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https://github.com/mumble-voip/mumble.git
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Instead of excluding all plugins but the link one on OSes other than Windows and Linux, the new approach allows for a more granular control by introducing a list of plugins that is supported on the different platforms. This replaces the globbing approach which means that new plugins have now to be included in this list explicitly. The advantage of this is that this allows for a much greater flexibility for handling plugins on different OS. Furthermore the plugin's own directory is no longer added to the include-path by default. If a plugin wishes to do this, it should do so explicitly. This should help make the plugins easier to move around in the future.
345 lines
8.7 KiB
C++
345 lines
8.7 KiB
C++
// Copyright 2020-2021 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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#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
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#include "mumble_legacy_plugin.h"
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#include "mumble_positional_audio_utils.h"
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#ifdef OS_LINUX
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# include "ProcessLinux.h"
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#endif
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#include "ProcessWindows.h"
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#include <cstring>
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#include <memory>
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#include <sstream>
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std::unique_ptr< Process > proc;
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static bool isWin32 = false;
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#include "client.h"
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#include "common.h"
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#include "engine.h"
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static inline void anglesToVectors(const float (&angles)[3], float *front, float *top) {
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// Calculate pitch
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float pitchSin, pitchCos;
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sinCos(degreesToRadians(angles[0]), pitchSin, pitchCos);
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// Calculate yaw
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float yawSin, yawCos;
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sinCos(degreesToRadians(angles[1]), yawSin, yawCos);
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// Calculate roll
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float rollSin, rollCos;
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sinCos(degreesToRadians(angles[2]), rollSin, rollCos);
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// Calculate front vector
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front[0] = pitchCos * yawCos;
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front[1] = -pitchSin;
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front[2] = pitchCos * yawSin;
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// Calculate top vector
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top[0] = (rollCos * pitchSin * yawCos + -rollSin * -yawSin);
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top[1] = rollCos * pitchCos;
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top[2] = (rollCos * pitchSin * yawSin + -rollSin * yawCos);
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}
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procptr_t localClient, localPlayer;
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int32_t signOnStateOffset, deadFlagOffset, rotationOffset, originPositionOffset, eyesPositionOffsetOffset,
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netInfoOffset, levelNameOffset;
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static int fetch(float *avatarPos, float *avatarFront, float *avatarTop, float *cameraPos, float *cameraFront,
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float *cameraTop, std::string &context, std::wstring &identity) {
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const auto signOnState = proc->peek< uint32_t >(localClient + signOnStateOffset);
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// 0: SIGNONSTATE_NONE
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// 1: SIGNONSTATE_CHALLENGE
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// 2: SIGNONSTATE_CONNECTED
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// 3: SIGNONSTATE_NEW
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// 4: SIGNONSTATE_PRESPAWN
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// 5: SIGNONSTATE_SPAWN
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// 6: SIGNONSTATE_FULL
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// 7: SIGNONSTATE_CHANGELEVEL
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if (signOnState != 6) {
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return false;
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}
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const auto isPlayerDead = proc->peek< bool >(localPlayer + deadFlagOffset);
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if (isPlayerDead) {
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context.clear();
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identity.clear();
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for (uint8_t i = 0; i < 3; ++i) {
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avatarPos[i] = avatarFront[i] = avatarTop[i] = cameraPos[i] = cameraFront[i] = cameraTop[i] = 0.0f;
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}
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return true;
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}
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float rotation[3];
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if (!proc->peek(localPlayer + rotationOffset, rotation, sizeof(rotation))) {
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return false;
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}
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float originPosition[3];
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if (!proc->peek(localPlayer + originPositionOffset, originPosition, sizeof(originPosition))) {
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return false;
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}
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float eyesPositionOffset[3];
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if (!proc->peek(localPlayer + eyesPositionOffsetOffset, eyesPositionOffset, sizeof(eyesPositionOffset))) {
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return false;
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}
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NetInfo ni;
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if (!proc->peek(localClient + netInfoOffset, ni)) {
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return false;
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}
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std::string host;
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// 0: NA_NULL
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// 1: NA_LOOPBACK
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// 2: NA_BROADCAST
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// 3: NA_IP
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switch (ni.type) {
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case 3: {
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std::ostringstream ss;
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for (uint8_t i = 0; i < 4; ++i) {
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ss << std::to_string(ni.ip[i]);
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if (i < 3) {
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ss << ".";
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}
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}
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ss << ":" << networkToHost(ni.port);
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host = ss.str();
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break;
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}
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default:
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return true;
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}
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// 40 is the size of the char array in the engine's code
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char map[40];
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if (!proc->peek(localClient + levelNameOffset, map, sizeof(map))) {
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map[0] = '\0';
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}
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// Begin context
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std::ostringstream ocontext;
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ocontext << " {\"Host\": \"" << host << "\"}"; // Set context with server's IP address and port.
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context = ocontext.str();
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// End context
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// Begin identity
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std::wostringstream oidentity;
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oidentity << "{";
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// Map
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escape(map, sizeof(map));
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if (strcmp(map, "") != 0) {
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oidentity << std::endl << "\"Map\": \"" << map << "\""; // Set map name in identity.
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} else {
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oidentity << std::endl << "\"Map\": 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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// Mumble | Game
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// X | X
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// Y | Z
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// Z | Y
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//
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// originPosition corresponds to the origin of the player model,
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// usually the point (i.e. feet) where it touches the ground.
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// eyesPositionOffset is the difference between the eyes and the origin position.
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// We use the eyes' position because they are closer to the mouth.
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avatarPos[0] = originPosition[0] + eyesPositionOffset[0];
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avatarPos[1] = originPosition[2] + eyesPositionOffset[2];
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avatarPos[2] = originPosition[1] + eyesPositionOffset[1];
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anglesToVectors(rotation, avatarFront, avatarTop);
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// Sync camera vectors with avatar ones.
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//
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// This is not ideal, but it's not an issue unless 3rd person mode is enabled.
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// The command to set it is "thirdperson" and requires "sv_cheats" to be enabled.
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// For reference, the functions that return what we need are MainViewOrigin() and MainViewAngles().
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for (uint8_t i = 0; i < 3; ++i) {
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cameraPos[i] = avatarPos[i] /= 39.37f; // Convert from inches to meters.
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cameraFront[i] = avatarFront[i];
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cameraTop[i] = avatarTop[i];
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}
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return true;
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}
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static bool tryInit(const std::multimap< std::wstring, unsigned long long int > &pids) {
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const std::vector< std::string > names{
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#ifdef OS_LINUX
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"hl2_linux",
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#endif
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"left4dead2.exe", "left4dead.exe"
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};
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for (const auto &name : names) {
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const auto id = Process::find(name, pids);
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if (!id) {
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continue;
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}
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#ifdef OS_WINDOWS
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proc.reset(new ProcessWindows(id, name));
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#else
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isWin32 = HostLinux::isWine(id);
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if (isWin32) {
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proc.reset(new ProcessWindows(id, name));
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} else {
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proc.reset(new ProcessLinux(id, name));
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}
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#endif
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if (proc->isOk()) {
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return true;
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}
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}
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return false;
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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 (!tryInit(pids)) {
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return false;
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}
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const auto modules = proc->modules();
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auto iter = modules.find(isWin32 ? "engine.dll" : "engine.so");
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if (iter == modules.cend()) {
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return false;
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}
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const auto engine = iter->second.baseAddress();
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if (!engine) {
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return false;
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}
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iter = modules.find(isWin32 ? "client.dll" : "client.so");
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if (iter == modules.cend()) {
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return false;
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}
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const auto client = iter->second.baseAddress();
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if (!client) {
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return false;
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}
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const auto engineInterfaces = getInterfaces(engine);
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const auto engineClient = getInterfaceAddress("VEngineClient013", engineInterfaces);
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if (!engineClient) {
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return false;
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}
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localClient = getLocalClient(engineClient);
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if (!localClient) {
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return false;
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}
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signOnStateOffset = getSignOnStateOffset(engineClient);
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if (!signOnStateOffset) {
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return false;
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}
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const auto signOnState = proc->peek< uint32_t >(localClient + signOnStateOffset);
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if (signOnState != 6) {
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return false;
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}
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const auto clientInterfaces = getInterfaces(client);
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const auto clientEntityList = getInterfaceAddress("VClientEntityList003", clientInterfaces);
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if (!clientEntityList) {
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return false;
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}
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localPlayer = getLocalPlayer(localClient, clientEntityList, engineClient);
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if (!localPlayer) {
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return false;
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}
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// "pl" is the offset to the internal player class.
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const auto pl = getDataVarFromEntity("pl", localPlayer);
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if (!pl) {
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return false;
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}
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// "deadflag" is the offset relative to "pl".
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//
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// For some reason it's missing from Left 4 Dead 2 on Linux, along with many other datavars we don't need.
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// The offset (0x4) has never changed across the various engine versions released during the years (10+), thus we
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// force it.
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const auto deadflag = getDataVarFromEntity("deadflag", localPlayer);
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deadFlagOffset = pl + (deadflag ? deadflag : 0x4);
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originPositionOffset = getDataVarFromEntity("m_vecAbsOrigin", localPlayer);
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if (!originPositionOffset) {
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return false;
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}
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eyesPositionOffsetOffset = getDataVarFromEntity("m_vecViewOffset", localPlayer);
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if (!eyesPositionOffsetOffset) {
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return false;
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}
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rotationOffset = getDataVarFromEntity("m_angAbsRotation", localPlayer);
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if (!rotationOffset) {
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return false;
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}
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netInfoOffset = getNetInfoOffset(localClient, engineClient);
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if (!netInfoOffset) {
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return false;
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}
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levelNameOffset = getLevelNameOffset(engineClient);
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if (!levelNameOffset) {
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return false;
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}
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return true;
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}
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static const std::wstring longDesc() {
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return std::wstring(L"Supports Source Engine games with context and identity support.");
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}
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static std::wstring description(L"Source Engine");
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static std::wstring shortName(L"Source Engine");
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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 void nullUnlock() {
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}
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static MumblePlugin sePlug = { MUMBLE_PLUGIN_MAGIC, description, shortName, nullptr, nullptr, tryLock1,
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nullUnlock, longDesc, fetch };
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static MumblePlugin2 sePlug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, tryLock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &sePlug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &sePlug2;
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}
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