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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@@ -2,6 +2,7 @@ use memflow::{types::Address, mem::MemoryView};
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use crate::{Error, CheatCtx, cs2dumper, structs::Vec3, traits::MemoryClass};
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#[derive(Debug, Clone, Copy)]
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pub struct CPlayerPawn(Address);
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impl MemoryClass for CPlayerPawn {
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