68 lines
2.4 KiB
C++
68 lines
2.4 KiB
C++
// dllmain.cpp : Defines the entry point for the DLL application.
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#include <thread>
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#include "framework.h"
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#include "game/game.h"
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DWORD WINAPI Setup( LPVOID parameter )
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{
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try
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{
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Hikari::Logger = std::make_unique<Hikari::Console_t>();
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Hikari::Memory = std::make_unique<Hikari::Memory_t>();
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{
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Game::Modules::Client = std::make_unique<Game::Modules_t>( "client.dll" );
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Game::Modules::Engine = std::make_unique<Game::Modules_t>( "engine.dll" );
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Game::Modules::MaterialSystem = std::make_unique<Game::Modules_t>( "materialsystem.dll" );
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Game::Modules::StudioRender = std::make_unique<Game::Modules_t>( "studiorender.dll" );
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Game::Modules::VStdLib = std::make_unique<Game::Modules_t>( "vstdlib.dll" );
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Game::Modules::MatSurface = std::make_unique<Game::Modules_t>( "vguimatsurface.dll" );
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Game::Modules::Server = std::make_unique<Game::Modules_t>( "server.dll" );
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Game::Modules::VGui = std::make_unique<Game::Modules_t>( "vgui2.dll" );
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Game::Modules::shaderapidx9 = std::make_unique<Game::Modules_t>( "shaderapidx9.dll" );
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}
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Game::Addresses::Setup();
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Game::Interfaces = std::make_unique<Game::Interfaces_t>();
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Game::Hooks = std::make_unique<Game::Hook_t>();
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}
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catch ( std::exception& exp )
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{
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Hikari::Logger->Error( std::format( ( "{}" ), exp.what() ) );
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_RPT0( _CRT_ERROR, exp.what() );
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Hikari::Logger->Destory();
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FreeLibraryAndExitThread( static_cast<HMODULE>( parameter ), EXIT_SUCCESS );
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}
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return TRUE;
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}
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DWORD WINAPI Destroy( LPVOID parameter )
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{
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while ( !GetAsyncKeyState( VK_F10 ) )
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std::this_thread::sleep_for( std::chrono::milliseconds( 500 ) );
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Hikari::Logger->Destory();
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FreeLibraryAndExitThread( static_cast<HMODULE>( parameter ), EXIT_SUCCESS );
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}
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BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved )
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{
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if ( ul_reason_for_call == DLL_PROCESS_ATTACH )
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{
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DisableThreadLibraryCalls( hModule );
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if ( const auto thread = CreateThread( nullptr, 0, Setup, hModule, 0UL, nullptr ); thread != nullptr )
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CloseHandle( thread );
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if ( const auto thread = CreateThread( nullptr, 0, Destroy, hModule, 0UL, nullptr ); thread != nullptr )
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CloseHandle( thread );
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return TRUE;
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}
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return TRUE;
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}
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