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Merge PR #2248: Fix Left 4 Dead 2 plugin and clean up plugin code

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mkrautz committed May 8, 2016
2 parents 790bd79 + 192a89c commit c8d136febccec2e3dbaf147a95ebdb9d73780d43
Showing with 94 additions and 91 deletions.
  1. +94 −91 plugins/l4d2/l4d2.cpp
@@ -1,3 +1,8 @@
// Copyright 2005-2016 The Mumble Developers. All rights reserved.
// Use of this source code is governed by a BSD-style license
// that can be found in the LICENSE file at the root of the
// Mumble source tree or at <https://www.mumble.info/LICENSE>.

/* Copyright (C) 2005-2012, Thorvald Natvig <thorvald@natvig.com>
Copyright (C) 2012, dark_skeleton (d-rez) <dark.skeleton@gmail.com>
@@ -31,48 +36,29 @@

#include "../mumble_plugin_win32.h"

/* DESCRIPTION ADDRESS TYPE VALUE
position tuple: client.dll+0x774B40 float (x, y, z location in inches)
front tuple: client.dll+0x774BA0 float (x, y, z as unit vector in direction you are facing)
top tuple: client.dll+0x774BD0 float (x, y, z as unit vector pointing out top of head)
state: client.dll+0x772ACC byte (0 in menu; non-zero in game)
context: client.dll+0x772ACC str (see context support below for its possible values)
*/

static BYTE *posptr;
static BYTE *rotptr;
static BYTE *frontptr;
static BYTE *topptr;
static BYTE *stateptr;
static BYTE *contextptr;

static bool calcout(float *pos, float *rot, float *opos, float *front, float *top) {
float h = rot[0];
float v = rot[1];

if ((v < -180.0f) || (v > 180.0f) || (h < -180.0f) || (h > 180.0f))
return false;

h *= static_cast<float>(M_PI / 180.0f);
v *= static_cast<float>(M_PI / 180.0f);

// Seems L4D is in inches. INCHES?!?
opos[0] = pos[0] / 39.37f;
opos[1] = pos[2] / 39.37f;
opos[2] = pos[1] / 39.37f;

front[0] = cos(v) * cos(h);
front[1] = -sin(h);
front[2] = sin(v) * cos(h);

h -= static_cast<float>(M_PI / 2.0f);

top[0] = cos(v) * cos(h);
top[1] = -sin(h);
top[2] = sin(v) * cos(h);
/*
printf("Poll\n");
printf("%f %f %f : %f %f\n",pos[0],pos[1],pos[2], rot[0], rot[1]);
printf("%f %f %f :: %.2f %.2f %.2f :: %.2f %.2f %.2f\n", opos[0], opos[1], opos[2], front[0], front[1], front[2], top[0], top[1], top[2]);
*/
return true;
}
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*/);

static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
posptr = rotptr = stateptr = contextptr = NULL;
posptr = frontptr = topptr = stateptr = contextptr = NULL;

if (! initialize(pids, L"left4dead2.exe", L"client.dll"))
return false;

/*
Some hints to make things easier next time valve updates this game:
use Cheat Engine (non-network single player or non VAC-secured servers to be safe)
@@ -82,93 +68,110 @@ static int trylock(const std::multimap<std::wstring, unsigned long long int> &pi
speed things up by limiting the scan range to 40000000 to 90000000 (hex number)
you need addresses relative to client.dll. You can get address by double clicking on the address.
pos: float likely in a range of 0 to 10000 (changes if you move. constant if you view around)
rot: float in range of -180 to 180. If you look up the value is -89.0 . If you look down it is 89.0 (changes if you viewaround. constant if you only move)
state: single player: search for loopback. Go back to menu. There is likely only one instance which has the string when having a game running and empty when not running a game.
context: same as state appearantly
pos: float likely in a range of 0 to 10000 (changes if you move. constant if you view around.)
front: float in range of -1 to 1. (changes if you move your camera. constant if you do not.)
top: float in range of -1 to 1. (changes if you move your camera. constant if you do not.)
state: single player -> search for "loopback:0"
public game -> search for server ip "xxx.xxx.xxx.xxx:yyyyy"
menu -> empty string ""
context: same as state (they are used differently)
*/
posptr = pModule + 0x8217D0;
rotptr = pModule + 0x762E04;
stateptr = pModule + 0x81CB4C;
contextptr = pModule + 0x81CB4C;
float apos[3], afront[3], atop[3];
float cpos[3], cfront[3], ctop[3];
std::string context;
std::wstring identity;

float pos[3];
float rot[3];
char state, _context[21];
bool ok = peekProc(posptr, pos, 12) &&
peekProc(rotptr, rot, 12) &&
peekProc(stateptr, &state, 1) &&
peekProc(contextptr, _context);

if (ok) {
float opos[3], top[3], front[3];
return calcout(pos, rot, opos, top, front);
}
if (fetch(apos, afront, atop, cpos, cfront, ctop, context, identity))
return true;

generic_unlock();

return false;
}

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;

float ipos[3], rot[3];
float pos[3], front[3], top[3];
bool ok;
char state;
char _context[21];

// stateptr returns byte values: 0 when map is not loaded; first character in hostname when map is loaded
ok = peekProc(posptr, ipos, 12) &&
peekProc(rotptr, rot, 12) &&

// when valve updates the game and breaks the plugin, these following 5 addresses will need changed
// nothing else should need to be modified
posptr = pModule + 0x774B40;
frontptr = pModule + 0x774BA0;
topptr = pModule + 0x774BD0;
stateptr = pModule + 0x772ACC;
contextptr = pModule + 0x772ACC;

ok = peekProc(posptr, pos, 12) &&
peekProc(frontptr, front, 12) &&
peekProc(topptr, top, 12) &&
peekProc(stateptr, &state, 1) &&
peekProc(contextptr, _context);

// in menu -> disable plugin
if (state == 0) {
context = std::string(""); // clear context
return true; // This results in all vectors beeing zero which tells Mumble to ignore them.
return true; // This results in all vectors being zero which tells Mumble to ignore them.
}

if (ok) {
int res = calcout(ipos, rot, avatar_pos, avatar_front, avatar_top);
if (res) {
for (int i=0;i<3;++i) {
camera_pos[i] = avatar_pos[i];
camera_front[i] = avatar_front[i];
camera_top[i] = avatar_top[i];

// Example only -- only set these when you have sane values, and make sure they're pretty constant (every change causes a sever message).
//context = std::string("server/map/blah");
//identity = std::wstring(L"STEAM_1:2:3456789");
}

_context[sizeof(_context) - 1] = '\0';
std::string sHost(_context);
// This string can be either "xxx.xxx.xxx.xxx:yyyyy" (or shorter), "loopback:0" or "" (empty) when in menus. Hence 21 size for char.
if (!sHost.empty())
{
if (sHost.find("loopback") == std::string::npos)
{
std::ostringstream newcontext;
newcontext << "{\"ipport\": \"" << sHost << "\"}";
context = newcontext.str();
}

}
return res;

if(!ok)
return false;

// convert all vectors from right handed coordinate system to left handed coordinate system
// L4D2 is in inches so convert to meters
avatar_pos[0] = pos[0] / 39.37f;
avatar_pos[1] = pos[2] / 39.37f;
avatar_pos[2] = pos[1] / 39.37f;

avatar_front[0] = front[0];
avatar_front[1] = front[2];
avatar_front[2] = front[1];

avatar_top[0] = top[0];
avatar_top[1] = top[2];
avatar_top[2] = top[1];

for (int i=0;i<3;++i) {
camera_pos[i] = avatar_pos[i];
camera_front[i] = avatar_front[i];
camera_top[i] = avatar_top[i];

// Example only -- only set these when you have sane values, and make sure they're pretty constant (every change causes a sever message).
//context = std::string("server/map/blah");
//identity = std::wstring(L"STEAM_1:2:3456789");
}

// context support
// used to disable positional audio when people are on different servers
_context[sizeof(_context) - 1] = '\0';
std::string sHost(_context);
// this string will change depending on your context:
// if in public game then server ip -> "xxx.xxx.xxx.xxx:yyyyy"
// if in single player then loopback -> "loopback:0"
// if in menu then empty -> ""
if (!sHost.empty())
{
if (sHost.find("loopback") == std::string::npos)
{
std::ostringstream newcontext;
newcontext << "{\"ipport\": \"" << sHost << "\"}";
context = newcontext.str();
}

}

return false;
return true;
}

static const std::wstring longdesc() {
return std::wstring(L"Supports L4D2 version 2.1.4.4 with context support. No identity support yet.");
return std::wstring(L"Supports L4D2 version 2.1.4.5 with context support. No identity support yet.");
}

static std::wstring description(L"Left 4 Dead 2 (version 2.1.4.4)");
static std::wstring description(L"Left 4 Dead 2 (version 2.1.4.5)");
static std::wstring shortname(L"Left 4 Dead 2");

static int trylock1() {

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