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; } // Memory addresses char game_name[20]; procptr64_t state_address, in_game_address, avatar_pos_address, camera_pos_address, avatar_base_address, camera_front_address, camera_top_address, player_address, vehicle_address, location_address, street_address; #define VERSION_EQ(buf, strlit) \ memcmp(buf, strlit, std::min(sizeof(buf), sizeof(strlit)-1)) == 0 // Steam version if (peekProc(pModule + 0x17C6330, game_name) && VERSION_EQ(game_name, "Grand Theft Auto V")) { state_address = pModule + 0x268C370; in_game_address = pModule + 0x1B76454; avatar_pos_address = pModule + 0x1F05230; camera_pos_address = pModule + 0x1C08080; avatar_base_address = pModule + 0x1B463D0; camera_front_address = pModule + 0x1C09B40; camera_top_address = pModule + 0x1EDA440; player_address = pModule + 0x2696B0C; vehicle_address = pModule + 0x228DDC0; location_address = pModule + 0x228D79B; street_address = pModule + 0x228A550; // Retail version } else if (peekProc(pModule + 0x17C3280, game_name) && VERSION_EQ(game_name, "Grand Theft Auto V")) { state_address = pModule + 0x2688DB0; in_game_address = pModule + 0x1B73ED4; avatar_pos_address = pModule + 0x1F01E40; camera_pos_address = pModule + 0x1C06950; avatar_base_address = pModule + 0x1B433D0; camera_front_address = pModule + 0x1C06960; camera_top_address = pModule + 0x1ED6FF0; player_address = pModule + 0x26934AC; vehicle_address = pModule + 0x228A9A0; location_address = pModule + 0x228A38B; street_address = pModule + 0x22870C0; // Unknown version } else { generic_unlock(); return false; } // Avatar pointer procptr64_t avatar_base = peekProc<procptr64_t>(avatar_base_address); if (!avatar_base) return false; // Boolean value to check if game addresses retrieval is successful bool ok; // Create containers to stuff our raw data into, so we can convert it to Mumble's coordinate system float avatar_pos_corrector[3], camera_pos_corrector[3], avatar_front_corrector[3], avatar_top_corrector[3], camera_front_corrector[3], camera_top_corrector[3]; // Char values for extra features 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). 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. peekProc(street_address, street); // Street name if on a street, empty if not. // This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses. if (! ok) return false; // State if (state != 2 || in_game == 0) { // 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; return true; // This tells Mumble to ignore all vectors. } /* // Begin context std::ostringstream ocontext; // Host escape(host); if (strcmp(host, "") != 0 && strstr(host, "127.0.0.1") == NULL) { // Set host string as empty if "127.0.0.1" is found in it. ocontext << " {\"Host\": \"" << host << "\"}"; // Set context with IP address and port } context = ocontext.str(); // End context */ // Begin identity std::wostringstream oidentity; oidentity << "{"; // Player escape(player, sizeof(player)); if (strcmp(player, "") != 0) { oidentity << std::endl; oidentity << "\"Player\": \"" << player << "\","; // Set player nickname in identity. } else { oidentity << std::endl << "\"Player\": null,"; } // Vehicle escape(vehicle, sizeof(vehicle)); if (strcmp(vehicle, "") != 0) { oidentity << std::endl; oidentity << "\"Vehicle\": \"" << vehicle << "\","; // Set vehicle name in identity. } else { oidentity << std::endl << "\"Vehicle\": null,"; } // Location escape(location, sizeof(location)); if (strcmp(location, "") != 0) { oidentity << std::endl; oidentity << "\"Location\": \"" << location << "\","; // Set location name in identity. } else { oidentity << std::endl << "\"Location\": null,"; } // Street escape(street, sizeof(street)); if (strcmp(street, "") != 0) { oidentity << std::endl; oidentity << "\"Street\": \"" << street << "\""; // Set street name in identity. } else { oidentity << std::endl << "\"Street\": null"; } oidentity << std::endl << "}"; identity = oidentity.str(); // End identity /* Mumble | Game X | X Y | Z Z | Y */ avatar_pos[0] = avatar_pos_corrector[0]; avatar_pos[1] = avatar_pos_corrector[2]; avatar_pos[2] = avatar_pos_corrector[1]; camera_pos[0] = camera_pos_corrector[0]; camera_pos[1] = camera_pos_corrector[2]; camera_pos[2] = camera_pos_corrector[1]; avatar_front[0] = avatar_front_corrector[0]; avatar_front[1] = avatar_front_corrector[2]; avatar_front[2] = avatar_front_corrector[1]; avatar_top[0] = avatar_top_corrector[0]; avatar_top[1] = avatar_top_corrector[2]; avatar_top[2] = avatar_top_corrector[1]; camera_front[0] = camera_front_corrector[0]; camera_front[1] = camera_front_corrector[2]; camera_front[2] = camera_front_corrector[1]; camera_top[0] = camera_top_corrector[0]; camera_top[1] = camera_top_corrector[2]; camera_top[2] = camera_top_corrector[1]; return true; }
static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) { if (!initialize(pids, L"Borderlands2.exe")) { return false; } unsigned char detected_version[32]; // Note for further versions: // The "version" string above change. However, it looks like it will always start // with "WILLOW2-". Everything after this can change between versions. // Position vectors are read as triplet (X,Y,Z). The tree triplet are in this order: // front, top, position. // When entering the game, in Sanctuary (after liftoff), with the character Zero, // the reading are the following (rounded): // front.X = 0 // front.Y = 0 // front.Z = 1 // top.X = 0 // top.Y = 1 // top.Z = 0 // pos.X = -8109 // pos.Y = 3794 // pos.Z = 2930 // The "state" ptr is just a value that reliably alternate between 0 (in main menu) // and 1 (not in main menu). There is a lot of value that keep reliably changing even // across restart, change of characters... // Note that I couldn't find an address that would do this reliably with the game "pause" // menu, only the main menu (when you initially start the game, or completely exit your // current game) // VERSION_EQ safely checks whether the content of `buf' // (a buffer in the form of a C-style array of unsigned char) // contains the byte-level content of the string literal `strlit'. // // The NUL terminator of the string literal is not considered in // this equality check. #define VERSION_EQ(buf, strlit) \ memcmp(buf, strlit, std::min(sizeof(buf), sizeof(strlit)-1)) == 0 // 1.3.1 if (peekProc(pModule + 0x1E6D048, detected_version) && VERSION_EQ(detected_version, "WILLOW2-PCSAGE-28-CL697606")) { vects_ptr = pModule + 0x1E792B0; state_ptr = pModule + 0x1E79BC8; character_name_ptr_loc = pModule + 0x1E7302C; } // 1.4.0 else if (peekProc(pModule + 0x1E8D1D8, detected_version) && VERSION_EQ(detected_version, "WILLOW2-PCSAGE-77-CL711033")) { vects_ptr = pModule + 0x1E993F0; state_ptr = pModule + 0x1E99D08; character_name_ptr_loc = pModule + 0x1E93194; } // 1.5.0 else if (peekProc(pModule + 0x01E9F338, detected_version) && VERSION_EQ(detected_version, "WILLOW2-PCLILAC-60-CL721220")) { vects_ptr = pModule + 0x1EAB650; state_ptr = pModule + 0x1EABF68; character_name_ptr_loc = pModule + 0x01EA5384; } // 1.7.0 else if (peekProc(pModule + 0x01ED53A8, detected_version) && VERSION_EQ(detected_version, "WILLOW2-PCALLIUM-55-CL770068")) { vects_ptr = pModule + 0x1EE18E0; state_ptr = pModule + 0x1EE21F8; character_name_ptr_loc = pModule + 0x01EDB5B4; } else { generic_unlock(); return false; } // Check if we can get meaningful data from it float apos[3], afront[3], atop[3]; float cpos[3], cfront[3], ctop[3]; std::wstring sidentity; std::string scontext; if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) { return true; } else { generic_unlock(); return false; } }