<[lANCE]> swiny better do brainstorming on glue ... you got a donation for this

<SwInY-Allmighty> butttttttttt
<SwInY-Allmighty> with glue
<SwInY-Allmighty> im clueless where to go.
<SwInY-Allmighty> not really a plugin
<SwInY-Allmighty> is it
<SwInY-Allmighty> apoc said u shouldnt pulse faster anyways cause it will stuff things up in HB.
<[lANCE]> i try to set the fps up and down, but always crash after a while
<SwInY-Allmighty> and he said no need to go over 15 fps
<SwInY-Allmighty> try 15
<@Apoc> You can pulse as fast as you want
<[lANCE]> looks like the toon is going to near to the enemy and gets stuck there
<@Apoc> The faster the pulse, the more CPU HB will use
<SwInY-Allmighty> then why do i have a convo saying > 15 is useless ?
<SwInY-Allmighty> and i remember u saying dont change it because it will break stuff.
<@Apoc> Don't change it LOWER than 15
<SwInY-Allmighty> ahhhhhh
<@Apoc> You can make it 29384029384 if you want
<@Apoc> It'll still probably only tick at 20 absolute max
<SwInY-Allmighty> yeah
<@Apoc> Would tick much faster if we could framelock the entire main thread pulse
<SwInY-Allmighty> still, i dont think i wanna touch "hb" core as is.
<@Apoc> But people love their Thread.Sleep, so we can't
<@Apoc> We sleep in *very* specific places, to ensure lag is accounted for
<SwInY-Allmighty> Apoc
<SwInY-Allmighty> in all seriousness.
<SwInY-Allmighty> Glue -
<SwInY-Allmighty> is basiclly a dead end plugin correct
<SwInY-Allmighty> unless i go keyboard immatations
<SwInY-Allmighty> theres no "real" way to fix the crashs ?
<@Apoc> SwInY-Allmighty; correct
<SwInY-Allmighty> thought so.
<@Apoc> Unless you implement your own CTM shit
<@Apoc> Which... GL
<SwInY-Allmighty> 3'rd party?
<SwInY-Allmighty> wb mem writes ?
<@Apoc> You have full access to our ASM executor
<@Apoc> HF

<SwInY-Allmighty> if i dont use ASM
<SwInY-Allmighty> and just CTM write to offset.
<SwInY-Allmighty> that still have issues?
<@Apoc> You can write to the CTM struct directly, sure
<@Apoc> Keep in mind you'll be fighting other things tryingt o CTM
<SwInY-Allmighty> yeah, i know that. but what about say, crash wise.
<SwInY-Allmighty> u think would still cause crash issues
<SwInY-Allmighty> id LOVE to know what the crash is, and what part of the code caused it.
<@Apoc> I explained the crash in my post on Glue didn't I?
<SwInY-Allmighty> ill check
<@Apoc> And no; writing to the CTM struct won't cause a crash
<SwInY-Allmighty> 3) WoWMovement.Move (or ClickToMove, whichever variant) locks the WoW frame while executing the engine func. This also locks out HB from doing anything else that requires engine calls.
<SwInY-Allmighty> using write to offset will stop that correct ?
<@Apoc> Correct
<SwInY-Allmighty> na. you never really explained the crash
<SwInY-Allmighty> just how to fix it.
<SwInY-Allmighty> is it the actual CTM itself?
<SwInY-Allmighty> or the pre-checks to see if its valid ?
<@Apoc> Basically; the "Me" pointer, can become invalid
<SwInY-Allmighty> yeah thats what i said.
<@Apoc> Or some other info you're passing into the the CTM function can be invalid
<k0pped> Apoc if hb loses will you develop another wow bot
<@Apoc> We actually call a CTM function, not just write values to memory
<@Apoc> The CTM function takes care of a shitload of sanity checks, etc for us.
<@Apoc> So if there's some bad pointer, you'll crash things
<SwInY-Allmighty> ok
<SwInY-Allmighty> so
<SwInY-Allmighty> if i just CTM offset.
<SwInY-Allmighty> i wont have issue,
<@Apoc> As far as just using CTM for movement *and only movement*