Comments (1)
You were right. This if statement shouldn't be located inside gameplay reads. Fixed in 87cff97
from rosu-memory.
Related Issues (20)
- Failure after "random beatmap" is spammed HOT 1
- Score data isn't reset when changing state to ScoreSelect HOT 6
- Reach data parity with StreamCompanion HOT 1
- Adjust beatmap-related calculations to use Gradual calculations HOT 2
- Prepare for 1.0 release HOT 2
- Current (gradual) calculations occasionally panic HOT 2
- Reading loop occasionally resets HOT 2
- pp is 0 on results screen and song select HOT 2
- calculates wrong star rating for converted maps HOT 4
- Converted sr not calculated correctly for converted catch maps HOT 2
- "Skipped gameplay reading, probably it's not ready yet" HOT 7
- "data.gameplay.slider_breaks" always returns 0 HOT 1
- Allow to specify pid manually
- don't hang whole reading loop when pp failed to calculate HOT 1
- fix: check ruleset_addr for zero's HOT 1
- "data.fc_pp" doesn't show actual "if fc" pp HOT 1
- "data.current_pp" seems to display higher pp than actually obtained HOT 3
- Takes a minute or so for the overlay to start HOT 2
- Cannot access memory at negative address in windows HOT 1
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from rosu-memory.