- Added ImGui library integration - Enhanced UI configurations - Improved custom delay settings - Fixed existing bugs - Updated project dependencies
153 lines
2.4 KiB
C++
153 lines
2.4 KiB
C++
#ifndef MUMBLE_H
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#define MUMBLE_H
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struct Vector2
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{
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float X;
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float Y;
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};
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struct Vector3
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{
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float X;
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float Y;
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float Z;
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};
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namespace Mumble
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{
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/* enums */
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enum class EMapType : unsigned char
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{
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AutoRedirect,
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CharacterCreation,
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PvP,
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GvG,
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Instance,
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Public,
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Tournament,
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Tutorial,
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UserTournament,
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WvW_EternalBattlegrounds,
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WvW_BlueBorderlands,
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WvW_GreenBorderlands,
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WvW_RedBorderlands,
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WVW_FortunesVale,
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WvW_ObsidianSanctum,
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WvW_EdgeOfTheMists,
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Public_Mini,
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BigBattle,
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WvW_Lounge
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};
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enum class EMountIndex : unsigned char
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{
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None,
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Jackal,
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Griffon,
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Springer,
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Skimmer,
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Raptor,
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RollerBeetle,
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Warclaw,
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Skyscale,
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Skiff,
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SiegeTurtle
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};
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enum class EProfession : unsigned char
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{
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None,
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Guardian,
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Warrior,
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Engineer,
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Ranger,
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Thief,
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Elementalist,
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Mesmer,
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Necromancer,
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Revenant
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};
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enum class ERace : unsigned char
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{
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Asura,
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Charr,
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Human,
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Norn,
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Sylvari
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};
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enum class EUIScale : unsigned char
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{
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Small,
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Normal,
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Large,
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Larger
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};
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/* structs */
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struct Identity
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{
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char Name[20];
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EProfession Profession;
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unsigned Specialization;
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ERace Race;
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unsigned MapID;
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unsigned WorldID;
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unsigned TeamColorID;
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bool IsCommander; // is the player currently tagged up
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float FOV;
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EUIScale UISize;
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};
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struct Compass
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{
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unsigned short Width;
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unsigned short Height;
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float Rotation; // radians
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Vector2 PlayerPosition; // continent
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Vector2 Center; // continent
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float Scale;
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};
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struct Context
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{
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unsigned char ServerAddress[28]; // contains sockaddr_in or sockaddr_in6
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unsigned MapID;
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EMapType MapType;
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unsigned ShardID;
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unsigned InstanceID;
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unsigned BuildID;
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unsigned IsMapOpen : 1;
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unsigned IsCompassTopRight : 1;
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unsigned IsCompassRotating : 1;
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unsigned IsGameFocused : 1;
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unsigned IsCompetitive : 1;
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unsigned IsTextboxFocused : 1;
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unsigned IsInCombat : 1;
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// unsigned UNUSED1 : 1;
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Compass Compass;
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unsigned ProcessID;
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EMountIndex MountIndex;
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};
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struct Data
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{
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unsigned UIVersion;
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unsigned UITick;
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Vector3 AvatarPosition;
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Vector3 AvatarFront;
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Vector3 AvatarTop;
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wchar_t Name[256];
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Vector3 CameraPosition;
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Vector3 CameraFront;
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Vector3 CameraTop;
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wchar_t Identity[256];
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unsigned ContextLength;
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Context Context;
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wchar_t Description[2048];
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};
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}
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#endif
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