diff options
author | Robert <krzmbrzl@gmail.com> | 2020-09-11 19:29:33 +0300 |
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committer | Robert <krzmbrzl@gmail.com> | 2020-09-11 19:29:33 +0300 |
commit | af7dac72f4063dd8d4dac71973ea51c25896089a (patch) | |
tree | 35558695aea94d48fd9e77d164d63fd8b7c76e90 /plugins/bf4 | |
parent | 40b28b03c150b453e00c6bc4f8d6957caea59c51 (diff) |
FORMAT: Run clang-format 10 on all C/CXX source-files
Diffstat (limited to 'plugins/bf4')
-rw-r--r-- | plugins/bf4/bf4.cpp | 140 |
1 files changed, 75 insertions, 65 deletions
diff --git a/plugins/bf4/bf4.cpp b/plugins/bf4/bf4.cpp index 6cbec31d2..9bcd8f8d6 100644 --- a/plugins/bf4/bf4.cpp +++ b/plugins/bf4/bf4.cpp @@ -3,11 +3,12 @@ // that can be found in the LICENSE file at the root of the // Mumble source tree or at <https://www.mumble.info/LICENSE>. -#include "../mumble_plugin_main.h" // Include standard plugin header. +#include "../mumble_plugin_main.h" // Include standard plugin header. #include "../mumble_plugin_utils.h" // Include plugin header for special functions, like "escape". -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) { - for (int i=0;i<3;i++) { +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) { + for (int i = 0; i < 3; i++) { avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f; } @@ -17,48 +18,59 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa // Server ID pointers procptr_t serverid_base = peekProcPtr(pModule + 0x23D5368); - if (!serverid_base) return false; + if (!serverid_base) + return false; procptr_t serverid_offset_0 = peekProcPtr(serverid_base + 0x18); - if (!serverid_offset_0) return false; + if (!serverid_offset_0) + return false; procptr_t serverid_offset_1 = peekProcPtr(serverid_offset_0 + 0x28); - if (!serverid_offset_1) return false; + if (!serverid_offset_1) + return false; procptr_t serverid_offset = peekProcPtr(serverid_offset_1 + 0x350); - if (!serverid_offset) return false; + if (!serverid_offset) + return false; // Squad pointers procptr_t squad_base = peekProcPtr(pModule + 0x23D5458); - if (!squad_base) return false; + if (!squad_base) + return false; procptr_t squad_offset_0 = peekProcPtr(squad_base + 0xD8); - if (!squad_offset_0) return false; + if (!squad_offset_0) + return false; procptr_t squad_offset_1 = peekProcPtr(squad_offset_0 + 0x100); - if (!squad_offset_1) return false; + if (!squad_offset_1) + return false; procptr_t squad_offset_2 = peekProcPtr(squad_offset_1 + 0x58); - if (!squad_offset_2) return false; + if (!squad_offset_2) + return false; // Peekproc and assign game addresses to our containers, so we can retrieve positional data ok = peekProc(pModule + 0x23B2D70, &state, 1) && // Magical state value: 0 when in-game and 1 when in menu/dead. - peekProc(pModule + 0x23862C0, avatar_pos, 12) && // Avatar Position values (X, Y and Z). - peekProc(pModule + 0x23B2F60, camera_pos, 12) && // Camera Position values (X, Y and Z). - peekProc(pModule + 0x23B2F40, avatar_top, 12) && // Avatar Top Vector values (X, Y and Z). - peekProc(pModule + 0x23B2F50, avatar_front, 12) && // Avatar Front Vector values (X, Y and Z). - peekProc(serverid_offset, serverid) && // Server ID (36 characters). - peekProc(pModule + 0x2378B60, host) && // Host value: "IP:Port" when in a server, "bot" when loading and empty when it's hidden. - peekProc(pModule + 0x2674B35, team) && // Team value: US (United States); RU (Russia); CH (China). - peekProc(squad_offset_2 + 0x230, squad) && // Squad value: 0 (not in a squad); 1 (Alpha); 2 (Bravo); 3 (Charlie)... 26 (Zulu). - peekProc(squad_offset_2 + 0x234, squad_leader) && // Squad leader value: 0 (False); 1 (True). - peekProc(squad_offset_2 + 0x235, squad_state); // Squad state value: 0 (Public); 1 (Private). - - // This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses. - if (! ok) { + peekProc(pModule + 0x23862C0, avatar_pos, 12) && // Avatar Position values (X, Y and Z). + peekProc(pModule + 0x23B2F60, camera_pos, 12) && // Camera Position values (X, Y and Z). + peekProc(pModule + 0x23B2F40, avatar_top, 12) && // Avatar Top Vector values (X, Y and Z). + peekProc(pModule + 0x23B2F50, avatar_front, 12) && // Avatar Front Vector values (X, Y and Z). + peekProc(serverid_offset, serverid) && // Server ID (36 characters). + peekProc(pModule + 0x2378B60, host) + && // Host value: "IP:Port" when in a server, "bot" when loading and empty when it's hidden. + peekProc(pModule + 0x2674B35, team) && // Team value: US (United States); RU (Russia); CH (China). + peekProc(squad_offset_2 + 0x230, squad) + && // Squad value: 0 (not in a squad); 1 (Alpha); 2 (Bravo); 3 (Charlie)... 26 (Zulu). + peekProc(squad_offset_2 + 0x234, squad_leader) && // Squad leader value: 0 (False); 1 (True). + peekProc(squad_offset_2 + 0x235, squad_state); // Squad state value: 0 (Public); 1 (Private). + + // This prevents the plugin from linking to the game in case something goes wrong during values retrieval from + // memory addresses. + if (!ok) { return false; } - if (state) { // If not in-game - context.clear(); // Clear context + if (state) { // If not in-game + context.clear(); // Clear context identity.clear(); // Clear identity // Set vectors values to 0. - for (int i=0;i<3;i++) { - avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f; + for (int i = 0; i < 3; i++) { + avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f; } return true; // This tells Mumble to ignore all vectors. @@ -72,7 +84,8 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa std::wostringstream oidentity; oidentity << "{"; escape(host, sizeof(host)); - // Only include host (IP:port) if it is not empty and does not include the string "bot" (which means it's a local server). + // Only include host (IP:port) if it is not empty and does not include the string "bot" (which means it's a local + // server). if (strcmp(host, "") != 0 && !strstr(host, "bot")) { oidentity << std::endl << "\"Host\": \"" << host << "\","; } @@ -81,7 +94,8 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa if (!Team.empty()) { oidentity << std::endl; if (Team == "US") - oidentity << "\"Team\": \"United States\","; // If team value is US, set "United States" as team in identity. + oidentity + << "\"Team\": \"United States\","; // If team value is US, set "United States" as team in identity. else if (Team == "CH") oidentity << "\"Team\": \"China\","; // If team value is CH, set "China" as team in identity. else if (Team == "RU") @@ -144,18 +158,28 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa oidentity << std::endl << "\"Squad\": \"Zulu\","; // Squad leader if (squad_leader == 1) - oidentity << std::endl << "\"Squad leader\": true,"; // If squad leader value is true, set squad leader state to "True" in identity. + oidentity << std::endl + << "\"Squad leader\": true,"; // If squad leader value is true, set squad leader state to "True" + // in identity. else - oidentity << std::endl << "\"Squad leader\": false,"; // If squad leader value is false, set squad leader state to "False" in identity. + oidentity << std::endl + << "\"Squad leader\": false,"; // If squad leader value is false, set squad leader state to + // "False" in identity. // Squad state if (squad_state == 1) - oidentity << std::endl << "\"Squad state\": \"Private\""; // If squad state value is true, set squad state to "Private" in identity. + oidentity << std::endl + << "\"Squad state\": \"Private\""; // If squad state value is true, set squad state to "Private" + // in identity. else - oidentity << std::endl << "\"Squad state\": \"Public\""; // If squad state value is false, set squad state to "Public" in identity. - // When not in a squad + oidentity << std::endl + << "\"Squad state\": \"Public\""; // If squad state value is false, set squad state to "Public" in + // identity. + // When not in a squad } else { - oidentity << std::endl << "\"Squad\": null,"; // If squad value isn't between 1 and 26, set squad to "null" in identity. - oidentity << std::endl << "\"Squad leader\": null,"; // If not in a squad, set squad leader state to "null" in identity. + oidentity << std::endl + << "\"Squad\": null,"; // If squad value isn't between 1 and 26, set squad to "null" in identity. + oidentity << std::endl + << "\"Squad leader\": null,"; // If not in a squad, set squad leader state to "null" in identity. oidentity << std::endl << "\"Squad state\": null"; // If not in a squad, set squad state to "null" in identity. } @@ -163,28 +187,27 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa identity = oidentity.str(); // Flip the front vector - for (int i=0;i<3;i++) { + for (int i = 0; i < 3; i++) { avatar_front[i] = -avatar_front[i]; } // Convert from right to left handed - avatar_pos[0] = -avatar_pos[0]; - camera_pos[0] = -camera_pos[0]; + avatar_pos[0] = -avatar_pos[0]; + camera_pos[0] = -camera_pos[0]; avatar_front[0] = -avatar_front[0]; - avatar_top[0] = -avatar_top[0]; + avatar_top[0] = -avatar_top[0]; // Sync camera front and top vectors with avatar ones - for (int i=0;i<3;i++) { + for (int i = 0; i < 3; i++) { camera_front[i] = avatar_front[i]; - camera_top[i] = avatar_top[i]; + camera_top[i] = avatar_top[i]; } return true; } -static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) { - - if (! initialize(pids, L"bf4.exe")) { // Link the game executable +static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) { + if (!initialize(pids, L"bf4.exe")) { // Link the game executable return false; } @@ -206,29 +229,16 @@ static const std::wstring longdesc() { } static std::wstring description(L"Battlefield 4 (x64) version 1.8.2.48475"); // Plugin short description -static std::wstring shortname(L"Battlefield 4"); // Plugin short name +static std::wstring shortname(L"Battlefield 4"); // Plugin short name static int trylock1() { - return trylock(std::multimap<std::wstring, unsigned long long int>()); + return trylock(std::multimap< std::wstring, unsigned long long int >()); } -static MumblePlugin bf4plug = { - MUMBLE_PLUGIN_MAGIC, - description, - shortname, - nullptr, - nullptr, - trylock1, - generic_unlock, - longdesc, - fetch -}; - -static MumblePlugin2 bf4plug2 = { - MUMBLE_PLUGIN_MAGIC_2, - MUMBLE_PLUGIN_VERSION, - trylock -}; +static MumblePlugin bf4plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1, + generic_unlock, longdesc, fetch }; + +static MumblePlugin2 bf4plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock }; extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() { return &bf4plug; |