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… activates the main UnityGameObject to start loading
…ific injection point however.
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So https://github.com/brianries/BattleTechModLoader/blob/9c3aaf06f5849f20c454a05cfdb6e4ea454e1d55/BattleTechModLoaderInjector/BTMLInjector.cs#L156 I think that method needs some love for this changeset. It may be worth spitting out something that is like "you have the old injection, you should restore original dll" if the old injection point exists. I believe I had an old-style injected DLL and ran the new injector and it happily went on with two BTML injection points, which is what happened here: janxious/ModTek#1 The second loading screen in the overlay and the weird version thing are almost certainly both just because BTML happened twice. Log came out fine, too. |
… points and not allow the .dll to be double injected. It will also explicitly tell you if it's updated with the older BTML.
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Added support for preventing double injections, and informing of old ones. |
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7221240 is where I got with the code today. It's not as generic as what you had but it also ran okay for me. 🤷♀️ Thoughts? |
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Closing this as https://github.com/janxious/BattleTechModLoader/releases/tag/v0.3.0 has most of this code in it now. |
This code moves the BTML injection point up earlier -- from BattleTech.GameInstance.ctor() into BattleTech.Main.Start()
Code-wise there is barely any difference between these points. It does however allow ModTek to run and temporarily disable further loading -- giving it control to animate on the draw thread, and then resume the normal BattleTech load sequence.