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https://github.com/gwdevhub/gMod.git
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a7e36fc965
* remove GUI parts as those will not be updated * move to header/source * add cmakelist to create solution * Change Readme * Implement modlist.txt loading * Setup versioning and CD pipeline * Setup DirectX in pipeline * Make uMod load from uMod.dll directory * Fix file loading * Remove break * Fix CD pipeline (#1) * Test cd pipeline * See what's in Lib directory * See inside lib/x86 * Manually adjust the build environment * Disable CD pipeline in PRs Create CI pipeline * Fix slashes in path * Fix build call * Attempt to fix paths * Copy dx headers inside the /header folder * Use ps * Change cache location * Path changes * Improve CMake to look for lib and header files * Fix missing Lib folder * Move changes to CD pipeline * Disable CI on merge and fix CD (#2) * Fix CD tag (#4) * Hijack existing DirectX calls (#5) * Create a dll without listener (#6) * Fix asset creation in CD pipeline (#7) * Setup file loading * create necessary files * merge latest changes, set output dir * Change main to master in pipelines Add fallback for DX libs in CMakeLists * Setup new generator * formatting * remove listener * Change CD to pick the dll from bin Change release name to gMod * more formatting * add editorconfig * Setup versioning * Remove CODEOWNERS --------- Co-authored-by: Alex Macocian <amacocian@yahoo.com>
23 lines
624 B
C
23 lines
624 B
C
#pragma once
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#include <d3d9.h>
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void InitInstance(HINSTANCE hModule);
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void ExitInstance();
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void LoadOriginalDll();
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bool FindLoadedDll();
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bool IsDesiredModule(HMODULE hModule, HANDLE hProcess);
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bool HasDesiredMethods(HMODULE hModule, HANDLE hProcess);
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bool HookThisProgram(char* ret);
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DWORD WINAPI ServerThread(LPVOID lpParam);
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void* DetourFunc(BYTE* src, const BYTE* dst, int len);
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bool RetourFunc(BYTE* src, BYTE* restore, int len);
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IDirect3D9*APIENTRY uMod_Direct3DCreate9(UINT SDKVersion);
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HRESULT APIENTRY uMod_Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppD3D);
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#ifdef DIRECT_INJECTION
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void Nothing();
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#endif
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