make USE_AUTO_FRAMESPEED_ADDRESS and AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS constants
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@@ -99,10 +99,10 @@ namespace TLAC::Components
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// this alterante way makes physics slowmo, but overall may be better if that's fixed
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//// target framerate
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//*(float*)0x140eda6cc = 60.0f;
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//*(float*)AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = 60.0f;
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//// enable dynamic framerate
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//*(bool*)0x140eda79c = true;
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//*(bool*)USE_AUTO_FRAMESPEED_ADDRESS = true;
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//*pvFrameRate = 60.0f;
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@@ -139,10 +139,10 @@ namespace TLAC::Components
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if (*(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN || *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_DEMO)
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{
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// enable dynamic framerate
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*(bool*)0x140eda79c = true;
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*(bool*)USE_AUTO_FRAMESPEED_ADDRESS = true;
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// target framerate
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*(float*)0x140eda6cc = *pvFrameRate;
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*(float*)AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = *pvFrameRate;
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// trying to fix meltdown's water
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//if ((uint64_t*)0x1411943f8 != nullptr)
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@@ -152,10 +152,10 @@ namespace TLAC::Components
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else
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{
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// enable dynamic framerate
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*(bool*)0x140eda79c = true;
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*(bool*)USE_AUTO_FRAMESPEED_ADDRESS = true;
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// target framerate
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*(float*)0x140eda6cc = 60.0f;
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*(float*)AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = 60.0f;
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}
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}
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@@ -21,6 +21,8 @@ constexpr uint64_t AET_FRAME_DURATION_ADDRESS = 0x00000001409A0A58;
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constexpr uint64_t PV_FRAME_RATE_ADDRESS = 0x0000000140EDA7CC;
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constexpr uint64_t FRAME_SPEED_ADDRESS = 0x0000000140EDA798;
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constexpr uint64_t FRAME_RATE_ADDRESS = 0x0000000140EDA6D0;
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constexpr uint64_t USE_AUTO_FRAMESPEED_ADDRESS = 0x0000000140EDA79C;
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constexpr uint64_t AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = 0x0000000140EDA6CC;
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constexpr uint64_t DW_GUI_DISPLAY_INSTANCE_PTR_ADDRESS = 0x0000000141190108;
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constexpr uint64_t INPUT_STATE_PTR_ADDRESS = 0x0000000140EDA330;
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