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HelenWalker committed 2026-03-08 16:25:35 -06:00
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#pragma once
#include "Common.h"
struct Il2cppSlotDefinition {
uintptr_t slot_offset;
uintptr_t gameassembly_offset;
const char* name;
};
extern const std::array<Il2cppSlotDefinition, 71> kIl2cppSlotMap;
void Log(const char* fmt, ...);
void ResolveGABypassSlots();
void* GetIl2cppSlot(uintptr_t slot_offset);
uintptr_t GetGameAssemblyBase();
bool WaitForGameAssembly(uint32_t timeout_ms = 0, uint32_t poll_ms = 100);
bool EnsureIl2CppThreadAttached();
bool WaitForIl2CppThreadAttach(uint32_t timeout_ms = 15000, uint32_t poll_ms = 100);
void DetachIl2CppThreadIfAttached();
void SetGameThreadContext(bool enabled);
bool IsGameThreadContext();
std::wstring Utf8ToWide(const std::string& value);
std::string WideToUtf8(const std::wstring& value);
bool IsWindowsBuildAtLeast(uint32_t build_number);
void ToggleConsole(bool enabled);
bool ScanLoadedModulesForInjectionMarkers();
void InitializeI18N();
const char* Tr(const char* key);
void SetLanguage(Language language);
void ApplyThemeDefault();
void ApplyThemeEvangelionUnit01();
void ApplyThemeEvangelionUnit02();
void ApplyThemeMatrix();
bool IsKeyPressedOnce(int vk);
template <typename Fn>
Fn GetIl2cppFn(uintptr_t slot_offset) {
if (!IsGameThreadContext()) {
return nullptr;
}
if (!EnsureIl2CppThreadAttached()) {
return nullptr;
}
return reinterpret_cast<Fn>(GetIl2cppSlot(slot_offset));
}