wip: followup for bomb search algo
- Use 64 indicies for chunking batch reads - Remove unused function - Bump version to 0.2.4
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		| @@ -134,16 +134,6 @@ impl DmaCtx { | ||||
|         Ok(ptr2) | ||||
|     } | ||||
|  | ||||
|     /// Professionally engineered function to quickly check if the entity has class name "weapon_c4" | ||||
|     pub fn is_dropped_c4(&mut self, entity_ptr: Address) -> anyhow::Result<bool> { | ||||
|         let entity_identity_ptr = self.process.read_addr64(entity_ptr + cs2dumper::client::CEntityInstance::m_pEntity)?; | ||||
|         let class_name_ptr = self.process.read_addr64(entity_identity_ptr + cs2dumper::client::CEntityIdentity::m_designerName)?; | ||||
|  | ||||
|         let data = self.process.read_raw(class_name_ptr + 7, 2)?; | ||||
|         let is_c4 = data == "c4".as_bytes(); | ||||
|         Ok(is_c4) | ||||
|     } | ||||
|  | ||||
|     /// Professionally engineered function to quickly check if the entity has class name "cs_player_controller" | ||||
|     pub fn is_cs_player_controller(&mut self, entity_ptr: Address) -> anyhow::Result<bool> { | ||||
|         let entity_identity_ptr = self.process.read_addr64(entity_ptr + cs2dumper::client::CEntityInstance::m_pEntity)?; | ||||
|   | ||||
| @@ -42,8 +42,8 @@ impl CsData { | ||||
|         if self.bomb_dropped { | ||||
|             // If the bomb is dropped, do a reverse entity list loop with early exit when we found the bomb. | ||||
|  | ||||
|             // We search in chunks of 512 indexes | ||||
|             for chunk in &(0..=self.highest_index).rev().into_iter().chunks(512) { | ||||
|             // We search in chunks of 64 indexes | ||||
|             for chunk in &(0..=self.highest_index).rev().into_iter().chunks(64) { | ||||
|                 // data vec: (address, index, entity_identity_ptr, designer_name_ptr, designer_name_buff) | ||||
|                 let mut data_vec: Vec<(u64, i32, u64, u64, [u8; 2])> = chunk | ||||
|                     .map(|idx| (0u64, idx, 0u64, 0u64, [0u8; 2])) | ||||
|   | ||||
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