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Merge PR #2310: Positional Audio support for Grand Theft Auto V
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202
plugins/gtav/gtav.cpp
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plugins/gtav/gtav.cpp
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// Copyright 2005-2016 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" // Include standard plugin header.
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#include "../mumble_plugin_utils.h" // Include plugin header for special functions, like "escape".
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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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// Boolean value to check if game addresses retrieval is successful
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bool ok;
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// Create containers to stuff our raw data into, so we can convert it to Mumble's coordinate system
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float avatar_pos_corrector[3], camera_pos_corrector[3], avatar_front_corrector[3], avatar_top_corrector[3], camera_front_corrector[3], camera_top_corrector[3];
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// Char values for extra features
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char state, in_game, player[50], vehicle[50], location[50], street[50];
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// Avatar pointer
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BYTE *avatar_base = peekProc<BYTE *>(pModule + 0x01B2C3D0);
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if (!avatar_base) 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 + 0x264DE00, &state, 1) && // Magical state value: 0 when in single player, 2 when online and 3 when in a lobby.
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peekProc((BYTE *) pModule + 0x1B5C5EF, &in_game, 1) && // 0 when loading or not in-game, 1 when in-game.
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peekProc((BYTE *) pModule + 0x1B9E620, avatar_pos_corrector, 12) && // Avatar Position values (Z, X and Y).
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peekProc((BYTE *) pModule + 0x1BEDBE0, camera_pos_corrector, 12) && // Camera Position values (Z, X and Y).
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peekProc((BYTE *) avatar_base + 0x70, avatar_front_corrector, 12) && // Avatar Front Vector values (Z, X and Y).
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peekProc((BYTE *) avatar_base + 0x80, avatar_top_corrector, 12) && // Avatar Top Vector values (Z, X and Y).
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peekProc((BYTE *) pModule + 0x1BEF6A0, camera_front_corrector, 12) && // Camera Front Vector values (Z, X and Y).
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peekProc((BYTE *) pModule + 0x1B6F710, camera_top_corrector, 12) && // Camera Top Vector values (Z, X and Y).
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peekProc((BYTE *) pModule + 0x265857C, player) && // Player nickname.
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peekProc((BYTE *) pModule + 0x22506D0, vehicle) && // Vehicle name if in a vehicle, empty if not.
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peekProc((BYTE *) pModule + 0x22500AB, location) && // Location name.
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peekProc((BYTE *) pModule + 0x224CE70, street); // Street name if on a street, empty if not.
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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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// State
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if (state != 2 || in_game == 0) { // 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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return true; // This tells Mumble to ignore all vectors.
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}
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/*
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// Begin context
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std::ostringstream ocontext;
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// Host
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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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escape(host);
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if (strcmp(host, "") != 0 && strstr(host, "127.0.0.1") == NULL) { // Set host string as empty if "127.0.0.1" is found in it.
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ocontext << " {\"Host\": \"" << host << "\"}"; // Set context with IP address and port
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}
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context = ocontext.str();
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// End context
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*/
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// Begin identity
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std::wostringstream oidentity;
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oidentity << "{";
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// Player
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player[sizeof(player)-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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escape(player);
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if (strcmp(player, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Player\": \"" << player << "\","; // Set player nickname in identity.
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} else {
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oidentity << std::endl << "\"Player\": null,";
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}
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// Vehicle
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vehicle[sizeof(vehicle)-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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escape(vehicle);
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if (strcmp(vehicle, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Vehicle\": \"" << vehicle << "\","; // Set vehicle name in identity.
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} else {
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oidentity << std::endl << "\"Vehicle\": null,";
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}
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// Location
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location[sizeof(location)-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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escape(location);
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if (strcmp(location, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Location\": \"" << location << "\","; // Set location name in identity.
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} else {
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oidentity << std::endl << "\"Location\": null,";
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}
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// Street
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street[sizeof(street)-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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escape(street);
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if (strcmp(street, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Street\": \"" << street << "\","; // Set street name in identity.
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} else {
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oidentity << std::endl << "\"Street\": null";
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}
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oidentity << std::endl << "}";
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identity = oidentity.str();
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// End identity
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/*
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Mumble | Game
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X | Z
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Y | X
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Z | Y
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*/
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avatar_pos[0] = avatar_pos_corrector[1];
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avatar_pos[1] = avatar_pos_corrector[2];
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avatar_pos[2] = avatar_pos_corrector[0];
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camera_pos[0] = camera_pos_corrector[1];
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camera_pos[1] = camera_pos_corrector[2];
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camera_pos[2] = camera_pos_corrector[0];
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avatar_front[0] = avatar_front_corrector[1];
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avatar_front[1] = avatar_front_corrector[2];
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avatar_front[2] = avatar_front_corrector[0];
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avatar_top[0] = avatar_top_corrector[1];
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avatar_top[1] = avatar_top_corrector[2];
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avatar_top[2] = avatar_top_corrector[0];
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camera_front[0] = camera_front_corrector[1];
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camera_front[1] = camera_front_corrector[2];
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camera_front[2] = camera_front_corrector[0];
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camera_top[0] = camera_top_corrector[1];
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camera_top[1] = camera_top_corrector[2];
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camera_top[2] = camera_top_corrector[0];
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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"GTA5.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 Grand Theft Auto V with identity support."); // Plugin long description
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}
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static std::wstring description(L"Grand Theft Auto V version 1.33"); // Plugin short description
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static std::wstring shortname(L"Grand Theft Auto V"); // 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 gtavplug = {
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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 gtavplug2 = {
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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 >avplug;
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}
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extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
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return >avplug2;
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}
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10
plugins/gtav/gtav.pro
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10
plugins/gtav/gtav.pro
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@ -0,0 +1,10 @@
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# Copyright 2005-2016 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(../plugins.pri)
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TARGET = gtav
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SOURCES = gtav.cpp
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LIBS += -luser32
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