PalWorld-NetCrack/initialize.hpp
gir489returns 53ce9959af Refactored Main::Loops into APalPlayerCharacter::Tick, so that it won't crash at the menu.
Added dying check to ReviveLocalPlayer, so that it actually revives them.
Added proper item list and searcher database that isn't a giant mess.
2024-01-29 01:03:47 -05:00

47 lines
1.3 KiB
C++

#pragma once
#include "SDK.hpp"
#include "config.h"
#include "include/helper.h"
#include "include/Console.hpp"
#include "include/Game.hpp"
#include "include/D3D11Window.hpp"
#include "include/Hooking.hpp"
using namespace DX11_Base;
DWORD WINAPI MainThread_Initialize()
{
g_Console = std::make_unique<Console>();
#if DEBUG
g_Console->InitializeConsole("Debug Console");
g_Console->printdbg("ImGui Hook - Initializing . . .\n\n", Console::Colors::DEFAULT);
#endif
/// ESTABLISH GAME DATA
g_GameData = std::make_unique<GameData>();
g_GameVariables = std::make_unique<GameVariables>();
/// CREATE WINDOW AND ESTABLISH HOOKS
g_D3D11Window = std::make_unique<D3D11Window>();
g_Hooking = std::make_unique<Hooking>();
g_Menu = std::make_unique<Menu>();
g_Hooking->Hook();
#if DEBUG
g_Console->printdbg("Main::Initialized\nUWorld:\t0x%llX\n", Console::Colors::green, Config.gWorld);
#endif
/// RENDER LOOP
g_Running = TRUE;
while (g_Running)
{
if (GetAsyncKeyState(VK_INSERT) & 1)
{
g_GameVariables->m_ShowMenu = !g_GameVariables->m_ShowMenu;
g_GameVariables->m_ShowHud = !g_GameVariables->m_ShowMenu;
}
}
/// EXIT
FreeLibraryAndExitThread(g_hModule, EXIT_SUCCESS);
return EXIT_SUCCESS;
}