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Describe the solution you'd like
When the game is in a loading screen, such as one you encounter when warping in DSR, the current effect and/or voting round should be paused until the loading state is changed.
There is likely a byte in memory that holds if the game is currently loading, that we can check for and read from.
Additional context
We may also want to take into consideration if the user backs out to the menu, whether or not we need to re-apply effects after a loading screen, and what to do if the game is exited/crashes out. But some of these considerations could get their own issues.
The text was updated successfully, but these errors were encountered:
At some point this effect has stopped working. I'll need to do more research to find out why. Hitting a Windows API error when it tries to access the pointer I decided upon for checking if the game is in a loading state, likely need to find a proper address/offset pair.
DSREffect has had the corresponding isLoading code commented out.
This has been fixed recently alongside some of the refactoring changes.
However, there is a small defect wherein the app will hit an exception as memory cannot be written to as soon as the state changes. Might need to implement some artificial delay that kicks in after the loading stops.
Seems fixable with just an extra second of buffer, but might want to be safe for now and set an artificial delay of 3-5 seconds.
Describe the solution you'd like
When the game is in a loading screen, such as one you encounter when warping in DSR, the current effect and/or voting round should be paused until the loading state is changed.
There is likely a byte in memory that holds if the game is currently loading, that we can check for and read from.
Additional context
We may also want to take into consideration if the user backs out to the menu, whether or not we need to re-apply effects after a loading screen, and what to do if the game is exited/crashes out. But some of these considerations could get their own issues.
The text was updated successfully, but these errors were encountered: