Went through available playerdata variables and added those that looked relevant to runs to enums.cs.
Removed a if GameState != state.Gameplay: skip check test for the non-ordered splits, which should allow autosplitting in cutscenes or actions like shade cloak where you optimally save-quit before the autosplitter has time to read the shade cloak value, ie causing late "rng" splits and fake golds.
Went through available playerdata variables and added those that looked relevant to runs to
enums.cs
. Removed aif GameState != state.Gameplay: skip check
test for the non-ordered splits, which should allow autosplitting in cutscenes or actions like shade cloak where you optimally save-quit before the autosplitter has time to read the shade cloak value, ie causing late "rng" splits and fake golds.