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Diffstat (limited to 'NorthstarDedicatedTest/dllmain.cpp')
-rw-r--r--NorthstarDedicatedTest/dllmain.cpp21
1 files changed, 15 insertions, 6 deletions
diff --git a/NorthstarDedicatedTest/dllmain.cpp b/NorthstarDedicatedTest/dllmain.cpp
index 78edb297..80fc3ca4 100644
--- a/NorthstarDedicatedTest/dllmain.cpp
+++ b/NorthstarDedicatedTest/dllmain.cpp
@@ -43,9 +43,10 @@ BOOL APIENTRY DllMain( HMODULE hModule,
break;
}
- if (!initialised)
- InitialiseNorthstar();
- initialised = true;
+ // pls no xD
+ //if (!initialised)
+ // InitialiseNorthstar();
+ //initialised = true;
return TRUE;
}
@@ -53,7 +54,8 @@ BOOL APIENTRY DllMain( HMODULE hModule,
void WaitForDebugger(HMODULE baseAddress)
{
// earlier waitfordebugger call than is in vanilla, just so we can debug stuff a little easier
- if (CommandLine()->CheckParm("-waitfordebugger"))
+ //if (CommandLine()->CheckParm("-waitfordebugger"))
+ if (strstr(GetCommandLineA(), "-waitfordebugger"))
{
spdlog::info("waiting for debugger...");
spdlog::info("{} bytes have been statically allocated", g_iStaticAllocated);
@@ -66,6 +68,13 @@ void WaitForDebugger(HMODULE baseAddress)
// in the future this will be called from launcher instead of dllmain
void InitialiseNorthstar()
{
+ if (initialised)
+ {
+ fprintf(stderr, "[WARN] Called InitialiseNorthstar more than once!\n");
+ return;
+ }
+ initialised = true;
+
InitialiseLogging();
// apply initial hooks
@@ -73,7 +82,7 @@ void InitialiseNorthstar()
InitialiseInterfaceCreationHooks();
// adding a callback to tier0 won't work for some reason
- AddDllLoadCallback("launcher.dll", InitialiseTier0GameUtilFunctions);
+ AddDllLoadCallback("launcher.org.dll", InitialiseTier0GameUtilFunctions);
AddDllLoadCallback("engine.dll", WaitForDebugger);
AddDllLoadCallback("engine.dll", InitialiseEngineGameUtilFunctions);
AddDllLoadCallback("server.dll", InitialiseServerGameUtilFunctions);
@@ -82,7 +91,7 @@ void InitialiseNorthstar()
// dedi patches
{
AddDllLoadCallback("engine.dll", InitialiseDedicated);
- AddDllLoadCallback("launcher.dll", InitialiseDedicatedOrigin);
+ AddDllLoadCallback("launcher.org.dll", InitialiseDedicatedOrigin);
AddDllLoadCallback("server.dll", InitialiseDedicatedServerGameDLL);
AddDllLoadCallback("materialsystem_dx11.dll", InitialiseDedicatedMaterialSystem);
// this fucking sucks, but seemingly we somehow load after rtech_game???? unsure how, but because of this we have to apply patches here, not on rtech_game load