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authorGravatar Michael Smith <mikesmiffy128@gmail.com> 2025-04-16 02:13:01 +0100
committerGravatar Michael Smith <mikesmiffy128@gmail.com> 2025-04-16 21:31:20 +0100
commit4fddfa831d2a33ab3eee7ceb5f181c82d5aa78d2 (patch)
treef62a0fc1a0b3d7ffcd7967b98885453636309686 /src/wincrt.c
parent5c805aac744df43dd96f70bc7e39337d9c3a966a (diff)
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Rework API for inline hooking
This both simplifies and complicates things, but probably hopefully maybe simplifies things overall. Certainly in cases like the L4D1 demo thing where there's 3 inline hooks at once, it seems simpler to be able to batch the fallible stuff to avoid rollbacks. In cases where you only need one hook, it's a bit more verbose, but what can you do. Thanks bill for discussing this with me pretty exhaustively and giving a lot of good input. I think both of us still kind of hate it actually.
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