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Update main.cpp
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main.cpp
126
main.cpp
@ -15,37 +15,51 @@
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static bool g_Initialized = false;
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// --- 模拟 GitHub 流行项目的自动对齐结构 ---
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// --- 高级自适应结构 ---
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struct {
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float x, y;
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bool down;
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// 自动获取的屏幕/渲染比例
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float screenW = 2400.0f; // 物理宽 (从 wm size 获取)
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float screenH = 3392.0f; // 物理高 (从 wm size 获取)
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// 你的物理分辨率 wm size: 2400 x 3392
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float screenW = 2400.0f;
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float screenH = 3392.0f;
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// 运行时检测到的渲染分辨率
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float renderW = 1426.0f;
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float renderH = 1008.0f;
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// 偏移量(部分手机分屏会有黑边填充)
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch = {0, 0, false};
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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// 模仿 GitHub 开源库:百分比坐标转换算法
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// 这种方法不依赖死固定的比例,兼容性最强
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// 核心映射函数:解决“点不准”的根源
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void update_touch_position(float rawX, float rawY) {
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// 逻辑:将物理坐标(0~2400)映射到渲染坐标(0~1426)
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// 如果还是不准,通常是因为系统在分屏上方或左侧留了空隙
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float scaleX = g_Touch.renderW / g_Touch.screenW;
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float scaleY = g_Touch.renderH / g_Touch.screenH;
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// 自动修正坐标:假设分屏是在屏幕顶部或左侧开始的
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// 如果你的分屏是在屏幕中间,这个公式会通过 renderW/H 自动适配
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g_Touch.x = (rawX * scaleX);
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g_Touch.y = (rawY * scaleY);
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// 容错处理:防止坐标超出菜单边界
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if(g_Touch.x < 0) g_Touch.x = 0;
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if(g_Touch.y < 0) g_Touch.y = 0;
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}
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void handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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// 1. 获取物理触碰点 (0 ~ 2400)
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float rawX = AMotionEvent_getX(event, 0);
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float rawY = AMotionEvent_getY(event, 0);
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float rx = AMotionEvent_getX(event, 0);
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float ry = AMotionEvent_getY(event, 0);
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// 2. 获取当前 ImGui 的显示区域 (渲染大小)
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ImGuiIO& io = ImGui::GetIO();
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float renderW = io.DisplaySize.x;
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float renderH = io.DisplaySize.y;
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// 3. 百分比映射逻辑 (GitHub 大神常用公式)
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// 手指在屏幕的位置百分比 * 游戏渲染的实际像素
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g_Touch.x = (rawX / g_Touch.screenW) * renderW;
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g_Touch.y = (rawY / g_Touch.screenH) * renderH;
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update_touch_position(rx, ry);
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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g_Touch.down = true;
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@ -55,7 +69,7 @@ void handle_android_event(AInputEvent* event) {
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}
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}
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// Hook 输入消费流
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// Hook InputConsumer::consume
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typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
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static p_InputConsumer_consume old_consume = nullptr;
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@ -67,75 +81,91 @@ int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
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return res;
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}
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// 渲染主钩子
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// 渲染钩子
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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EGLint w, h;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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// 动态更新渲染尺寸
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g_Touch.renderW = (float)w;
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g_Touch.renderH = (float)h;
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if (!g_Initialized) {
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LOGI("ImGui Init: %d x %d", w, h);
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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// 自动适配 UI 大小 (GitHub 风格:根据宽度自动缩放字体)
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float scale = (float)w / 1440.0f;
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ImGui::GetStyle().ScaleAllSizes(3.0f * scale);
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ImGui::GetIO().FontGlobalScale = 3.0f * scale;
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// 缩放适配:基于 1080p 标准缩放 UI
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float base_scale = (float)w / 1080.0f;
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if(base_scale < 1.0f) base_scale = 1.0f;
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(3.0f * base_scale);
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ImGui::GetIO().FontGlobalScale = 3.0f * base_scale;
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g_Initialized = true;
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}
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)w, (float)h);
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// 传递百分比对齐后的坐标
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io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 绘制点击反馈 (GitHub 调试必备)
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// --- 调试辅助线:帮你定位为什么不准 ---
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if (g_Touch.down) {
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ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 15.0f, IM_COL32(0, 255, 0, 255));
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// 画一个大十字架跟随映射后的坐标
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ImDrawList* draw = ImGui::GetForegroundDrawList();
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draw->AddLine(ImVec2(0, g_Touch.y), ImVec2(g_Touch.renderW, g_Touch.y), IM_COL32(255, 255, 0, 200), 2.0f);
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draw->AddLine(ImVec2(g_Touch.x, 0), ImVec2(g_Touch.x, g_Touch.renderH), IM_COL32(255, 255, 0, 200), 2.0f);
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}
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ImGui::SetNextWindowPos(ImVec2(w * 0.1f, h * 0.1f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, h * 0.4f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.5f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty GitHub Mode", nullptr, ImGuiWindowFlags_NoCollapse)) {
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ImGui::Text("Screen: %.0f x %.0f", g_Touch.screenW, g_Touch.screenH);
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ImGui::Text("Render: %d x %d", w, h);
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if (ImGui::Begin("AndKitty Auto-Fix", nullptr, ImGuiWindowFlags_NoCollapse)) {
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ImGui::Text("Physical: 2400 x 3392");
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ImGui::Text("Render: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH);
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ImGui::Separator();
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static bool cheat_esp = true;
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ImGui::Checkbox("ESP Overlay", &cheat_esp);
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if (ImGui::Button("Reset Menu", ImVec2(-1, 80))) {
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ImGui::SetWindowPos(ImVec2(100, 100));
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// 显示当前计算出的缩放比,方便对比
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ImGui::Text("Scale: X=%.3f, Y=%.3f", g_Touch.renderW/g_Touch.screenW, g_Touch.renderH/g_Touch.screenH);
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ImGui::Text("Mouse: %.1f, %.1f", g_Touch.x, g_Touch.y);
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if (ImGui::Button("Reset Menu", ImVec2(-1, 100))) {
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ImGui::SetWindowPos(ImVec2(10, 10));
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}
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static bool test = false;
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ImGui::Checkbox("Feature Toggle", &test);
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ImGui::End();
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}
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ImGui::Render();
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// 强制顶层渲染逻辑
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GLint depth_test;
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glGetIntegerv(GL_DEPTH_TEST, &depth_test);
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// GL 状态恢复
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GLint last_depth;
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glGetIntegerv(GL_DEPTH_TEST, &last_depth);
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glDisable(GL_DEPTH_TEST);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (depth_test) glEnable(GL_DEPTH_TEST);
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if (last_depth) glEnable(GL_DEPTH_TEST);
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return old_eglSwapBuffers(dpy, surface);
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}
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void* init_thread(void*) {
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// 5秒延迟
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sleep(5);
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// Hook 渲染
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DobbyHook((void*)dlsym(RTLD_DEFAULT, "eglSwapBuffers"), (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// Hook 输入 (采用 libinput.so 符号)
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// Hook EGL
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void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// Hook Input (libinput.so)
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const char* sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE";
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void* addr = DobbySymbolResolver("libinput.so", sym);
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if (addr) DobbyHook(addr, (void*)hook_consume, (void**)&old_consume);
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