == 3; break; case SplitName.Grimmchild4: shouldSplit = mem.PlayerData <int>(Offset.grimmChildLevel) == 4; break; case SplitName.GrubberflysElegy: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_35); break; case SplitName.Grubsong: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_3); break; case SplitName.GreyPrince: shouldSplit = mem.PlayerData <bool>(Offset.killedGreyPrince); break; case SplitName.GruzMother: shouldSplit = mem.PlayerData <bool>(Offset.killedBigFly); break; case SplitName.HeavyBlow: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_15); break; case SplitName.Hegemol: shouldSplit = mem.PlayerData <bool>(Offset.hegemolDefeated); break; case SplitName.Hive: shouldSplit = mem.PlayerData <bool>(Offset.visitedHive); break; case SplitName.Hiveblood: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_29); break; case SplitName.HollowKnight: shouldSplit = nextScene.Equals("Dream_Final_Boss", StringComparison.OrdinalIgnoreCase); break; case SplitName.Hornet1: shouldSplit = mem.PlayerData <bool>(Offset.killedHornet); break; case SplitName.Hornet2: shouldSplit = mem.PlayerData <bool>(Offset.hornetOutskirtsDefeated); break; case SplitName.HowlingWraiths: shouldSplit = mem.PlayerData <int>(Offset.screamLevel) == 1; break; case SplitName.InfectedCrossroads: shouldSplit = mem.PlayerData <bool>(Offset.crossroadsInfected) && mem.PlayerData <bool>(Offset.visitedCrossroads); break; case SplitName.IsmasTear: shouldSplit = mem.PlayerData <bool>(Offset.hasAcidArmour); break; case SplitName.JonisBlessing: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_27); break; case SplitName.KingsBrand: shouldSplit = mem.PlayerData <bool>(Offset.hasKingsBrand); break; case SplitName.Kingsoul: shouldSplit = mem.PlayerData <int>(Offset.charmCost_36) == 5; break; case SplitName.KingsStationStation: shouldSplit = mem.PlayerData <bool>(Offset.openedRuins2); break; case SplitName.Lemm1: shouldSplit = mem.PlayerData <bool>(Offset.metRelicDealer); break; case SplitName.Lemm2: shouldSplit = mem.PlayerData <bool>(Offset.metRelicDealerShop); break; case SplitName.LifebloodCore: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_9); break; case SplitName.LifebloodHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_8); break; case SplitName.Longnail: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_18); break; case SplitName.LostKin: shouldSplit = mem.PlayerData <bool>(Offset.infectedKnightDreamDefeated); break; case SplitName.LoveKey: shouldSplit = mem.PlayerData <bool>(Offset.hasLoveKey); break; case SplitName.LumaflyLantern: shouldSplit = mem.PlayerData <bool>(Offset.hasLantern); break; case SplitName.Lurien: shouldSplit = mem.PlayerData <bool>(Offset.lurienDefeated); break; case SplitName.MantisClaw: shouldSplit = mem.PlayerData <bool>(Offset.hasWallJump); break; case SplitName.MantisLords: shouldSplit = mem.PlayerData <bool>(Offset.defeatedMantisLords); break; case SplitName.MarkOfPride: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_13); break; case SplitName.Markoth: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostMarkoth); break; case SplitName.Marmu: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostMarmu); break; case SplitName.MaskFragment1: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 1; break; case SplitName.MaskFragment2: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 2; break; case SplitName.MaskFragment3: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 3; break; case SplitName.Mask1: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 6; break; case SplitName.MaskFragment5: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 5; break; case SplitName.MaskFragment6: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 6; break; case SplitName.MaskFragment7: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 7; break; case SplitName.Mask2: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 7; break; case SplitName.MaskFragment9: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 9; break; case SplitName.MaskFragment10: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 10; break; case SplitName.MaskFragment11: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 11; break; case SplitName.Mask3: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 8; break; case SplitName.MaskFragment13: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 13; break; case SplitName.MaskFragment14: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 14; break; case SplitName.MaskFragment15: shouldSplit = mem.PlayerData <int>(Offset.heartPieces) == 15; break; case SplitName.Mask4: shouldSplit = mem.PlayerData <int>(Offset.maxHealthBase) == 9; break; case SplitName.MatoOroNailBros: shouldSplit = mem.PlayerData <bool>(Offset.killedNailBros); break; case SplitName.MegaMossCharger: shouldSplit = mem.PlayerData <bool>(Offset.megaMossChargerDefeated); break; case SplitName.MonarchWings: shouldSplit = mem.PlayerData <bool>(Offset.hasDoubleJump); break; case SplitName.Monomon: shouldSplit = mem.PlayerData <bool>(Offset.monomonDefeated); break; case SplitName.MossKnight: shouldSplit = mem.PlayerData <bool>(Offset.killedMossKnight); break; case SplitName.MothwingCloak: shouldSplit = mem.PlayerData <bool>(Offset.hasDash); break; case SplitName.MrMushroom1: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 2; break; case SplitName.MrMushroom2: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 3; break; case SplitName.MrMushroom3: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 4; break; case SplitName.MrMushroom4: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 5; break; case SplitName.MrMushroom5: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 6; break; case SplitName.MrMushroom6: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 7; break; case SplitName.MrMushroom7: shouldSplit = mem.PlayerData <int>(Offset.mrMushroomState) == 8; break; case SplitName.MushroomBrawler: shouldSplit = mem.PlayerData <int>(Offset.killsMushroomBrawler) == 6; break; case SplitName.NailmastersGlory: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_26); break; case SplitName.NailUpgrade1: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 1; break; case SplitName.NailUpgrade2: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 2; break; case SplitName.NailUpgrade3: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 3; break; case SplitName.NailUpgrade4: shouldSplit = mem.PlayerData <int>(Offset.nailSmithUpgrades) == 4; break; case SplitName.NightmareKingGrimm: shouldSplit = mem.PlayerData <bool>(Offset.killedNightmareGrimm); break; case SplitName.NightmareLantern: shouldSplit = mem.PlayerData <bool>(Offset.nightmareLanternLit); break; case SplitName.NightmareLanternDestroyed: shouldSplit = mem.PlayerData <bool>(Offset.destroyedNightmareLantern); break; case SplitName.NoEyes: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostNoEyes); break; case SplitName.Nosk: shouldSplit = mem.PlayerData <bool>(Offset.killedMimicSpider); break; case SplitName.NotchFogCanyon: shouldSplit = mem.PlayerData <bool>(Offset.notchFogCanyon); break; case SplitName.NotchSalubra1: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch1); break; case SplitName.NotchSalubra2: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch2); break; case SplitName.NotchSalubra3: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch3); break; case SplitName.NotchSalubra4: shouldSplit = mem.PlayerData <bool>(Offset.salubraNotch4); break; case SplitName.NotchShrumalOgres: shouldSplit = mem.PlayerData <bool>(Offset.notchShroomOgres); break; case SplitName.PaleLurkerKey: shouldSplit = mem.PlayerData <bool>(Offset.gotLurkerKey); break; case SplitName.PaleOre: shouldSplit = mem.PlayerData <int>(Offset.ore) > 0; break; case SplitName.Pantheon1: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier1); break; case SplitName.Pantheon2: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier2); break; case SplitName.Pantheon3: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier3); break; case SplitName.Pantheon4: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier4); break; case SplitName.Pantheon5: shouldSplit = mem.PlayerData <bool>(Offset.bossDoorStateTier5); break; case SplitName.PureVessel: shouldSplit = mem.PlayerData <bool>(Offset.killedHollowKnightPrime); break; case SplitName.QueensGardens: shouldSplit = mem.PlayerData <bool>(Offset.visitedRoyalGardens); break; case SplitName.QueensStationStation: shouldSplit = mem.PlayerData <bool>(Offset.openedFungalWastes); break; case SplitName.QuickSlash: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_32); break; case SplitName.QuickFocus: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_7); break; case SplitName.RestingGrounds: shouldSplit = mem.PlayerData <bool>(Offset.visitedRestingGrounds); break; case SplitName.RoyalWaterways: shouldSplit = mem.PlayerData <bool>(Offset.visitedWaterways); break; case SplitName.SeerDeparts: shouldSplit = mem.PlayerData <bool>(Offset.mothDeparted); break; case SplitName.ShadeCloak: shouldSplit = mem.PlayerData <bool>(Offset.hasShadowDash); break; case SplitName.ShadeSoul: shouldSplit = mem.PlayerData <int>(Offset.fireballLevel) == 2; break; case SplitName.ShamanStone: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_19); break; case SplitName.ShapeOfUnn: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_28); break; case SplitName.SharpShadow: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_16); break; case SplitName.SheoPaintmaster: shouldSplit = mem.PlayerData <bool>(Offset.killedPaintmaster); break; case SplitName.SimpleKey: shouldSplit = mem.PlayerData <int>(Offset.simpleKeys) > 0; break; case SplitName.SlyKey: shouldSplit = mem.PlayerData <bool>(Offset.hasSlykey); break; case SplitName.SlyNailsage: shouldSplit = mem.PlayerData <bool>(Offset.killedNailsage); break; case SplitName.SoulCatcher: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_20); break; case SplitName.SoulEater: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_21); break; case SplitName.SoulMaster: shouldSplit = mem.PlayerData <bool>(Offset.killedMageLord); break; case SplitName.SoulTyrant: shouldSplit = mem.PlayerData <bool>(Offset.mageLordDreamDefeated); break; case SplitName.SpellTwister: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_33); break; case SplitName.SporeShroom: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_17); break; case SplitName.Sprintmaster: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_37); break; case SplitName.StalwartShell: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_4); break; case SplitName.SteadyBody: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_14); break; case SplitName.TeachersArchive: shouldSplit = sceneName.Equals("Fungus3_archive", StringComparison.OrdinalIgnoreCase); break; case SplitName.ThornsOfAgony: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_12); break; case SplitName.TraitorLord: shouldSplit = mem.PlayerData <bool>(Offset.killedTraitorLord); break; case SplitName.TramPass: shouldSplit = mem.PlayerData <bool>(Offset.hasTramPass); break; case SplitName.TroupeMasterGrimm: shouldSplit = mem.PlayerData <bool>(Offset.killedGrimm); break; case SplitName.Uumuu: shouldSplit = mem.PlayerData <bool>(Offset.killedMegaJellyfish); break; case SplitName.VengefulSpirit: shouldSplit = mem.PlayerData <int>(Offset.fireballLevel) == 1; break; case SplitName.VesselFragment1: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 1; break; case SplitName.VesselFragment2: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 2; break; case SplitName.Vessel1: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 33; break; case SplitName.VesselFragment4: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 4; break; case SplitName.VesselFragment5: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 5; break; case SplitName.Vessel2: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 66; break; case SplitName.VesselFragment7: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 7; break; case SplitName.VesselFragment8: shouldSplit = mem.PlayerData <int>(Offset.vesselFragments) == 8; break; case SplitName.Vessel3: shouldSplit = mem.PlayerData <int>(Offset.MPReserveMax) == 99; break; case SplitName.VoidHeart: shouldSplit = mem.PlayerData <bool>(Offset.gotShadeCharm); break; case SplitName.WaywardCompass: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_2); break; case SplitName.Weaversong: shouldSplit = mem.PlayerData <bool>(Offset.gotCharm_39); break; case SplitName.WhiteDefender: shouldSplit = mem.PlayerData <bool>(Offset.killedWhiteDefender); break; case SplitName.WhitePalace: shouldSplit = mem.PlayerData <bool>(Offset.visitedWhitePalace); break; case SplitName.Xero: shouldSplit = mem.PlayerData <bool>(Offset.killedGhostXero); break; case SplitName.Zote1: shouldSplit = mem.PlayerData <bool>(Offset.zoteRescuedBuzzer); break; case SplitName.Zote2: shouldSplit = mem.PlayerData <bool>(Offset.zoteRescuedDeepnest); break; case SplitName.ZoteKilled: shouldSplit = mem.PlayerData <bool>(Offset.killedZote); break; } if (shouldSplit) { splitsDone.Add(split); break; } } } else { shouldSplit = nextScene.StartsWith("Cinematic_Ending", StringComparison.OrdinalIgnoreCase); } UIState uiState = mem.UIState(); bool loadingMenu = (string.IsNullOrEmpty(nextScene) && sceneName != "Menu_Title") || (nextScene == "Menu_Title" && sceneName != "Menu_Title"); if (gameState == GameState.PLAYING && lastGameState == GameState.MAIN_MENU) { lookForTeleporting = true; } bool teleporting = mem.CameraTeleporting(); if (lookForTeleporting && (teleporting || (gameState != GameState.PLAYING && gameState != GameState.ENTERING_LEVEL))) { lookForTeleporting = false; } Model.CurrentState.IsGameTimePaused = (gameState == GameState.PLAYING && teleporting) || lookForTeleporting || ((gameState == GameState.PLAYING || gameState == GameState.ENTERING_LEVEL) && uiState != UIState.PLAYING) || (gameState != GameState.PLAYING && !mem.AcceptingInput()) || gameState == GameState.EXITING_LEVEL || gameState == GameState.LOADING || mem.HeroTransitionState() == HeroTransitionState.WAITING_TO_ENTER_LEVEL || (uiState != UIState.PLAYING && (uiState != UIState.PAUSED || loadingMenu) && (!string.IsNullOrEmpty(nextScene) || sceneName == "_test_charms" || loadingMenu) && nextScene != sceneName); lastGameState = gameState; } HandleSplit(shouldSplit); }