|Game||Sly Cooper and the Thievius Raccoonus|
LS (level state) is a data structure in Sly Cooper and the Thievius Raccoonus. It is responsible for the state of each worldlevel in the game.
Fields[edit | edit source]
The LS struct has the following fields:
||Level state flags|
||Total spent in level (secs)|
||Best MTS time for level|
||Player's suck value for level (increases when you die)|
||Unknown value, realated to suck|
||Array of dialog played flags|
||Array of scene variables|
||Count of clue bottles collected|
||Bitfield marking which bottles have been collected|
Level state flags[edit | edit source]
The current state of the level is represented using the FLS enum, which has the following possible values:
|FLS_Visited||0x1||The level has been visited and is selectable from the map|
|FLS_KeyCollected||0x2||The key has been collected on the level|
|FLS_Secondary||0x4||The vault has been opened on the level|
|FLS_Tertiary||0x8||The MTS has been completed on the level|
uSuck values[edit | edit source]
Each individual level state has a
uSuck value which is used to scale the game's difficulty. There is also a second value related to suck stored at offset 0x10, but the purpose of that value is currently unknown. It is often incremented at the same time as the first suck value, but the second one is sometimes multiplied by some value to make it bigger or smaller.
This topic needs further investigation.
Clue values[edit | edit source]
The level state has two values associated with clue bottles. The first,
cclue, is the quantity of clue bottles have been collected in the level. The second,
fclue, is a bitfield that keeps track of which specific clue bottles have been collected.
Each bit in
fclue corresponds to a specific clue in the map. During a level load, any particular clue bottle will only be spawned in if the corresponding bit is not set.
Dialog flags[edit | edit source]
LS has an array for storing up to 12 dialog flags,
afDialogPlayed, with each flag corresponding to a specific dialog. Most are Bentley cutscenes but it is also used for things like the PA announcements in the hub maps.
If a dialog flag is set to 0, that dialog will automatically play when Sly enters the associated trigger volume. If the flag is set to 1, then the trigger volume instead causes the L1 popup blot to appear in the lower-left corner, giving the option to replay the dialog.
Scene variables[edit | edit source]
This topic needs further investigation.
Each LS has slots for up to 4 scene variables. A new game has no scene vars set, and the game sets them as it needs to.
When the game wants to set a scene variable, it uses the following algorithm:
- Checks all the scene flags on the LS for that level to see if a variable with that ID is already set.
- If so, update the value.
- If not, write the ID/value pair to the first available slot on the level.
The following is a list of all known scene variables the game uses. There may still be more that are undiscovered.
|Level||ID (hex)||ID (dec)||Known Values|
|Prowling the Grounds||0x748||1864||1 - Set when you attempt to unlock the generator without enough keys. Disables the "you need x more keys" dialog.|
|Into The Machine||0x7e3||2019||2019 - Set if the invisible wall of fire is activated.|
|Last Call||0x5a8||1448||1 - Set every time you hit a mirror. Disables the "why don't you try hitting those mirrors" dialog.|
|The Swamp's Dark Center||0x692||1682||1 - Voodoo gate left candle broken in the W3 hub|
|The Swamp's Dark Center||0x695||1685||1 - Voodoo gate right candle broken in the W3 hub|
|Duel by the Dragon||0x53b||1339||0 - Set when you first load the level. Enables the Carmelita cutscene on the roof.
1 - Set when the first Carmelita cutscene plays. Disables the Carmelita cutscene until you leave and re-enter the level.
|A Strange Reunion||0x701||1793||1 - Unknown, set when the level starts. Probably related to cutscenes.
3 - Unknown, probably related to cutscenes.
|A Strange Reunion||0x704||1796||10 - Unknown|