mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
Mumble Positional Audio Integration (#247)
* added shared memory for mumble integration update mumble struct with player and camera data * osx compile fixes * renamed methods * fixed inversed unit vectors * made mumble camera position mario * cleaned up spacing * added separate context for main menu * added checks to avoid improperly changing contexts
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4 changed files with 240 additions and 0 deletions
2
Makefile
2
Makefile
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@ -506,6 +506,8 @@ ifeq ($(DISCORD_SDK),1)
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SRC_DIRS += src/pc/discord
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endif
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SRC_DIRS += src/pc/mumble
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ULTRA_SRC_DIRS := lib/src lib/src/math lib/asm lib/data
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ULTRA_BIN_DIRS := lib/bin
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199
src/pc/mumble/mumble.c
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199
src/pc/mumble/mumble.c
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// adapted from https://www.mumble.info/documentation/developer/positional-audio/link-plugin/
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#include "mumble.h"
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#include "engine/math_util.h"
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#include "game/level_update.h"
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#include "game/camera.h"
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#include "game/area.h"
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#include "pc/configfile.h"
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#include "pc/djui/djui.h"
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#include <stdbool.h>
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#ifdef _WIN32
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#include <windows.h>
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#else
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#include <sys/mman.h>
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#include <fcntl.h> /* For O_* constants */
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#include <libc.h>
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#endif // _WIN32
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struct LinkedMem *lm = NULL;
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extern bool gIsDemoActive;
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s16 sPrevCheckLevel;
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s16 sPrevCheckArea;
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void mumble_init(void) {
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#ifdef _WIN32
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HANDLE hMapObject = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");
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if (hMapObject == NULL)
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return;
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lm = (struct LinkedMem *) MapViewOfFile(hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(struct LinkedMem));
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if (lm == NULL) {
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CloseHandle(hMapObject);
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hMapObject = NULL;
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return;
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}
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#else
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char memname[256];
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snprintf(memname, 256, "/MumbleLink.%d", getuid());
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int shmfd = shm_open(memname, O_RDWR, S_IRUSR | S_IWUSR);
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if (shmfd < 0) {
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return;
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}
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lm = (struct LinkedMem *)(mmap(NULL, sizeof(struct LinkedMem), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0));
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if (lm == (void *)(-1)) {
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lm = NULL;
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return;
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}
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#endif
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if(lm->uiVersion != 2) {
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wcsncpy(lm->name, L"SM64 Coop Deluxe", 256);
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wcsncpy(lm->description, L"SM64 Coop Deluxe support via the Link plugin.", 2048);
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lm->uiVersion = 2;
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}
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// not necessary, but we can set it here and forget about it
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mbstowcs(lm->identity, configPlayerName, 256);
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lm->context_len = 20;
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}
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void mumble_update(void) {
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if (! lm) {
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return;
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}
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lm->uiTick++;
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if (gDjuiInMainMenu)
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{
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mumble_update_menu();
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return;
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}
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// The hitbox is 160.0 for standing and 100.0 for crouching
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// Also subtract a bit to go from top of the head to the middle
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float headHeight = gMarioState->marioObj->hitboxHeight - 60;
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// divide by 100 to convert units to meters as mumble expects
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lm->fAvatarPosition[0] = gMarioState->pos[0] / 100;
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lm->fAvatarPosition[1] = (gMarioState->pos[1] + headHeight) / 100;
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lm->fAvatarPosition[2] = gMarioState->pos[2] / 100;
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// mumble expects a unit vector so we need to convert the face angle
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Vec3f faceVector;
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faceVector[0] = coss(gMarioState->faceAngle[0]) * sins(gMarioState->faceAngle[1]);
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faceVector[1] = sins(gMarioState->faceAngle[0]);
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faceVector[2] = coss(gMarioState->faceAngle[0]) * coss(gMarioState->faceAngle[1]);
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vec3f_normalize(faceVector);
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// mumble also seems to have x and z inverted
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lm->fAvatarFront[0] = -faceVector[0];
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lm->fAvatarFront[1] = faceVector[1];
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lm->fAvatarFront[2] = -faceVector[2];
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// the actual camera can move too far away, and players will be louder near
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// the camera, which can be diorienting, so we use the player pos instead.
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lm->fCameraPosition[0] = gMarioState->pos[0] / 100;
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lm->fCameraPosition[1] = (gMarioState->pos[1] + headHeight) / 100;
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lm->fCameraPosition[2] = gMarioState->pos[2] / 100;
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// still use the direction of the camera, so make it into a unit vector
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Vec3f normal;
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vec3f_dif(normal, gLakituState.focus, gLakituState.pos);
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vec3f_normalize(normal);
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lm->fCameraFront[0] = -normal[0];
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lm->fCameraFront[1] = normal[1];
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lm->fCameraFront[2] = -normal[2];
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// players with the same context can hear eachother, and is a concat of:
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// level, area, and room.
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if (should_update_context()) {
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char context[20];
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snprintf(context, 20, "%d-%d-%d", gCurrLevelNum, gCurrAreaIndex, gMarioState->currentRoom);
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memcpy(lm->context, (unsigned char *) context, 20);
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}
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}
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void mumble_update_menu() {
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lm->fAvatarPosition[0] = 0.0f;
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lm->fAvatarPosition[1] = 0.0f;
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lm->fAvatarPosition[2] = 1.0f;
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lm->fAvatarFront[0] = 0.0f;
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lm->fAvatarFront[1] = 0.0f;
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lm->fAvatarFront[2] = 1.0f;
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lm->fCameraPosition[0] = 0.0f;
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lm->fCameraPosition[1] = 0.0f;
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lm->fCameraPosition[2] = 0.0f;
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lm->fCameraFront[0] = 0.0f;
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lm->fCameraFront[1] = 0.0f;
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lm->fCameraFront[2] = 1.0f;
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memcpy(lm->context, "mainmenu\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00", 20);
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}
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bool should_update_context() {
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// room 0 is an object like an elevator on hmc, but ALSO the only room
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// for levels without rooms. So we only want to ignore room zero if we
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// haven't changed maps at the same time
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if (gMarioState->currentRoom == 0 && gCurrLevelNum == sPrevCheckLevel && gCurrAreaIndex == sPrevCheckArea) {
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return false;
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}
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sPrevCheckLevel = gCurrLevelNum;
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sPrevCheckArea = gCurrAreaIndex;
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// some rooms are just small areas around doors which is a bit annoying as
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// audio will cut out for players standing close to them or walking between.
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// There only seem to be a few, so I've mapped them below
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// JR - 2024-Jul-28
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// castle interior
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if (gCurrLevelNum == LEVEL_CASTLE) {
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// main floor
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if (gCurrAreaIndex == 1) {
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return gMarioState->currentRoom < 10;
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}
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// upstairs
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if (gCurrAreaIndex == 2) {
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return gMarioState->currentRoom < 7;
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}
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// basement
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if (gCurrAreaIndex == 3) {
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return gMarioState->currentRoom < 6;
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}
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}
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// big boos haunt
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if (gCurrLevelNum == LEVEL_BBH) {
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return gMarioState->currentRoom < 14;
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}
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// hazy maze cave
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if (gCurrLevelNum == LEVEL_HMC) {
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return gMarioState->currentRoom < 9;
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}
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return true;
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}
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34
src/pc/mumble/mumble.h
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34
src/pc/mumble/mumble.h
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#ifndef MUMBLE_H
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#define MUMBLE_H
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#include <stdint.h>
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#include <wchar.h>
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#include <stdbool.h>
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struct LinkedMem {
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uint32_t uiVersion;
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uint32_t uiTick;
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float fAvatarPosition[3];
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float fAvatarFront[3];
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float fAvatarTop[3];
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wchar_t name[256];
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float fCameraPosition[3];
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float fCameraFront[3];
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float fCameraTop[3];
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wchar_t identity[256];
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uint32_t context_len;
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unsigned char context[256];
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wchar_t description[2048];
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};
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void mumble_init(void);
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void mumble_update(void);
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void mumble_update_menu(void);
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bool should_update_context(void);
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#endif /* MUMBLE_H */
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@ -59,6 +59,8 @@
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#include "pc/discord/discord.h"
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#endif
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#include "pc/mumble/mumble.h"
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#if defined(_WIN32) || defined(_WIN64)
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#include <windows.h>
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#endif
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network_init(NT_NONE, false);
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}
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mumble_init();
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// main loop
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while (true) {
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debug_context_reset();
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#ifdef DISCORD_SDK
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discord_update();
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#endif
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mumble_update();
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#ifdef DEBUG
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fflush(stdout);
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fflush(stderr);
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