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DRLoadless.asl
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DRLoadless.asl
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state("DeadRising", "SteamPatch3")
{
bool IsLoading : 0x1945F70, 0x70;
// Used for subcase splitting
byte CaseMenuState : 0x1946FC0, 0x2F058, 0x182;
// Various split variables
byte Bombs : 0x1944DD8, 0x20DC0, 0x848D;
byte MutinyByte : 0x1944DD8, 0x20EC4;
byte RequestByte : 0x1944DD8, 0x20EC7;
int CampaignProgress : 0x1944DD8, 0x20DC0, 0x150;
int CutsceneId : 0x1944DD8, 0x20DC0, 0x8308;
int Supplies : 0x1944DD8, 0x20FB0;
int InGameTime : 0x1946FC0, 0x2F058, 0x198;
int PlayerKills : 0x1959EA0, 0x3B0;
int PlayerLevel : 0x1946950, 0x68;
int RoomId : 0x1945F70, 0x48;
float BossHealth : 0x1CF2620, 0x118, 0x12EC;
float Boss2Health : 0x1CF2620, 0x118, 0x10, 0x12EC;
float Boss3Health : 0x1CF2620, 0x118, 0x10, 0x10, 0x12EC;
float Convict1Health : 0x1CF2620, 0xA0, 0x1220, 0x1C0, 0x12EC;
float Convict2Health : 0x1CF2620, 0xA0, 0x1220, 0x1A0, 0x12EC;
float Convict3Health : 0x1CF2620, 0xA0, 0x1220, 0x180, 0x12EC;
uint PhotoStatsPtr : 0x1959EA0, 0xA8;
}
startup
{
#region Settings
// Settings tree
settings.Add("splits", true, "All Splits");
// 72 Hour splits
settings.Add("72Hour", false, "72 Hour Splits", "splits");
// Case 1
settings.Add("case1", false, "Case 1 Splits", "72Hour");
settings.Add("case1EntrancePlaza", false, "Entrance Plaza", "case1");
settings.Add("case1Barnaby", false, "Met Barnaby", "case1");
settings.Add("case1Prologue", false, "Prologue", "case1");
settings.Add("case1.1", false, "Case 1-1", "case1");
settings.Add("case1.2", false, "Case 1-2", "case1");
settings.Add("case1.3", false, "Case 1-3", "case1");
settings.Add("case1.4", false, "Case 1-4", "case1");
settings.Add("convicts", false, "Convicts", "case1");
settings.Add("case1Transitions", false, "Room Transitions", "case1");
settings.Add("case1HP->SR", false, "Helipad->Security Room", "case1Transitions");
settings.Add("case1SR->EP", false, "Security Room->Entrance Plaza", "case1Transitions");
settings.Add("case1EP->SR", false, "Entrance Plaza->Security Room", "case1Transitions");
settings.Add("case1SR->RT", false, "Security Room>->Rooftop", "case1Transitions");
settings.Add("case1RT->WH", false, "Rooftop->Warehouse", "case1Transitions");
settings.Add("case1WH->PP", false, "Warehouse->Paradise Plaza", "case1Transitions");
settings.Add("case1PP->LP", false, "Paradise Plaza->Leisure Park", "case1Transitions");
settings.Add("case1LP->FC", false, "Leisure Park->Food Court", "case1Transitions");
settings.Add("case1FC->AP", false, "Food Court->Al Fresca Plaza", "case1Transitions");
settings.Add("case1AP->EP", false, "Al Fresca Plaza->Entrance Plaza", "case1Transitions");
settings.Add("case1EP->AP", false, "Entrance Plaza->Al Fresca Plaza", "case1Transitions");
settings.Add("case1AP->FC", false, "Al Fresca Plaza->Food Court", "case1Transitions");
settings.Add("case1FC->LP", false, "Food Court->Leisure Park", "case1Transitions");
settings.Add("case1LP->PP", false, "Leisure Park->Paradise Plaza", "case1Transitions");
settings.Add("case1PP->WH", false, "Paradise Plaza->Warehouse", "case1Transitions");
settings.Add("case1WH->RT", false, "Warehouse->Rooftop", "case1Transitions");
settings.Add("case1RT->SR", false, "Rooftop->Security Room", "case1Transitions");
// Case 2
settings.Add("case2", false, "Case 2 Splits", "72Hour");
settings.Add("case2.1", false, "Case 2-1", "case2");
settings.Add("case2Steven", false, "Steven", "case2");
settings.Add("case2FirstAid", false, "First Aid", "case2");
settings.Add("case2.2", false, "Case 2-2", "case2");
settings.Add("case2.3", false, "Case 2-3", "case2");
settings.Add("case2Transitions", false, "Room Transitions", "case2");
settings.Add("case2SR->RT", false, "Security Room->Rooftop", "case2Transitions"); // first time
settings.Add("case2RT->WH", false, "Rooftop->Warehouse", "case2Transitions"); // first time
settings.Add("case2WH->PP", false, "Warehouse->Paradise Plaza", "case2Transitions"); // first time
settings.Add("case2PP->EP", false, "Paradise Plaza->Entrance Plaza", "case2Transitions");
settings.Add("case2EP->SR", false, "Entrance Plaza->Security Room", "case2Transitions");
settings.Add("case2.1SR->RT", false, "Security Room->Rooftop (After saving Barnaby)", "case2Transitions"); // second time
settings.Add("case2.1RT->WH", false, "Rooftop->Warehouse (After saving Barnaby)", "case2Transitions"); // second time
settings.Add("case2.1WH->PP", false, "Warehouse->Paradise Plaza (After saving Barnaby)", "case2Transitions"); // second time
settings.Add("case2.1PP->WP", false, "Paradise Plaza->Wonderland Plaza (Any%)", "case2Transitions");
settings.Add("case2.1WP->NP", false, "Wonderland Plaza->North Plaza (Any%)", "case2Transitions");
settings.Add("case2.1PP->LP", false, "Paradise Plaza->Leisure Park (Low%)", "case2Transitions");
settings.Add("case2.1LP->NP", false, "Leisure Park->North Plaza (Low%)", "case2Transitions");
settings.Add("case2.1NP->SFS", false, "North Plaza->Seon's Food & Stuff", "case2Transitions");
settings.Add("case2.2SFS->NP", false, "Seon's Food & Stuff->North Plaza", "case2Transitions");
settings.Add("case2.2NP->WP", false, "North Plaza->Wonderland Plaza (Any%)", "case2Transitions");
settings.Add("case2.2WP->PP", false, "Wonderland Plaza->Paradise Plaza (Any%)", "case2Transitions");
settings.Add("case2.2NP->LP", false, "North Plaza->Leisure Park (Low%)", "case2Transitions");
settings.Add("case2.2LP->PP", false, "Leisure Park->Paradise Plaza (Low%)", "case2Transitions");
settings.Add("case2.2PP->WH", false, "Paradise Plaza->Warehouse", "case2Transitions");
settings.Add("case2.2WH->RT", false, "Warehouse->Rooftop", "case2Transitions");
settings.Add("case2.2RT->SR", false, "Rooftop->Security Room", "case2Transitions");
// Case 3
settings.Add("case3", false, "Case 3 Splits", "72Hour");
settings.Add("case3.1", false, "Case 3-1", "case3");
// Case 4
settings.Add("case4", false, "Case 4 Splits", "72Hour");
settings.Add("case4.1", false, "Case 4-1", "case4");
settings.Add("case4IsabelaStart", false, "Start Isabela Fight", "case4");
settings.Add("case4.2", false, "Case 4-2", "case4");
settings.Add("case4Transitions", false, "Room Transitions", "case4");
settings.Add("case4SR->RT", false, "Security Room->Rooftop", "case4Transitions");
settings.Add("case4RT->WH", false, "Rooftop->Warehouse", "case4Transitions");
settings.Add("case4WH->PP", false, "Warehouse->Paradise Plaza", "case4Transitions");
settings.Add("case4PP->WP", false, "Paradise Plaza->Wonderland Plaza (Any%)", "case4Transitions");
settings.Add("case4WP->NP", false, "Wonderland Plaza->North Plaza (Any%)", "case4Transitions");
settings.Add("case4PP->LP", false, "Paradise Plaza->Leisure Park (Low%)", "case4Transitions");
settings.Add("case4LP->NP", false, "Leisure Park->North Plaza (Low%)", "case4Transitions");
// Case 5
settings.Add("case5", false, "Case 5 Splits", "72Hour");
settings.Add("case5Zombie", false, "Killed First Zombie", "case5");
settings.Add("case5.1", false, "Case 5-1", "case5");
settings.Add("case5.2", false, "Case 5-2", "case5");
settings.Add("case5Transitions", false, "Room Transitions", "case5");
settings.Add("case5NP->LP", false, "North Plaza->Leisure Park", "case5Transitions");
settings.Add("case5LP->PP", false, "Leisure Park->Paradise Plaza", "case5Transitions");
settings.Add("case5PP->WH", false, "Paradise Plaza->Warehouse", "case5Transitions");
settings.Add("case5WH->RT", false, "Warehouse->Rooftop", "case5Transitions");
settings.Add("case5RT->SR", false, "Rooftop->Security Room", "case5Transitions");
// Case 6
settings.Add("case6", false, "Case 6 Splits", "72Hour");
settings.Add("case6.1", false, "Case 6-1", "case6");
// Case 7
settings.Add("case7", false, "Case 7 Splits", "72Hour");
settings.Add("case7.1", false, "Case 7-1", "case7");
for (int i = 1; i <= 5; ++i)
{
settings.Add("case7Bomb" + i.ToString(), false, "Bomb #" + i.ToString(), "case7");
}
settings.Add("Carlito3", false, "Carlito 3", "case7");
settings.Add("case7.2", false, "Case 7-2", "case7");
settings.Add("case7Transitions", false, "Room Transitions", "case7");
settings.Add("case7SR->RT", false, "Security Room->Rooftop", "case7Transitions");
settings.Add("case7RT->WH", false, "Rooftop->Warehouse", "case7Transitions");
settings.Add("case7WH->PP", false, "Warehouse->Paradise Plaza", "case7Transitions");
settings.Add("case7PP->MT", false, "Paradise Plaza->Maintenance Tunnels (Any%)", "case7Transitions");
settings.Add("case7PP->LP", false, "Paradise Plaza->Leisure Park (Low%)", "case7Transitions");
settings.Add("case7LP->MT", false, "Leisure Park->Maintenance Tunnels (Low%)", "case7Transitions");
settings.Add("case7MT->LP", false, "Maintenance Tunnels->Leisure Park", "case7Transitions");
// Case 8
settings.Add("case8", false, "Case 8 Splits", "72Hour");
settings.Add("case8.1", false, "Case 8-1", "case8");
settings.Add("case8.2", false, "Case 8-2", "case8");
settings.Add("case8.3", false, "Case 8-3", "case8");
settings.Add("case8.4", false, "Case 8-4", "case8");
settings.Add("case8Transitions", false, "Room Transitions", "case8");
settings.Add("case8SR->RT", false, "Security Room->Rooftop", "case8Transitions"); // First time
settings.Add("case8RT->WH", false, "Rooftop->Warehouse", "case8Transitions"); // First time
settings.Add("case8WH->PP", false, "Warehouse->Paradise Plaza", "case8Transitions"); // First time
settings.Add("case8PP->LP", false, "Paradise Plaza->Leisure Park", "case8Transitions");
settings.Add("case8LP->NP", false, "Leisure Park->North Plaza", "case8Transitions");
settings.Add("case8NP->CH", false, "North Plaza->Carlito's Hideout", "case8Transitions");
settings.Add("case8CH->NP", false, "Carlito's Hideout->North Plaza", "case8Transitions");
settings.Add("case8NP->WP", false, "North Plaza->Wonderland Plaza (Any%)", "case8Transitions");
settings.Add("case8WP->PP", false, "Wonderland Plaza->Paradise Plaza (Any%)", "case8Transitions");
settings.Add("case8NP->LP", false, "North Plaza->Leisure Park (Low%)", "case8Transitions");
settings.Add("case8LP->PP", false, "Leisure Park->Paradise Plaza (Low%)", "case8Transitions");
settings.Add("case8PP->WH", false, "Paradise Plaza->Warehouse", "case8Transitions");
settings.Add("case8WH->RT", false, "Warehouse->Rooftop", "case8Transitions");
settings.Add("case8RT->SR", false, "Rooftop->Security Room", "case8Transitions");
settings.Add("case8.1SR->RT", false, "Security Room->Rooftop (After Jessie)", "case8Transitions"); // Second time
settings.Add("case8.1RT->WH", false, "Rooftop->Warehouse (After Jessie)", "case8Transitions"); // Second time
settings.Add("case8.1WH->PP", false, "Warehouse->Paradise Plaza (After Jessie)", "case8Transitions"); // Second time
settings.Add("case8.1PP->MT", false, "Paradise Plaza->Maintenance Tunnels (Any%)", "case8Transitions");
settings.Add("case8.1PP->LP", false, "Paradise Plaza->Leisure Park (Low%)", "case8Transitions");
settings.Add("case8.1LP->MT", false, "Leisure Park->Maintenance Tunnels (Low%)", "case8Transitions");
settings.Add("case8.1MT->MPA", false, "Maintenance Tunnels->Meat Processing Area", "case8Transitions");
// Case 9
settings.Add("case9.1", false, "The Facts", "72Hour");
// Endings
settings.Add("endings", false, "Endings", "72Hour");
settings.Add("endingA", false, "Ending A", "endings");
// Overtime splits
settings.Add("overtime", false, "Overtime", "splits");
settings.Add("otDrone", false, "Frank sees a sick RC Drone", "overtime");
settings.Add("otSupplies", false, "Supplies", "overtime");
settings.Add("otSupplyTaken", false, "Splits when you grab the supplies", "otSupplies");
settings.Add("otSupplyHideout", false, "Back to hideout", "otSupplies");
settings.Add("otClockTower", false, "Clock Tower", "overtime");
settings.Add("otQueens", false, "Queens", "overtime");
settings.Add("otTunnel", false, "Tunnel", "overtime");
settings.Add("otTank", false, "Tank", "overtime");
settings.Add("otBrock", false, "Brock", "overtime");
settings.Add("overtimeTransitions", false, "Room Transitions", "overtime");
settings.Add("case9CH->NP", false, "Carlito's Hideout->North Plaza", "overtimeTransitions");
settings.Add("case9NP->WP", false, "North Plaza->Wonderland Plaza (Any%)", "overtimeTransitions");
settings.Add("case9WP->PP", false, "Wonderland Plaza->Paradise Plaza (Any%)", "overtimeTransitions");
settings.Add("case9NP->LP", false, "North Plaza->Leisure Park (Low%)", "overtimeTransitions");
settings.Add("case9LP->PP", false, "Leisure Park->Paradise Plaza (Low%)", "overtimeTransitions");
settings.Add("case9PP->WH", false, "Paradise Plaza->Warehouse", "overtimeTransitions");
settings.Add("case9WH->RT", false, "Warehouse->Rooftop", "overtimeTransitions");
settings.Add("case9RT->SR", false, "Rooftop->Security Room", "overtimeTransitions");
settings.Add("case9SR->EP", false, "Security Room->Entrace Plaza", "overtimeTransitions");
settings.Add("case9EP->PP", false, "Entrance Plaza->Paradise Plaza", "overtimeTransitions");
settings.Add("case9PP->WP", false, "Paradise Plaza->Wonderland Plaza (Any%)", "overtimeTransitions");
settings.Add("case9PP->CM", false, "Paradise Plaza->Colby's Movieland (Low%)", "overtimeTransitions");
settings.Add("case9CM->PP", false, "Colby's Movieland->Paradise Plaza (Low%)", "overtimeTransitions");
settings.Add("case9PP->LP", false, "Paradise Plaza->Leisure Park (Low%)", "overtimeTransitions");
settings.Add("case9LP->FC", false, "Leisure Park->Food Court (Low%)", "overtimeTransitions");
settings.Add("case9FC->WP", false, "Food Court->Wonderland Plaza (Low%)", "overtimeTransitions");
settings.Add("case9WP->NP", false, "Wonderland Plaza->North Plaza", "overtimeTransitions");
settings.Add("case9NP->SFS", false, "North Plaza->Seon's Food & Stuff", "overtimeTransitions");
settings.Add("case9SFS->NP", false, "Seon's Food & Stuff->North Plaza", "overtimeTransitions");
settings.Add("case9NP->CH", false, "North Plaza->Carlito's Hideout", "overtimeTransitions");
settings.Add("case9.1CH->NP", false, "Carlito's Hideout->North Plaza (Queens)", "overtimeTransitions");
settings.Add("case9.1NP->LP", false, "North Plaza->Leisure Park (Queens)", "overtimeTransitions");
settings.Add("case9.1LP->NP", false, "Leisure Park->North Plaza (Queens)", "overtimeTransitions");
settings.Add("case9.1NP->CH", false, "North Plaza->Carlito's Hideout (Queens)", "overtimeTransitions");
settings.Add("case9.1CH->T1", false, "Carlito's Hideout->Tunnels 1", "overtimeTransitions");
settings.Add("case9.1T1->T2", false, "Tunnels 1->Tunnels 2", "overtimeTransitions");
settings.Add("case9.1T2->T3", false, "Tunnels 2->Tunnels 3", "overtimeTransitions");
settings.Add("psycho", false, "PsychoSkip", "splits");
settings.Add("psychoKent1", false, "Kent First Encounter", "psycho");
settings.Add("psychoConvicts1", false, "Convicts First Encounter", "psycho");
settings.Add("psychoCliff", false, "Cliff", "psycho");
settings.Add("psychoCletus", false, "Cletus", "psycho");
settings.Add("psychoAdam", false, "Adam", "psycho");
settings.Add("psychoGreg", false, "Greg", "psycho");
settings.Add("psychoKent2", false, "Kent Second Encounter", "psycho");
settings.Add("psychoJo", false, "Jo", "psycho");
settings.Add("psychoBrad", false, "Brad", "psycho");
settings.Add("psychoSnipers", false, "Snipers", "psycho");
settings.Add("psychoConvicts2", false, "Convicts Second Encounter", "psycho");
settings.Add("psychoSean", false, "Sean", "psycho");
settings.Add("psychoPaul", false, "Paul", "psycho");
settings.Add("psychoKent3", false, "Kent Third Encounter", "psycho");
settings.Add("survivor", false, "SurvivorSkip", "splits");
settings.Add("GroupSaved", false, "Split on group saved", "survivor");
settings.Add("survivorEscape", false, "Ending B", "survivor");
settings.Add("MRSplits", false, "Mutinies & Requests", "splits");
settings.Add("RAppetite", false, "Ronald's Appetite", "MRSplits");
settings.Add("KBetrayal", false, "Kindell's Betrayal", "MRSplits");
settings.Add("FSommelier", false, "Floyd The Sommelier", "MRSplits");
settings.Add("SGunslinger", false, "Simone The Gunslinger", "MRSplits");
settings.Add("PPresent", false, "Paul's Present", "MRSplits");
settings.Add("CRequest", false, "Cheryl's Request", "MRSplits");
// Max Level
settings.Add("maxLevel", false, "Max Level", "splits");
for (int level = 5; level <= 50; level += 5)
{
settings.Add("level" + level.ToString(), false, "Level " + level.ToString(), "maxLevel");
}
// Zombie Genocider
settings.Add("zombieGenocider", false, "Zombie Genocider", "splits");
vars.GenociderKills = new List<int> {2500, 5000, 7500, 10000, 10719, 12500, 15000, 17500, 20000, 21438, 22500, 25000, 27500, 30000, 32157, 32500, 35000, 37500, 40000, 42500, 42876, 45000, 47500, 50000, 52500, 53594};
foreach(int count in vars.GenociderKills)
{
settings.Add("kills" + count.ToString(), false, String.Format("{0:n0}", count) + " kills", "zombieGenocider");
};
// PP Stickers
settings.Add("ppStickers", false, "PP Stickers", "splits");
settings.Add("ppStickers1", false, "Split on every sticker", "ppStickers");
settings.Add("ppStickers2", false, "Split on every photo which includes PP stickers", "ppStickers");
settings.Add("willametteGenocider", false, "Willamette Genocider", "splits");
settings.Add("wgSurvivors", false, "Survivors death", "willametteGenocider");
// Otis Transceiver Calls
settings.Add("Otis", false, "Otis Transmissions", "splits");
settings.Add("Otis1", false, "Split on every Otis Transmission picked up", "Otis");
#endregion
}
init
{
// Pending splits (for PP collector mostly)
vars.PendingSplits = 0;
// A PP Sticker Counter
vars.PPStickersCount = 0;
// Keep track of hit splits
vars.Splits = new HashSet<string>();
// For splitting when hitting a cutscene
vars.Cutscenes = new Dictionary<int, string>
{
{2, "case1EntrancePlaza"},
{3, "case1Barnaby"},
{4, "case1Prologue"},
{22, "case2Steven"},
{26, "case4IsabelaStart"},
{31, "case5Zombie"},
{38, "Carlito3"},
{53, "endingA"},
{70, "psychoKent3"},
{71, "psychoCliff"},
{72, "psychoCletus"},
{73, "psychoSean"},
{74, "psychoAdam"},
{75, "psychoJo"},
{76, "psychoPaul"},
{112, "psychoKent1"},
{117, "psychoKent2"},
{125, "otClockTower"},
{126, "otQueens"},
{131, "otSupplyHideout"},
{136, "otTunnel"},
{140, "otDrone"},
{143, "endingB"},
{144, "otTank"},
};
// Used for room transition splits
vars.CaseProgress = new Dictionary<string, HashSet<int>>
{
{"1", new HashSet<int>(Enumerable.Range(10, 150))},
{"2", new HashSet<int>(Enumerable.Range(160, 20))},
{"2.1", new HashSet<int>(Enumerable.Range(180, 25))}, // Case 2 after saving Barnaby
{"2.2", new HashSet<int>(Enumerable.Range(215, 1))}, // Case 2 after picking up first-aid
{"4", new HashSet<int>(Enumerable.Range(230, 21))},
{"5", new HashSet<int>(Enumerable.Range(270, 21))},
{"7", new HashSet<int>(Enumerable.Range(320, 21))},
{"8", new HashSet<int>(Enumerable.Range(350, 20))},
{"8.1", new HashSet<int>(Enumerable.Range(370, 20))},
{"9", new HashSet<int>(Enumerable.Range(500, 150))}, // Overtime
{"9.1", new HashSet<int>(Enumerable.Range(650, 999))}, // Overtime after supplies
};
// Represents the progress level at the starts of cases for splits.
vars.CaseStarts = new Dictionary<int, string>
{
{80, "1.1"},
{110, "1.2"},
{130, "1.3"},
{140, "1.4"},
{160, "2.1"},
{180, "2.2"},
{215, "2.3"},
{220, "3.1"},
{230, "4.1"},
{250, "4.2"},
{280, "5.1"},
{290, "5.2"},
{300, "6.1"},
{320, "7.1"},
{340, "7.2"},
{350, "8.1"},
{360, "8.2"},
{370, "8.3"},
{390, "8.4"},
{400, "9.1"},
{420, "9.1"}
};
vars.Rooms = new Dictionary<int, string>
{
{256, "EP"}, // Entrance Plaza
{287, "HP"}, // Helipad
{288, "SR"}, // Security Room
{512, "PP"}, // Paradise Plaza
{534, "WH"}, // Warehouse
{535, "RT"}, // Rooftop
{768, "WP"}, // Wonderland Plaza
{1024, "NP"}, // North Plaza
{1025, "CH"}, // Carlito's Hideout
{1280, "SFS"}, // Seon's Food & Stuff
{1283, "CM"}, // Colby's Movieland
{1536, "MT"}, // Maintenance Tunnels
{1537, "MPA"}, // Meat Processing Area
{1792, "LP"}, // Leisure Park
{2304, "AP"}, // Al Fresca Plaza
{2560, "FC"}, // Food Court
{2816, "T1"}, // Tunnels 1
{2817, "T2"}, // Tunnels 2
{2818, "T3"}, // Tunnels 3
};
vars.Survivors = new List<string>
{
"uNpc00",
"uNpc01",
"uNpc02",
"uNpc03",
"uNpc04",
"uNpc05",
"uNpc06",
"uNpc07",
"uNpc08",
"uNpc09",
"uNpc0a",
"uNpc0b",
"uNpc0c",
"uNpc0d",
"uNpc0e",
"uNpc0f",
"uNpc10",
"uNpc11",
"uNpc12",
"uNpc13",
"uNpc14",
"uNpc15",
"uNpc16",
"uNpc17",
"uNpc18",
"uNpc19",
"uNpc1a",
"uNpc1b",
"uNpc1d",
"uNpc1e",
"uNpc1f",
"uNpc20",
"uNpc21",
"uNpc40",
"uNpc42",
"uNpc44",
"uNpc45",
"uNpc46",
"uNpc4c",
"uNpc4d",
"uNpc4e",
"uNpc4f",
"uNpc50",
"uNpc52",
"uNpc54",
"uNpc56",
"uNpc57",
"uNpc59",
"uNpc5a"
};
vars.DeadSurvivors = new List<string>();
// For starting on player control
vars.PrimeStart = false;
vars.WillStart = false;
// Add Watchers for NPC Statues
vars.NPCStates = new MemoryWatcherList();
for (int i = 0; i < 51; ++i)
{
var statePtr = new DeepPointer("DeadRising.exe", 0x1946660, 0x58, 0x8 * i, 0x44);
var watcher = new MemoryWatcher<byte>(statePtr) { Name = i.ToString() };
vars.NPCStates.Add(watcher);
}
// Add Watchers for Transmissions
vars.Transmissions = new MemoryWatcherList();
for (int i = 0; i < 11; ++i)
{
if (i == 0 || i == 4 || i == 5 || i >= 8)
{
var TransmissionPtr = new DeepPointer("DeadRising.exe", 0x1944DD8, (0x20F6C + i));
var watcher = new MemoryWatcher<byte>(TransmissionPtr) { Name = i.ToString() };
vars.Transmissions.Add(watcher);
}
}
// Use for PP Stickers
vars.PPStickersLoaded = false;
vars.PPStickersWatchers = new MemoryWatcherList();
}
update
{
// Clear any hit splits if timer stops
if (timer.CurrentPhase == TimerPhase.NotRunning)
{
vars.Splits.Clear();
vars.PPStickersLoaded = false;
}
// For starting on player control
if (current.InGameTime != 0 && old.InGameTime == 0)
{
vars.PrimeStart = true;
}
if (vars.PrimeStart && !current.IsLoading && current.CampaignProgress > 0)
{
vars.WillStart = true;
}
}
start
{
// Starts when player gains control
if (vars.WillStart)
{
vars.PrimeStart = false;
vars.WillStart = false;
if (settings["willametteGenocider"])
{
vars.DeadSurvivors.Clear();
}
// Load the PP Stickers watchers
if (settings["ppStickers"] && !vars.PPStickersLoaded)
{
vars.PPStickersCount = 0;
vars.PPStickersWatchers.Clear();
for (int i = 0; i < 100; ++i)
{
var ppStickerPtr = new DeepPointer("DeadRising.exe", 0x1CF3128, 0x40, 0x6E8 + (0x4 * i));
var watcher = new MemoryWatcher<int>(ppStickerPtr) { Name = i.ToString() };
vars.PPStickersCount += ppStickerPtr.Deref<int>(game);
vars.PPStickersWatchers.Add(watcher);
}
vars.PPStickersLoaded = true;
}
return true;
}
}
reset
{
return current.InGameTime == 0 && old.InGameTime != 0;
}
isLoading
{
return current.IsLoading;
}
split
{
// Case Split
// Changed to a different logic statement to account for running on different FPS settings
if (old.CaseMenuState == 2 && current.CaseMenuState != 2)
{
if (vars.CaseStarts.ContainsKey(current.CampaignProgress) && !vars.Splits.Contains("case" + vars.CaseStarts[current.CampaignProgress]))
{
vars.Splits.Add("case" + vars.CaseStarts[current.CampaignProgress]);
return settings["case" + vars.CaseStarts[current.CampaignProgress]];
}
}
// Splitting when hitting cutscenes
if (current.CutsceneId != old.CutsceneId)
{
if (vars.Cutscenes.ContainsKey(current.CutsceneId) && !vars.Splits.Contains(vars.Cutscenes[current.CutsceneId]))
{
vars.Splits.Add(vars.Cutscenes[current.CutsceneId]);
return settings[vars.Cutscenes[current.CutsceneId]];
}
}
// Splitting on room transitions
if ((settings["case1Transitions"] || settings["case2Transitions"] ||
settings["case4Transitions"] || settings["case5Transitions"] ||
settings["case7Transitions"] || settings["case8Transitions"] ||
settings["overtimeTransitions"])
&& current.RoomId != old.RoomId)
{
if (vars.Rooms.ContainsKey(current.RoomId) && vars.Rooms.ContainsKey(old.RoomId))
{
string chapter = "0";
foreach (string key in vars.CaseProgress.Keys)
{
if (vars.CaseProgress[key].Contains(current.CampaignProgress))
{
chapter = key;
break;
}
}
string settingsKey = "case" + chapter + vars.Rooms[old.RoomId] + "->" + vars.Rooms[current.RoomId];
if (vars.Splits.Contains(settingsKey))
{
return false;
}
vars.Splits.Add(settingsKey);
// ONLY return if the setting is enabled, as some transitions are duplicates
if (settings[settingsKey])
{
return true;
};
}
}
// First Aid
if (current.CampaignProgress == 215 && old.CampaignProgress != 215)
{
if (!vars.Splits.Contains("case2FirstAid"))
{
vars.Splits.Add("case2FirstAid");
return settings["case2FirstAid"];
}
}
// Bombs
if (current.CampaignProgress <= 340 && current.CampaignProgress < 350 && current.Bombs > old.Bombs)
{
return settings["case7Bomb" + current.Bombs.ToString()];
}
// Overtime splits
if (settings["overtime"])
{
// Supplies
if(current.CutsceneId == 140 && current.Supplies > old.Supplies)
{
return settings["otSupplyTaken"];
}
// Brock
if (current.CutsceneId == 144 && current.BossHealth == 0 && old.BossHealth != 0)
{
return settings["otBrock"];
}
}
// Willamette Genocider Case 1-4
// Generic Case Split
if (settings["willametteGenocider"] && old.CaseMenuState == 2 && current.CaseMenuState == 0)
{
if (current.CampaignProgress == 150)
{
return settings["case1.4"];
}
}
// Psycho and Willamette Genocider
if (settings["psycho"] || settings["willametteGenocider"])
{
if (settings["psychoGreg"] || settings["wgSurvivors"])
{
vars.NPCHealth.UpdateAll(game);
foreach (var watcher in vars.NPCHealth)
{
if (watcher.Changed && (watcher.Current == uint.MaxValue || watcher.Current == (uint)0))
{
int i = int.Parse(watcher.Name);
if (game != null)
{
string npcName = new DeepPointer("DeadRising.exe", 0x1946660, 0x58, 0x8 * i, 0x8, 0x8).DerefString(game, 6);
if (!string.IsNullOrEmpty(npcName) && !string.IsNullOrEmpty(npcName.Trim()) && npcName.Trim()[0] == 'u')
{
// Greg Skip
if (settings["psychoGreg"] && npcName == "uNpc54")
{
return settings["psychoGreg"];
}
else if (settings["willametteGenocider"] && settings["wgSurvivors"] && !vars.DeadSurvivors.Contains(npcName))
{
vars.DeadSurvivors.Add(npcName);
return vars.Survivors.Contains(npcName);
}
}
}
}
}
}
// Brad death
if (old.CaseMenuState == 0 && current.CaseMenuState == 2 && current.CutsceneId == 9)
{
// The truth vanished
if (current.CampaignProgress == 1100)
{
return settings["psychoBrad"];
}
}
// Snipers
if (current.CutsceneId == 64 && current.RoomId == 256 &&
((current.BossHealth == 0 && old.BossHealth != 0 && current.Boss2Health == 0 && current.Boss3Health == 0) ||
(current.Boss2Health == 0 && old.Boss2Health != 0 && current.BossHealth == 0 && current.Boss3Health == 0) ||
(current.Boss3Health == 0 && old.Boss3Health != 0 && current.Boss2Health == 0 && current.BossHealth == 0)))
{
return settings["psychoSnipers"];
}
}
// Convicts
if (current.RoomId == 1792 &&
((current.Convict1Health == 0 && old.Convict1Health != 0 && current.Convict2Health == 0 && current.Convict3Health == 0) ||
(current.Convict2Health == 0 && old.Convict2Health != 0 && current.Convict1Health == 0 && current.Convict3Health == 0) ||
(current.Convict3Health == 0 && old.Convict3Health != 0 && current.Convict2Health == 0 && current.Convict1Health == 0)))
{
if (current.CutsceneId == 63)
{
return settings["convicts"] || settings["psychoConvicts1"];
}
else if (current.CutsceneId == 64)
{
return settings["psychoConvicts2"];
}
}
// Survivors
if (settings["survivor"])
{
bool EmptyParty = true;
vars.NPCStates.UpdateAll(game);
foreach (var watcher in vars.NPCStates)
{
if (watcher.Current == 2)
{
EmptyParty = false;
}
}
foreach (var watcher in vars.NPCStates)
{
if (settings["GroupSaved"] && watcher.Changed && watcher.Current == 4 && watcher.Old != 11 && EmptyParty)
{
int i = int.Parse(watcher.Name);
string npcName = new DeepPointer("DeadRising.exe", 0x1946660, 0x58, 0x8 * i, 0x8, 0x8).DerefString(game, 6);
return vars.Survivors.Contains(npcName);
}
}
}
// Mutinies & Requests
if (settings["MRSplits"])
{
if (old.MutinyByte == current.MutinyByte - 64)
{
vars.Splits.Add("RAppetite");
return settings["RAppetite"];
}
if (old.MutinyByte == current.MutinyByte - 32)
{
vars.Splits.Add("KBetrayal");
return settings["KBetrayal"];
}
if (old.RequestByte == current.RequestByte - 32)
{
vars.Splits.Add("CRequest");
return settings["CRequest"];
}
if (old.RequestByte == current.RequestByte - 16)
{
vars.Splits.Add("PPresent");
return settings["PPresent"];
}
if (old.RequestByte == current.RequestByte - 8)
{
vars.Splits.Add("SGunslinger");
return settings["SGunslinger"];
}
if (old.RequestByte == current.RequestByte - 4)
{
vars.Splits.Add("FSommelier");
return settings["FSommelier"];
}
}
// Max Level
if (settings["maxLevel"] && current.PlayerLevel != old.PlayerLevel)
{
return settings["level" + current.PlayerLevel.ToString()];
}
// Zombie Genocider
if (settings["zombieGenocider"] && current.PlayerKills != old.PlayerKills)
{
foreach(int count in vars.GenociderKills)
{
if (old.PlayerKills < count && count <= current.PlayerKills)
{
return settings["kills" + count.ToString()];
}
}
}
// PP Stickers
if (settings["ppStickers"] && vars.PPStickersLoaded)
{
// Any pending splits (only used if you get multiple PP stickers in one shot)
if (vars.PendingSplits-- > 0) { return true; }
vars.PPStickersWatchers.UpdateAll(game);
int CurrentPPStickersCount = 0;
foreach (var watcher in vars.PPStickersWatchers)
{
CurrentPPStickersCount += watcher.Current;
}
if (CurrentPPStickersCount > vars.PPStickersCount)
{
if (settings["ppStickers1"])
{
vars.PendingSplits = CurrentPPStickersCount - vars.PPStickersCount - 1;
vars.PPStickersCount = CurrentPPStickersCount;
return true;
}
else if(settings["ppStickers2"])
{
vars.PPStickersCount = CurrentPPStickersCount;
return true;
}
}
}
// Otis Transmissions
if (settings["Otis1"])
{
vars.Transmissions.UpdateAll(game);
foreach (var watcher in vars.Transmissions)
{
if (watcher.Changed && watcher.Current > watcher.Old && !current.IsLoading)
{
vars.Splits.Add("Otis1");
return settings["Otis1"];
}
}
}
}