diff options
author | Jan Klass <kissaki@posteo.de> | 2016-11-17 14:59:45 +0300 |
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committer | Jan Klass <kissaki@posteo.de> | 2016-11-17 14:59:45 +0300 |
commit | e2ad9c05f0cff73defe5083e6728ab9b1af63ab9 (patch) | |
tree | e3882263e01ace81722863d84e86337e82b06114 /plugins/bf1 | |
parent | 486381c95a5d83f61c47b8e43538c03f341cc8a5 (diff) |
Fix 2643: Revert "Merge PR #2611: plugins: use the short form of peekProc"
This reverts commit e9c558ffdbc1501d63f3fd6d73578f6fd6611aa1, reversing
changes made to ca2fd07b90746a17dba13963f7bdd54812c5d016.
This is a quick-fix for crashing PA plugins. The intended change is
still useful and planned to land later.
Diffstat (limited to 'plugins/bf1')
-rw-r--r-- | plugins/bf1/bf1.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/plugins/bf1/bf1.cpp b/plugins/bf1/bf1.cpp index 266dd9530..8018bf11e 100644 --- a/plugins/bf1/bf1.cpp +++ b/plugins/bf1/bf1.cpp @@ -60,11 +60,11 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa if (!squad_offset_3) return false; // Peekproc and assign game addresses to our containers, so we can retrieve positional data - ok = peekProc(state_offset_3 + 0x50, state) && // Magical state value: 1 when in-game and 0 when not spawned or playing. - peekProc(pModule + 0x35D2C60, avatar_pos) && // Avatar position values (X, Y and Z). - peekProc(camera_base + 0x2B0, camera_pos) && // Camera position values (X, Y and Z). - peekProc(camera_base + 0x260, camera_front) && // Avatar front vector values (X, Y and Z). - peekProc(camera_base + 0x250, camera_top) && // Avatar top vector values (X, Y and Z). + ok = peekProc(state_offset_3 + 0x50, &state, 1) && // Magical state value: 1 when in-game and 0 when not spawned or playing. + peekProc(pModule + 0x35D2C60, avatar_pos, 12) && // Avatar position values (X, Y and Z). + peekProc(camera_base + 0x2B0, camera_pos, 12) && // Camera position values (X, Y and Z). + peekProc(camera_base + 0x260, camera_front, 12) && // Avatar front vector values (X, Y and Z). + peekProc(camera_base + 0x250, camera_top, 12) && // Avatar top vector values (X, Y and Z). peekProc(server_name_offset, server_name) && // Server name. peekProc(team_offset_2 + 0x13, team) && // Team name. peekProc(squad_offset_3 + 0x240, squad) && // Squad value: 0 (not in a squad), 1 (Apples), 2 (Butter), 3 (Charlie)... 26 (Zebra). |