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authorJan Klass <kissaki@posteo.de>2016-11-17 14:59:45 +0300
committerJan Klass <kissaki@posteo.de>2016-11-17 14:59:45 +0300
commite2ad9c05f0cff73defe5083e6728ab9b1af63ab9 (patch)
treee3882263e01ace81722863d84e86337e82b06114 /plugins/rl
parent486381c95a5d83f61c47b8e43538c03f341cc8a5 (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/rl')
-rw-r--r--plugins/rl/rl_linux.cpp10
-rw-r--r--plugins/rl/rl_win32.cpp10
2 files changed, 10 insertions, 10 deletions
diff --git a/plugins/rl/rl_linux.cpp b/plugins/rl/rl_linux.cpp
index df737a627..ac241626f 100644
--- a/plugins/rl/rl_linux.cpp
+++ b/plugins/rl/rl_linux.cpp
@@ -23,11 +23,11 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa
if (!avatar_offset) return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
- ok = peekProc(avatar_offset + 0x60, avatar_pos) && // Avatar Position values (X, Y and Z).
- peekProc(pModule + 0x3021398, camera_pos) && // Camera Position values (X, Y and Z).
- peekProc(avatar_offset + 0x6C, avatar_front) && // Avatar Front values (X, Y and Z).
- peekProc(pModule + 0x3021380, camera_front) && // Camera Front Vector values (X, Y and Z).
- peekProc(pModule + 0x302138C, camera_top); // Camera Top Vector values (X, Y and Z).
+ ok = peekProc(avatar_offset + 0x60, avatar_pos, 12) && // Avatar Position values (X, Y and Z).
+ peekProc(pModule + 0x3021398, camera_pos, 12) && // Camera Position values (X, Y and Z).
+ peekProc(avatar_offset + 0x6C, avatar_front, 12) && // Avatar Front values (X, Y and Z).
+ peekProc(pModule + 0x3021380, camera_front, 12) && // Camera Front Vector values (X, Y and Z).
+ peekProc(pModule + 0x302138C, camera_top, 12); // Camera Top Vector values (X, Y and Z).
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses.
if (! ok)
diff --git a/plugins/rl/rl_win32.cpp b/plugins/rl/rl_win32.cpp
index a3259b22a..f39da5ff3 100644
--- a/plugins/rl/rl_win32.cpp
+++ b/plugins/rl/rl_win32.cpp
@@ -25,11 +25,11 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa
if (!avatar_offset) return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
- ok = peekProc(avatar_offset + 0x0, avatar_pos) && // Avatar Position values (X, Y and Z).
- peekProc(pModule + 0x171ABF8, camera_pos) && // Camera Position values (X, Y and Z).
- peekProc(avatar_offset + 0xC, avatar_front) && // Avatar Front values (X, Y and Z).
- peekProc(pModule + 0x171ABE0, camera_front) && // Camera Front Vector values (X, Y and Z).
- peekProc(pModule + 0x171ABEC, camera_top); // Camera Top Vector values (X, Y and Z).
+ ok = peekProc(avatar_offset + 0x0, avatar_pos, 12) && // Avatar Position values (X, Y and Z).
+ peekProc(pModule + 0x171ABF8, camera_pos, 12) && // Camera Position values (X, Y and Z).
+ peekProc(avatar_offset + 0xC, avatar_front, 12) && // Avatar Front values (X, Y and Z).
+ peekProc(pModule + 0x171ABE0, camera_front, 12) && // Camera Front Vector values (X, Y and Z).
+ peekProc(pModule + 0x171ABEC, camera_top, 12); // Camera Top Vector values (X, Y and Z).
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses.
if (! ok)