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Merge PR #2314: Plugin update for latest version of Rocket League
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@ -16,21 +16,23 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa
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float avatar_pos_corrector[3], camera_pos_corrector[3], avatar_front_corrector[3], camera_front_corrector[3], camera_top_corrector[3];
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// Avatar pointers
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BYTE *avatar_base = peekProc<BYTE *>(pModule + 0x016EA900);
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BYTE *avatar_base = peekProc<BYTE *>(pModule + 0x016FEC04);
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if (!avatar_base) return false;
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BYTE *avatar_offset_0 = peekProc<BYTE *>(avatar_base + 0x44);
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BYTE *avatar_offset_0 = peekProc<BYTE *>(avatar_base + 0x448);
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if (!avatar_offset_0) return false;
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BYTE *avatar_offset_1 = peekProc<BYTE *>(avatar_offset_0 + 0x4C);
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BYTE *avatar_offset_1 = peekProc<BYTE *>(avatar_offset_0 + 0x440);
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if (!avatar_offset_1) return false;
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BYTE *avatar_offset = peekProc<BYTE *>(avatar_offset_1 + 0x1C);
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BYTE *avatar_offset_2 = peekProc<BYTE *>(avatar_offset_1 + 0x0);
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if (!avatar_offset_2) return false;
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BYTE *avatar_offset = peekProc<BYTE *>(avatar_offset_2 + 0x1C);
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if (!avatar_offset) 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 *) avatar_offset + 0x0, &avatar_pos_corrector, 12) && // Avatar Position values (Z, Y and X).
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peekProc((BYTE *) pModule + 0x016EAB30, &camera_pos_corrector, 12) && // Camera Position values (Z, Y and X).
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peekProc((BYTE *) pModule + 0x016FEE40, &camera_pos_corrector, 12) && // Camera Position values (Z, Y and X).
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peekProc((BYTE *) avatar_offset + 0xC, &avatar_front_corrector, 12) && // Avatar Front values (Z, Y and X).
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peekProc((BYTE *) pModule + 0x016EAB18, &camera_front_corrector, 12) && // Camera Front Vector values (Z, Y and X).
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peekProc((BYTE *) pModule + 0x016EAB24, &camera_top_corrector, 12); // Camera Top Vector values (Z, Y and X).
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peekProc((BYTE *) pModule + 0x016FEE28, &camera_front_corrector, 12) && // Camera Front Vector values (Z, Y and X).
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peekProc((BYTE *) pModule + 0x016FEE34, &camera_top_corrector, 12); // Camera Top Vector values (Z, Y and X).
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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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