Update
csflow: - Create structs for gamerules and global vars radarflow: - new dma loop with less frequent cache invalidation - The new loop tries to run at a fixed 128 hz. Thats the max tickrate in cs2. The data is also only updated when a tick change is detected, so that should keep data fetching to a minimum. - todo: more testing for cache invalidation
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@@ -3,6 +3,7 @@ use num_traits::FromPrimitive;
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use crate::{CheatCtx, Error, cs2dumper, structs::Vec3, traits::{MemoryClass, BaseEntity}, enums::{TeamID, PlayerType}};
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#[derive(Debug, Clone, Copy)]
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pub struct CPlayerController(Address);
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impl MemoryClass for CPlayerController {
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