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authorOrangestar <orangestar@cats4gold.net>2022-04-30 16:14:58 +0300
committerOrangestar <orangestar@cats4gold.net>2022-04-30 16:14:58 +0300
commit5a0a57edfee1a0add8332f523be5f872d2a12dd2 (patch)
treedebf1a14364186cc2a464db7178c3187b82edfb9 /plugins
parent28e97073cb2df67f930b4601b515b5b47ec873cb (diff)
FIX(positional-audio): Fix Quake Live plugin
The "spectator" property address was slightly off, which prevented the plugin from working at all. Additionally, the previous "map" address only worked for listen servers. I've corrected the first, and found a new, properly-working address for the second.
Diffstat (limited to 'plugins')
-rw-r--r--plugins/ql/ql.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/plugins/ql/ql.cpp b/plugins/ql/ql.cpp
index 2d33b877b..40ffe3490 100644
--- a/plugins/ql/ql.cpp
+++ b/plugins/ql/ql.cpp
@@ -27,7 +27,7 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok =
peekProc(pModule + 0x0188248, &state, 1) && // Magical state value: 1 when in-game and 0 when in main menu.
- peekProc(pModule + 0x1041CAC, &spec, 1) && // Spectator state value: 1 when spectating and 0 when playing.
+ peekProc(pModule + 0x1041C68, &spec, 1) && // Spectator state value: 1 when spectating and 0 when playing.
peekProc(pModule + 0x0EB8950, avatar_pos_corrector, 12) && // Avatar Position values (X, Z and Y, respectively).
peekProc(pModule + 0x0E6093C, camera_pos_corrector, 12) && // Camera Position values (X, Z and Y, respectively).
peekProc(pModule + 0x0EC5B50, avatar_front_corrector, 12) && // Avatar front values (X, Z and Y, respectively).
@@ -35,7 +35,7 @@ static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, floa
peekProc(pModule + 0x0E4A638, host)
&& // Server value: "IP:Port" when in a remote server, "loopback" when on a local server.
peekProc(pModule + 0x106E24B, servername) && // Server name.
- peekProc(pModule + 0x12DE8D8, map) && // Map name.
+ peekProc(pModule + 0x0186148, map) && // Map name.
peekProc(pModule + 0x106CE6C, team); // Team value: 0 when in a FFA game (no team); 1 when in Red team; 2 when
// in Blue team; 3 when in Spectators.