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mw.asl
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state("iw3sp")
{
int loading1 : 0x10B1100;
string200 map : 0x6C3140;
int boi : 0xCDE4CC;
}
startup {
vars.missions = new Dictionary<string,string> {
{"cargoship", "Crew Expendable"},
{"coup", "The Coup"},
{"blackout", "blackout"},
{"armada", "Charlie Dont Surf"},
{"bog_a", "The Bog"},
{"hunted", "Hunted"},
{"ac130", "Death From Above"},
{"bog_b", "War Pig"},
{"airlift", "Shock and Awe"},
{"aftermath", "Aftermath"},
{"village_assault", "Safe House"},
{"scoutsniper", "All Ghillied Up"},
{"sniperescape", "One Shot, One Kill"},
{"village_defend", "Heat"},
{"ambush", "The Sins of the Father"},
{"icbm", "Ultimatum"},
{"launchfacility_a", "All In"},
{"launchfacility_b", "No Fighting in The War Room"},
{"jeepride", "Game Over"},
};
vars.missionList = new List<string>();
foreach (var Tag in vars.missions) {
settings.Add(Tag.Key, true, Tag.Value);
vars.missionList.Add(Tag.Key); };
vars.splits = new List<string>();
}
split {
return (vars.missionList.Contains(current.map) && (current.map != old.map));
}
start
{
return ((current.map == "killhouse") && (current.loading1 == 0));
}
reset
{
return ((current.map == "ui") && (old.map != "ui")) && (old.map != "coup");
}
isLoading
{
return (current.loading1 == 0) || (current.map == "coup");
}