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[jak1] Don't update cell/orb/fly autosplit counters during blackout (#3996)
Similar issue to the orbs-per-level counts, while loading a save (in blackout) these values are reset to 0 briefly. This can cause extra autosplits (see https://github.com/open-goal/speedrunning/pull/25)
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@@ -17,14 +17,14 @@
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`(set! (-> *autosplit-info-jak1* ,field-name) (if (task-complete? *game-info* (game-task ,task-name)) 1 0)))
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(defun update-autosplit-info-jak1 ()
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;; general statistics
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(set! (-> *autosplit-info-jak1* num-power-cells) (the int (-> *game-info* fuel)))
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(set! (-> *autosplit-info-jak1* num-orbs) (the int (-> *game-info* money-total)))
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(set! (-> *autosplit-info-jak1* num-scout-flies) (the int (-> *game-info* buzzer-total)))
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;; per-level orb/fly counts
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;; when we are blacked out in loads the value of these are temporarily 0, and that messes with the auto splitter.
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(let ((in-blackout? (>= (-> *game-info* blackout-time) (current-time))))
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(when (not in-blackout?)
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;; general statistics
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(set! (-> *autosplit-info-jak1* num-power-cells) (the int (-> *game-info* fuel)))
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(set! (-> *autosplit-info-jak1* num-orbs) (the int (-> *game-info* money-total)))
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(set! (-> *autosplit-info-jak1* num-scout-flies) (the int (-> *game-info* buzzer-total)))
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;; per-level orb/fly counts
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(set! (-> *autosplit-info-jak1* training-num-orbs) (-> *game-info* money-per-level (level-task-data-index training)))
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(set! (-> *autosplit-info-jak1* village1-num-orbs) (-> *game-info* money-per-level (level-task-data-index village1)))
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(set! (-> *autosplit-info-jak1* beach-num-orbs) (-> *game-info* money-per-level (level-task-data-index beach)))
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