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