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Simplify/improve L4D1 start logic #20

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@ImAciidz ImAciidz commented Sep 6, 2023

Draft for now as I only tested this for five minutes (worked on all 4 original campaigns just fine, with and without speedglitch enabled/toggled as I know that has some strange effects, like the fact that when SG is triggered/possible (aka you are in a lobby server), you can pick up a gun instantly upon loading in, which isn't the case in a loopback server).

Also a draft because I did the bare minimum to avoid the two start methods from stepping on each other/doing an instant restart upon reset in case they both get triggered at the same time (ie turn off flashlight -> cutscenless reset = cutscene start prepped and cutsceneless used, then cutscene start would execute the instant you reset the timer), so it can probably be written more efficiently. I just didn't want to forget about this and have it never get merged for 12839013209 months xd

Removed the setting that enables cutsceneless start, as the autosplitter can now seamlessly use both start methods (cutsceneless and cutscene) without the user needing to specify. Hooray.

I also upped the failsafe bit on the cutscene thing to 250ms, just to be safe (not that it would realistically matter anyway, but it was changed to 125ms for the wrong reasons, and it didn't actually help solve the problem it was intended to solve).

Overall, still far from perfect, but it's Better Than Before.
…e bug

Currently there's a bug best explained by Twitch clips:

https://clips.twitch.tv/ObedientAwkwardPeachCharlietheUnicorn-Paj1gG0NOMkceBqp
https://clips.twitch.tv/SmokySmellyHawkChocolateRain-Mm5KWpT_xEl21VvE

This might not fix those egregious instances of the bug, however it will (hopefully) prevent the cases where it does randomly split a single time. I would test this more to see if it actually fixes it, but it literally took me 10 minutes to trigger the single-split bug to draw this conclusion on how I might fix it, so I quite frankly don't have the patience to sit there and roll for it.
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