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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.
250 lines
7.9 KiB
C++
250 lines
7.9 KiB
C++
// Copyright 2005-2021 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_main.h"
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using namespace std;
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bool ptr_chain_valid = false;
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// Modules
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procptr_t pmodule_bf2, pmodule_renddx9;
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// Magic ptrs
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procptr_t const login_ptr = 0x30058642;
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procptr_t const state_ptr = 0x00A1D0A8;
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// Vector ptrs
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procptr_t pos_ptr, face_ptr, top_ptr;
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// Context ptrs
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procptr_t const ipport_ptr = 0x009A80B8;
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// Identity ptrs
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procptr_t commander_ptr, squad_leader_ptr, squad_state_ptr, team_state_ptr, voip_ptr, voip_com_ptr, target_squad_ptr;
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inline bool resolve_ptrs() {
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pos_ptr = face_ptr = top_ptr = commander_ptr = squad_leader_ptr = squad_state_ptr = team_state_ptr = voip_ptr =
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voip_com_ptr = target_squad_ptr = 0;
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//
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// Resolve all pointer chains to the values we want to fetch
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//
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procptr_t base_bf2audio = pModule + 0x4645c;
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procptr_t base_bf2audio_2 = peekProcPtr(base_bf2audio);
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if (!base_bf2audio_2)
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return false;
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pos_ptr = peekProcPtr(base_bf2audio_2 + 0xb4);
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face_ptr = peekProcPtr(base_bf2audio_2 + 0xb8);
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top_ptr = peekProcPtr(base_bf2audio_2 + 0xbc);
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if (!pos_ptr || !face_ptr || !top_ptr)
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return false;
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/*
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Magic:
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Logincheck: 0x30058642 BYTE 0 means not logged in
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state: 0x00A1D0A8 BYTE 0 while not in game
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usually 1, never 0 if you create your
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own server ingame; this value will switch to 1 the instant you click "Join Game" usually 3, never 0 if you load into
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a server; this value will switch to 3 the instant you click "Join Game"
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Context:
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IP:Port of server: 0x009A80B8 char[128] ip:port of the server
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Identity:
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Commander: RendDX9.dll+00244AE0 -> 60 -> 110 BYTE 0 means not commander
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Squad leader state: RendDX9.dll+00244AE0 -> 60 -> 111 BYTE 0 is not squad leader
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Squad state: RendDX9.dll+00244AE0 -> 60 -> 10C BYTE 0 is not in squad; 1 is in Alpha
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squad, 2 Bravo, ... , 9 India Team state: BF2.exe+0058734C -> 239 BYTE 0 is blufor
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(US team, for example), 1 is opfor (Insurgents) VoiP state: BF2.exe+005A4DA0 -> 61 BYTE 1 is VoiP
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active (held down) Com. VoiP state: BF2.exe+005A4DA0 -> 4E BYTE 1 is VoiP on commander
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channel active (held down) Target squad state: RendDX9.dll+00266D84 -> C0 -> C0 -> 40 -> AC BYTE 1 is Alpha
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squad, 2 Bravo... selected on commander screen
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*/
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procptr_t base_renddx9 = peekProcPtr(pmodule_renddx9 + 0x00244AE0);
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if (!base_renddx9)
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return false;
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procptr_t base_renddx9_2 = peekProcPtr(base_renddx9 + 0x60);
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if (!base_renddx9_2)
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return false;
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commander_ptr = base_renddx9_2 + 0x110;
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squad_leader_ptr = base_renddx9_2 + 0x111;
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squad_state_ptr = base_renddx9_2 + 0x10C;
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procptr_t base_bf2 = peekProcPtr(pmodule_bf2 + 0x0058734C);
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if (!base_bf2)
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return false;
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team_state_ptr = base_bf2 + 0x239;
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procptr_t base_voip = peekProcPtr(pmodule_bf2 + 0x005A4DA0);
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if (!base_voip)
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return false;
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voip_ptr = base_voip + 0x61;
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voip_com_ptr = base_voip + 0x4E;
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procptr_t base_target_squad = peekProcPtr(pmodule_renddx9 + 0x00266D84);
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if (!base_target_squad)
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return false;
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procptr_t base_target_squad_2 = peekProcPtr(base_target_squad + 0xC0);
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if (!base_target_squad_2)
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return false;
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procptr_t base_target_squad_3 = peekProcPtr(base_target_squad_2 + 0xC0);
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if (!base_target_squad_3)
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return false;
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procptr_t base_target_squad_4 = peekProcPtr(base_target_squad_3 + 0x40);
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if (!base_target_squad_4)
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return false;
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target_squad_ptr = base_target_squad_4 + 0xAC;
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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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bool ok;
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uint8_t logincheck;
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ok = peekProc(login_ptr, &logincheck, 1);
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if (!ok)
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return false;
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if (logincheck == 0)
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return false;
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uint8_t state;
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ok = peekProc(state_ptr, &state, 1); // Magical state value
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if (!ok)
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return false;
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if (state == 0) {
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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; // This results in all vectors beeing zero which tells Mumble to ignore them.
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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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char ccontext[128];
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uint8_t is_commander;
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uint8_t is_squad_leader;
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uint8_t is_in_squad;
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uint8_t is_opfor;
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uint8_t on_voip;
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uint8_t on_voip_com;
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uint8_t target_squad_id;
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ok = peekProc(pos_ptr, avatar_pos, 12) && peekProc(face_ptr, avatar_front, 12) && peekProc(top_ptr, avatar_top, 12)
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&& peekProc(ipport_ptr, ccontext, 128) && peekProc(commander_ptr, is_commander)
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&& peekProc(squad_leader_ptr, is_squad_leader) && peekProc(squad_state_ptr, is_in_squad)
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&& peekProc(team_state_ptr, is_opfor) && peekProc(voip_ptr, on_voip) && peekProc(voip_com_ptr, on_voip_com)
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&& peekProc(target_squad_ptr, target_squad_id);
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if (!ok)
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return false;
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/*
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Get context string; in this plugin this will be an
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ip:port (char 128 bytes) string
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*/
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ccontext[127] = 0;
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if (ccontext[0] != '0') {
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// With the current plugin ipport can switch to "0" sometimes.
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// As this is only transitory and switches back quickly just
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// keep on reporting the previous state as long as this happens.
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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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wostringstream oidentity;
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oidentity << "{"
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<< "\"ipport\": \"" << ccontext << "\", "
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<< "\"commander\":" << (is_commander ? "true" : "false") << ", "
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<< "\"squad_leader\":" << (is_squad_leader ? "true" : "false") << ", "
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<< "\"squad\":" << static_cast< unsigned int >(is_in_squad) << ", "
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<< "\"team\":\"" << (is_opfor ? "opfor" : "blufor") << "\", "
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<< "\"on_voip\":" << (on_voip ? "true" : "false") << ", "
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<< "\"on_voip_com\":" << (on_voip_com ? "true" : "false") << ", "
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<< "\"target_squad_id\":" << static_cast< unsigned int >(target_squad_id) << "}";
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identity = oidentity.str();
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}
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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"BF2.exe", L"BF2Audio.dll"))
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return false;
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pmodule_bf2 = getModuleAddr(L"BF2.exe");
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if (!pmodule_bf2)
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return false;
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pmodule_renddx9 = getModuleAddr(L"RendDX9.dll");
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if (!pmodule_renddx9)
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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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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 2 v1.50");
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}
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static std::wstring description(L"Battlefield 2 v1.50");
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static std::wstring shortname(L"Battlefield 2");
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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 bf2plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
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generic_unlock, longdesc, fetch };
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static MumblePlugin2 bf2plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &bf2plug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &bf2plug2;
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}
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