Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 2 additions & 2 deletions pop1_apple.asl
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ startup

start
{
return(current.Level == 1 && current.Ticks == 0);
return (current.Level == 1 && current.Ticks == 0);
}

gameTime
Expand All @@ -56,7 +56,7 @@ gameTime

reset
{
return((current.Reset1 == 0 && current.Reset2 == 0 && current.Reset3 == 0) || game.ProcessName != "AppleWin");
return (current.Reset1 == 0 && current.Reset2 == 0 && current.Reset3 == 0);
}

split
Expand Down
9 changes: 5 additions & 4 deletions pop_3d.asl
Original file line number Diff line number Diff line change
Expand Up @@ -24,10 +24,11 @@ startup
}
}

init
exit
{
vars.gameRunning = true;
game.Exited += (s, e) => vars.gameRunning = false;
// we do not need to unpause the IGT timer because the next time the game is running, the isLoading block will run and then it will be handled there
// however if we didn't have an isLoading block, then we would need to explicitly unpause in the init block
timer.IsGameTimePaused = true;
}

reset
Expand All @@ -46,7 +47,7 @@ start

isLoading
{
return (current.xPos == 0 && current.yPos == 0 && current.zPos == 0) || !vars.gameRunning;
return current.xPos == 0 && current.yPos == 0 && current.zPos == 0;
}

split
Expand Down
12 changes: 8 additions & 4 deletions pop_tfs.asl
Original file line number Diff line number Diff line change
Expand Up @@ -135,9 +135,6 @@ startup

init
{
vars.gameRunning = true;
game.Exited += (s, e) => vars.gameRunning = false;

// This is a split which triggers when the prince is within a certain range of coords
vars.SplitTFSpos = (Func <int, int, int, int, bool>)((xTarg, yTarg, zTarg, range) => {
return
Expand All @@ -157,9 +154,16 @@ init
});
}

exit
{
// we do not need to unpause the IGT timer because the next time the game is running, the isLoading block will run and then it will be handled there
// however if we didn't have an isLoading block, then we would need to explicitly unpause in the init block
timer.IsGameTimePaused = true;
}

isLoading
{
return (current.isMenu == 0 || current.isLoading || !vars.gameRunning);
return (current.isMenu == 0 || current.isLoading);
}

reset
Expand Down
Loading