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@@ -0,0 +1,59 @@
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#include "ModuleManager.h"
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#include "UI.h"
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#include "helpers.h"
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namespace {
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DWORD WINAPI LoaderThreadProc(LPVOID) {
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ToggleConsole(true);
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Log("Initializing..");
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g_Runtime.running.store(true, std::memory_order_relaxed);
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InitializeI18N();
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Log("Waiting for GameAssembly.dll ...");
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if (!WaitForGameAssembly(120000, 200)) {
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Log("IL2CPP Domain Not Found!");
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g_Runtime.running.store(false, std::memory_order_relaxed);
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return 0;
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}
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ResolveGABypassSlots();
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g_Runtime.il2cpp_thread_attached.store(false, std::memory_order_relaxed);
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g_Runtime.game_thread_id.store(0, std::memory_order_relaxed);
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Log("IL2CPP thread attach deferred to game-thread dispatcher");
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if (ScanLoadedModulesForInjectionMarkers()) {
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Log("Module path scanner matched testyip/gatmp.tmp/EF-Cheeto.dll");
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}
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RegisterDefaultModules();
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GetModuleManager().Init();
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RunOverlayLoop();
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ShutdownOverlayWindow();
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DetachIl2CppThreadIfAttached();
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g_Runtime.running.store(false, std::memory_order_relaxed);
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Log("Shutdown complete");
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return 0;
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}
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} // namespace
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BOOL APIENTRY DllMain(HMODULE module, DWORD reason, LPVOID) {
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switch (reason) {
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case DLL_PROCESS_ATTACH: {
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DisableThreadLibraryCalls(module);
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HANDLE thread = CreateThread(nullptr, 0, LoaderThreadProc, nullptr, 0, nullptr);
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if (thread) {
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CloseHandle(thread);
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}
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break;
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}
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case DLL_PROCESS_DETACH:
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g_Runtime.running.store(false, std::memory_order_relaxed);
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break;
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default:
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break;
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}
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return TRUE;
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}
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