-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathLiveSplit.TheCitadel.asl
150 lines (127 loc) · 5.63 KB
/
LiveSplit.TheCitadel.asl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
Psystate("the_citadel-Win64-Shipping")
{
}
startup
{
Thread.Sleep(5000);
Assembly.Load(File.ReadAllBytes("Components/asl-help")).CreateInstance("Basic");
vars.Helper.GameName = "The Citadel";
vars.Helper.AlertLoadless();
settings.Add("TheCitadel", true, "The Citadel Splits");
settings.Add("Act1", true, "Act 1 Splits", "TheCitadel");
settings.Add("INTRO", true, "Introduction", "Act1");
settings.Add("E1M1", true, "The Enterway", "Act1");
settings.Add("E1M2", true, "Smoke and Powder", "Act1");
settings.Add("E1M3", true, "The Hallway", "Act1");
settings.Add("E1M4", true, "Chain of Fire", "Act1");
settings.Add("E1M5", true, "Vectra, the Angel of Gluttony", "Act1");
settings.Add("E1EX", false, "Get Psyched", "Act1");
settings.Add("Act2", true, "Act 2 Splits", "TheCitadel");
settings.Add("E2M1", true, "Reembody", "Act2");
settings.Add("E2M2", true, "Armored Fury", "Act2");
settings.Add("E2M3", true, "Devastator Engine", "Act2");
settings.Add("E2M4", true, "Shadowforge", "Act2");
settings.Add("E2M5", true, "Cereste, the Angel of Sloth", "Act2");
settings.Add("E2EX", false, "Fortress Wolfstone", "Act2");
settings.Add("Act3", true, "Act 3 Splits", "TheCitadel");
settings.Add("E3M1", true, "Whirlwind", "Act3");
settings.Add("E3M2", true, "High Ground", "Act3");
settings.Add("E3M3", true, "Pitfall", "Act3");
settings.Add("E3M4", true, "Downfall", "Act3");
settings.Add("E3M5", true, "Harkonnen, the Angel of Greed", "Act3");
settings.Add("E3EX", false, "Gate of Doom", "Act3");
settings.Add("Act4", true, "Act 4 Splits", "TheCitadel");
settings.Add("E4M1", true, "The Gauntlet", "Act4");
settings.Add("E4M2", true, "Painless", "Act4");
settings.Add("E4M3", true, "Nightmare Fuel", "Act4");
settings.Add("E4M4", true, "Sinking City", "Act4");
settings.Add("E4M5", true, "Lysander, the Angel of Envy", "Act4");
settings.Add("E4EX", false, "Entryway", "Act4");
settings.Add("Act5", true, "Act 5 Splits", "TheCitadel");
settings.Add("E5M1", true, "Ironclad", "Act5");
settings.Add("E5M2", true, "Infested Catacomb", "Act5");
settings.Add("E5M3", true, "Brimstone", "Act5");
settings.Add("E5M4", true, "Fortress", "Act5");
settings.Add("E5M5", true, "Gaussia, the Angel of Wrath", "Act5");
settings.Add("E5EX", false, "Deadly Simple", "Act5");
settings.Add("Act6", true, "Act 6 Splits", "TheCitadel");
settings.Add("E6M1", true, "The Hive", "Act6");
settings.Add("E6M2", true, "Unholy Temple", "Act6");
settings.Add("E6M3", true, "Grainder", "Act6");
settings.Add("E6M4", true, "Tainted Sanctuary", "Act6");
settings.Add("E6M5", true, "Krone, the Angel of Pride", "Act6");
settings.Add("E6EX", false, "Sword of Roland", "Act6");
settings.Add("Act7", true, "Act 7 Splits", "TheCitadel");
settings.Add("E7M1", true, "Delirium, The Angel of Lust", "Act7");
settings.Add("E7M2", true, "Let the Sleeping God Die", "Act7");
}
init
{
IntPtr gWorld = vars.Helper.ScanRel(8, "0F 2E ?? 74 ?? 48 8B 1D ?? ?? ?? ?? 48 85 DB 74");
IntPtr gEngine = vars.Helper.ScanRel(3, "48 89 05 ?? ?? ?? ?? 48 85 c9 74 ?? e8 ?? ?? ?? ?? 48 8d 4d");
IntPtr fNames = vars.Helper.ScanRel(13, "89 5C 24 ?? 89 44 24 ?? 74 ?? 48 8D 15");
if (gWorld == IntPtr.Zero || gEngine == IntPtr.Zero || fNames == IntPtr.Zero)
{
const string Msg = "Not all required addresses could be found by scanning.";
throw new Exception(Msg);
}
// GWorld.Name
vars.Helper["GWorldName"] = vars.Helper.Make<ulong>(gWorld, 0x18);
vars.FNameToString = (Func<ulong, string>)(fName =>
{
var nameIdx = (fName & 0x000000000000FFFF) >> 0x00;
var chunkIdx = (fName & 0x00000000FFFF0000) >> 0x10;
var number = (fName & 0xFFFFFFFF00000000) >> 0x20;
IntPtr chunk = vars.Helper.Read<IntPtr>(fNames + 0x10 + (int)chunkIdx * 0x8);
IntPtr entry = chunk + (int)nameIdx * sizeof(short);
int length = vars.Helper.Read<short>(entry) >> 6;
string name = vars.Helper.ReadString(length, ReadStringType.UTF8, entry + sizeof(short));
return number == 0 ? name : name + "_" + number;
});
vars.FNameToShortString = (Func<ulong, string>)(fName =>
{
string name = vars.FNameToString(fName);
int dot = name.LastIndexOf('.');
int slash = name.LastIndexOf('/');
return name.Substring(Math.Max(dot, slash) + 1);
});
current.World = "";
vars.Splits = new HashSet<string>();
}
start
{
return old.World == "main_cit2" && current.World != "main_cit2";
}
onStart
{
vars.Splits.Clear();
}
update
{
vars.Helper.Update();
vars.Helper.MapPointers();
var world = vars.FNameToString(current.GWorldName);
if (!string.IsNullOrEmpty(world) && world != "None")
current.World = world;
if (old.World != current.World) vars.Log("GWorldName: " + current.World.ToString());
}
split
{
if(current.World != old.World && current.World == "loading" && !vars.Splits.Contains(old.World))
{
return settings[old.World];
vars.Splits.Add(old.World);
}
}
isLoading
{
return current.World == "loading" || current.World == "avant";
}
reset
{
return current.World == "main_cit2" && old.World != "main_cit2";
}
exit
{
timer.IsGameTimePaused = true;
}