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Merge PR #2255: Positional Audio support for Battlefield 4 (x64)
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commit
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242
plugins/bf4/bf4.cpp
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242
plugins/bf4/bf4.cpp
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// Copyright 2016 The Mumble Developers. All rights reserved.
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// Use of this source code is governed by a BSD-style license
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// that can be found in the LICENSE file at the root of the
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// Mumble source tree or at <https://www.mumble.info/LICENSE>.
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#include "../mumble_plugin_win32.h"
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#include <algorithm>
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std::string jsonStringEscape(const std::string &input) {
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std::string output(input);
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std::replace(output.begin(), output.end(), '"', ' '); // Replace '"' character with ' ' (space)
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return output;
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}
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static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front, float *camera_top, std::string &context, std::wstring &identity) {
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for (int i=0;i<3;i++) {
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avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
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}
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bool ok, state;
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char serverid[37], host[22], team[3];
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BYTE squad, squad_leader;
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// Server ID pointers
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BYTE *serverid_base = peekProc<BYTE *>(pModule + 0x02210658);
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if (!serverid_base) return false;
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BYTE *serverid_offset_0 = peekProc<BYTE *>(serverid_base + 0x18);
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if (!serverid_offset_0) return false;
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BYTE *serverid_offset_1 = peekProc<BYTE *>(serverid_offset_0 + 0x28);
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if (!serverid_offset_1) return false;
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BYTE *serverid_offset = peekProc<BYTE *>(serverid_offset_1 + 0x350);
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if (!serverid_offset) return false;
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// Squad pointers
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BYTE *squad_base = peekProc<BYTE *>(pModule + 0x02210D68);
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if (!squad_base) return false;
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BYTE *squad_offset_0 = peekProc<BYTE *>(squad_base + 0x570);
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if (!squad_offset_0) return false;
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BYTE *squad_offset_1 = peekProc<BYTE *>(squad_offset_0 + 0x100);
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if (!squad_offset_1) return false;
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BYTE *squad_offset_2 = peekProc<BYTE *>(squad_offset_1 + 0x58);
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if (!squad_offset_2) return false;
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// Peekproc and assign game addresses to our containers, so we can retrieve positional data
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ok = peekProc((BYTE *) pModule + 0x21CAFF0, &state, 1) && // Magical state value: 0 when in-game and 1 when in menu/dead.
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peekProc((BYTE *) pModule + 0x21C6D40, avatar_pos, 12) && // Avatar Position values (X, Y and Z).
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peekProc((BYTE *) pModule + 0x21CAF80, camera_pos, 12) && // Camera Position values (X, Y and Z).
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peekProc((BYTE *) pModule + 0x21CAF60, avatar_top, 12) && // Avatar Top Vector values (X, Y and Z).
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peekProc((BYTE *) pModule + 0x21CAF70, avatar_front, 12) && // Avatar Front Vector values (X, Y and Z).
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peekProc((BYTE *) serverid_offset, serverid) && // Server ID (36 characters).
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peekProc((BYTE *) pModule + 0x21B80C0, host) && // Host value: "IP:Port" when in a server, "bot" when loading and empty when it's hidden.
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peekProc((BYTE *) pModule + 0x24AFAE5, team) && // Team value: US (United States); RU (Russia); CH (China).
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peekProc((BYTE *) squad_offset_2 + 0x230, squad) && // Squad value: 0 (not in a squad); 1 (Alpha); 2 (Bravo); 3 (Charlie)... 26 (Zulu).
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peekProc((BYTE *) squad_offset_2 + 0x234, squad_leader); // Squad leader value: 1 (True); 2 (False).
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// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses.
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if (! ok) {
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return false;
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}
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if (state) { // If not in-game
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context.clear(); // Clear context
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identity.clear(); // Clear identity
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// Set vectors values to 0.
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for (int i=0;i<3;i++) {
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avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
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}
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return true; // This tells Mumble to ignore all vectors.
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}
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serverid[sizeof(serverid)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
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std::string ServerID(serverid);
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ServerID = jsonStringEscape(ServerID); // Replace '"' character with ' ' (space) to prevent JSON break.
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std::ostringstream ocontext;
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ocontext << " {\"Server ID\": \"" << ServerID << "\"}"; // Set context with server ID
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context = ocontext.str();
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std::wostringstream oidentity;
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oidentity << "{";
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host[sizeof(host)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
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std::string Host(host);
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Host = jsonStringEscape(Host);
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if (Host.find("bot") == std::string::npos) // Set host string as empty if "bot" is found in it.
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if (!Host.empty()) {
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oidentity << std::endl << "\"Host\": \"" << host << "\","; // If it's not empty, set Host (IP:Port) in identity.
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}
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team[sizeof(team)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
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std::string Team(team);
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Team = jsonStringEscape(Team);
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if (!Team.empty()) {
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oidentity << std::endl;
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if (Team == "US")
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oidentity << "\"Team\": \"United States\","; // If team value is US, set "United States" as team in identity.
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else if (Team == "CH")
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oidentity << "\"Team\": \"China\","; // If team value is CH, set "China" as team in identity.
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else if (Team == "RU")
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oidentity << "\"Team\": \"Russia\","; // If team value is RU, set "Russia" as team in identity.
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}
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// If squad value is in a value between 1 and 26, set squad name in identity using NATO Phonetic alphabet.
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if (squad > 0 && squad < 27) {
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if (squad == 1)
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oidentity << std::endl << "\"Squad\": \"Alpha\",";
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else if (squad == 2)
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oidentity << std::endl << "\"Squad\": \"Bravo\",";
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else if (squad == 3)
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oidentity << std::endl << "\"Squad\": \"Charlie\",";
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else if (squad == 4)
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oidentity << std::endl << "\"Squad\": \"Delta\",";
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else if (squad == 5)
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oidentity << std::endl << "\"Squad\": \"Echo\",";
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else if (squad == 6)
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oidentity << std::endl << "\"Squad\": \"Foxtrot\",";
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else if (squad == 7)
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oidentity << std::endl << "\"Squad\": \"Golf\",";
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else if (squad == 8)
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oidentity << std::endl << "\"Squad\": \"Hotel\",";
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else if (squad == 9)
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oidentity << std::endl << "\"Squad\": \"India\",";
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else if (squad == 10)
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oidentity << std::endl << "\"Squad\": \"Juliet\",";
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else if (squad == 11)
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oidentity << std::endl << "\"Squad\": \"Kilo\",";
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else if (squad == 12)
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oidentity << std::endl << "\"Squad\": \"Lima\",";
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else if (squad == 13)
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oidentity << std::endl << "\"Squad\": \"Mike\",";
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else if (squad == 14)
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oidentity << std::endl << "\"Squad\": \"November\",";
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else if (squad == 15)
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oidentity << std::endl << "\"Squad\": \"Oscar\",";
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else if (squad == 16)
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oidentity << std::endl << "\"Squad\": \"Papa\",";
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else if (squad == 17)
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oidentity << std::endl << "\"Squad\": \"Quebec\",";
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else if (squad == 18)
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oidentity << std::endl << "\"Squad\": \"Romeo\",";
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else if (squad == 19)
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oidentity << std::endl << "\"Squad\": \"Sierra\",";
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else if (squad == 20)
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oidentity << std::endl << "\"Squad\": \"Tango\",";
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else if (squad == 21)
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oidentity << std::endl << "\"Squad\": \"Uniform\",";
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else if (squad == 22)
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oidentity << std::endl << "\"Squad\": \"Victor\",";
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else if (squad == 23)
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oidentity << std::endl << "\"Squad\": \"Whiskey\",";
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else if (squad == 24)
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oidentity << std::endl << "\"Squad\": \"X-ray\",";
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else if (squad == 25)
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oidentity << std::endl << "\"Squad\": \"Yankee\",";
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else if (squad == 26)
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oidentity << std::endl << "\"Squad\": \"Zulu\",";
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if (squad_leader == 1)
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oidentity << std::endl << "\"Squad leader\": true"; // If squad leader value is true, set squad leader state to "True" in identity.
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else
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oidentity << std::endl << "\"Squad leader\": false"; // If squad leader value is false, set squad leader state to "False" in identity.
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} else {
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oidentity << std::endl << "\"Squad\": null,"; // If squad value isn't between 1 and 26, set squad state to "null" in identity.
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oidentity << std::endl << "\"Squad leader\": null"; // If not in a squad, set squad leader state to "null" in identity.
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}
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oidentity << std::endl << "}";
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identity = oidentity.str();
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// Flip the front vector
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for (int i=0;i<3;i++) {
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avatar_front[i] = -avatar_front[i];
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}
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// Convert from right to left handed
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avatar_pos[0] = -avatar_pos[0];
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camera_pos[0] = -camera_pos[0];
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avatar_front[0] = -avatar_front[0];
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avatar_top[0] = -avatar_top[0];
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// Sync camera front and top vectors with avatar ones
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for (int i=0;i<3;i++) {
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camera_front[i] = avatar_front[i];
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camera_top[i] = avatar_top[i];
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}
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return true;
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}
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static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
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if (! initialize(pids, L"bf4.exe")) { // Link the game executable
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return false;
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}
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// Check if we can get meaningful data from it
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float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
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std::wstring sidentity;
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std::string scontext;
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if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) {
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return true;
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} else {
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generic_unlock();
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return false;
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}
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}
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static const std::wstring longdesc() {
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return std::wstring(L"Supports Battlefield 4 with context and identity support."); // Plugin long description
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}
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static std::wstring description(L"Battlefield 4 (x64) version 1.7.2.45672"); // Plugin short description
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static std::wstring shortname(L"Battlefield 4"); // Plugin short name
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static int trylock1() {
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return trylock(std::multimap<std::wstring, unsigned long long int>());
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}
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static MumblePlugin bf4plug = {
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MUMBLE_PLUGIN_MAGIC,
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description,
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shortname,
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NULL,
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NULL,
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trylock1,
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generic_unlock,
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longdesc,
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fetch
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};
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static MumblePlugin2 bf4plug2 = {
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MUMBLE_PLUGIN_MAGIC_2,
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MUMBLE_PLUGIN_VERSION,
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trylock
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};
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extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() {
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return &bf4plug;
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}
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extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
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return &bf4plug2;
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}
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5
plugins/bf4/bf4.pro
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include(../plugins.pri)
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TARGET = bf4
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SOURCES = bf4.cpp
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LIBS += -luser32
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