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This commit introduces a new plugin framework into the codebase of the Mumble client. Note that "plugin" here really refers to a (more or less) general purpose plugin and is therefore not to be confused with the previously available positional data plugins (only responsible for fetching positional data from a running game and passing that to Mumble). The plugin interface is written in C, removing the compiler-dependence the old "plugins" had. Instead plugins can now be written in an arbitrary language as long as that language is capable of being compiled into a shared library and also being capable of being C-compatible. As already indicated a plugin is essentially a shared library that provides certain functions that allow Mumble to interface with it. Inside Mumble the so-called PluginManager is responsible for managing the plugins and relaying events to the respective callbacks. Plugins themselves can also interact with Mumble on their own initiative by using the provided API functions. Fixes #2455 Fixes #2148 Fixes #1594 Fixes #2051 Fixes #3742 Fixes #4575 Fixes #4751
244 lines
8.3 KiB
C++
244 lines
8.3 KiB
C++
// Copyright 2011-2021 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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/* Copyright (C) 2010-2011, Snares <snares@users.sourceforge.net>
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Copyright (C) 2005-2011, Thorvald Natvig <thorvald@natvig.com>
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Copyright (C) 2011, Ryan Austin <ryan@gameforcecenters.com>
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Copyright (C) 2012, Bojan Hartmann <bogie@bawki.de>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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- Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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- Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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- Neither the name of the Mumble Developers nor the names of its
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contributors may be used to endorse or promote products derived from this
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software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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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_main.h"
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static bool ptr_chain_valid = false;
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// Magic ptrs
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static procptr_t const state_ptr = 0x238ABDC;
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// Vector ptrs
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static procptr_t const avatar_pos_ptr = 0x0238AB70;
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static procptr_t const avatar_front_ptr = 0x0238ABA0;
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static procptr_t const avatar_top_ptr = 0x0238AB90;
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// Context ptrs
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static procptr_t const ipport_ptr = 0x0235DB90;
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// Identity ptrs
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static procptr_t team_state_ptr, squad_state_ptr, squad_lead_state_ptr;
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// Offsets
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static const int base_offset = 0x01EF25C4;
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static const int identity_offset1 = 0x1C;
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static const int identity_offset2 = 0xBC;
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static const int identity_offset3 = 0x36C;
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static const int identity_offset4 = 0x8;
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static const int squad_state_offset = 0x104;
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static const int squad_lead_state_offset = 0x108;
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static const int team_state_offset = 0x31C;
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enum state_values { STATE_UNKN = 0, STATE_LOADING = 1, STATE_IN_GAME = 2, STATE_IN_MENU = 3 };
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inline bool resolve_ptrs() {
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team_state_ptr = squad_state_ptr = squad_lead_state_ptr = 0;
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/*
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Analysis for future patches:
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- state_ptr is always 0x6C after avatar_pos_ptr
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- avatar_front_ptr is always 0x30 after avatar_pos_ptr
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- avatar_top_ptr is always 0x20 after avatar_pos_ptr
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- you can find avatar_pos_ptr easily by jumping in a jet/heli and look at the altitude indicator
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- for squad/team/squad lead pointers, search for your name
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- name address - 0x20 = squad lead(1=yes/0=no)
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- squad lead - 0x4 = squad number(1=alpha etc)
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- squad number - 0x150 = team number(1=US,2=RU)
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*/
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/*
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Magic:
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state : 0x238ABDC uint8_t 1 when playing
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2 while in menu/dead
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Context:
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IP:Port of server: 0x0235DB90 char[128] ip:port of the server
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Identity:
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Squad state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x36C + 0x8 + 0x104 uint8_t 0 is not in squad; 1 is in
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Alpha squad, 2 Bravo, ... , 9 India SLead state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x36C + 0x8 + 0x108 uint8_t
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0 is not lead; 1 is lead Team state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x31C uint8_t 1 is
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blufor (US team, for example), 2 is opfor (RU), 0 is probably upcoming spec mode
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*/
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procptr_t base_bf3 = peekProcPtr(pModule + base_offset);
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if (!base_bf3)
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return false;
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procptr_t offset_ptr1 = peekProcPtr(base_bf3 + identity_offset1);
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if (!offset_ptr1)
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return false;
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procptr_t offset_ptr2 = peekProcPtr(offset_ptr1 + identity_offset2);
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if (!offset_ptr2)
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return false;
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procptr_t offset_ptr3 = peekProcPtr(offset_ptr2 + identity_offset3);
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if (!offset_ptr3)
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return false;
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procptr_t offset_ptr4 = peekProcPtr(offset_ptr3 + identity_offset4);
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if (!offset_ptr4)
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return false;
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squad_state_ptr = offset_ptr4 + squad_state_offset;
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squad_lead_state_ptr = offset_ptr4 + squad_lead_state_offset;
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team_state_ptr = offset_ptr2 + team_state_offset;
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return true;
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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,
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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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char ccontext[128];
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uint8_t state;
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uint8_t squad_state;
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uint8_t is_squadleader;
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uint8_t team_state;
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bool ok;
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ok = peekProc(state_ptr, &state, 1); // State value
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if (!ok)
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return false;
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if (state != STATE_IN_GAME && state != STATE_IN_MENU) {
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ptr_chain_valid = false;
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context.clear();
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identity.clear();
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return true;
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} else if (!ptr_chain_valid) {
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if (!resolve_ptrs())
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return false;
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ptr_chain_valid = true;
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}
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ok = peekProc(avatar_pos_ptr, avatar_pos, 12) && peekProc(avatar_front_ptr, avatar_front, 12)
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&& peekProc(avatar_top_ptr, avatar_top, 12) && peekProc(squad_state_ptr, &squad_state, 1)
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&& peekProc(squad_lead_state_ptr, &is_squadleader, 1) && peekProc(team_state_ptr, &team_state, 1)
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&& peekProc(ipport_ptr, ccontext, 128);
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if (!ok)
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return false;
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ccontext[sizeof(ccontext) - 1] = 0;
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if (ccontext[0] != '0') {
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std::ostringstream ocontext;
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ocontext << "{ \"ipport\": \"" << ccontext << "\" }";
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context = ocontext.str();
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/*
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Get identity string.
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*/
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std::wostringstream oidentity;
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oidentity << "{"
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<< "\"squad\":" << static_cast< unsigned int >(squad_state) << ","
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<< "\"squad_leader\":" << (is_squadleader ? "true" : "false") << ",";
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if (team_state == 0)
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oidentity << "\"team\": \"SPEC\"";
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else if (team_state == 1)
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oidentity << "\"team\": \"US\"";
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else if (team_state == 2)
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oidentity << "\"team\": \"RU\"";
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oidentity << "}";
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identity = oidentity.str();
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}
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// Flip our 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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avatar_front[0] = -avatar_front[0];
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avatar_top[0] = -avatar_top[0];
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for (int i = 0; i < 3; i++) {
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camera_pos[i] = avatar_pos[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 ok;
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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"bf3.exe"))
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return false;
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float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
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std::string context;
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std::wstring identity;
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if (!fetch(apos, afront, atop, cpos, cfront, ctop, context, identity)) {
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generic_unlock();
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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 Battlefield 3 with context and identity support.");
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}
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static std::wstring description(L"Battlefield 3 v1147186 - Endgame");
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static std::wstring shortname(L"Battlefield 3");
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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 bf3plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
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generic_unlock, longdesc, fetch };
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static MumblePlugin2 bf3plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &bf3plug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &bf3plug2;
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}
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