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authorDavide Beatrici <davidebeatrici@gmail.com>2016-10-31 16:24:25 +0300
committerDavide Beatrici <davidebeatrici@gmail.com>2016-10-31 16:24:25 +0300
commit921ee19e3abd24482921d85b38c0c4b3d0cbcffe (patch)
treec26e7b7720b7c16d7b0e7bcd14394da9f898841b /plugins/gtav
parentca2fd07b90746a17dba13963f7bdd54812c5d016 (diff)
plugins: use the short form of peekProc
The short form of peekProc automatically uses the correct size for the target.
Diffstat (limited to 'plugins/gtav')
-rw-r--r--plugins/gtav/gtav.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/plugins/gtav/gtav.cpp b/plugins/gtav/gtav.cpp
index 8a5c96b75..8cff47a1c 100644
--- a/plugins/gtav/gtav.cpp
+++ b/plugins/gtav/gtav.cpp
@@ -63,14 +63,14 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa
char state, in_game, player[50], vehicle[50], location[50], street[50];
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
- ok = peekProc(state_address, &state, 1) && // Magical state value: 0 when in single player, 2 when online and 3 when in a lobby.
- peekProc(in_game_address, &in_game, 1) && // 0 when loading or not in-game, 1 when in-game.
- peekProc(avatar_pos_address, avatar_pos_corrector, 12) && // Avatar Position values (X, Z and Y).
- peekProc(camera_pos_address, camera_pos_corrector, 12) && // Camera Position values (X, Z and Y).
- peekProc(avatar_base + 0x70, avatar_front_corrector, 12) && // Avatar Front Vector values (X, Z and Y).
- peekProc(avatar_base + 0x80, avatar_top_corrector, 12) && // Avatar Top Vector values (X, Z and Y).
- peekProc(camera_front_address, camera_front_corrector, 12) && // Camera Front Vector values (X, Z and Y).
- peekProc(camera_top_address, camera_top_corrector, 12) && // Camera Top Vector values (X, Z and Y).
+ ok = peekProc(state_address, state) && // Magical state value: 0 when in single player, 2 when online and 3 when in a lobby.
+ peekProc(in_game_address, in_game) && // 0 when loading or not in-game, 1 when in-game.
+ peekProc(avatar_pos_address, avatar_pos_corrector) && // Avatar Position values (X, Z and Y).
+ peekProc(camera_pos_address, camera_pos_corrector) && // Camera Position values (X, Z and Y).
+ peekProc(avatar_base + 0x70, avatar_front_corrector) && // Avatar Front Vector values (X, Z and Y).
+ peekProc(avatar_base + 0x80, avatar_top_corrector) && // Avatar Top Vector values (X, Z and Y).
+ peekProc(camera_front_address, camera_front_corrector) && // Camera Front Vector values (X, Z and Y).
+ peekProc(camera_top_address, camera_top_corrector) && // Camera Top Vector values (X, Z and Y).
peekProc(player_address, player) && // Player nickname.
peekProc(vehicle_address, vehicle) && // Vehicle name if in a vehicle, empty if not.
peekProc(location_address, location) && // Location name.