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OldMenuStuff.txt
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OldMenuStuff.txt
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#include <xtl.h>
#include <xkelib.h>
#include <xbdm.h>
#include "Tools.h"
#include "GTAVMenu.h"
#include "Input.h"
#include "GTAVNatives.h"
extern "C" const TCHAR szModuleName[] = TEXT("GTAVMenu.dll");
GTAVMenu *mainMenu;
GTAVMenu *playerOptionsMenu;
GTAVMenu *vehicleOptionMenu;
GTAVMenu *weaponOptionsMenu;
GTAVMenu *onlinePlayers;
GTAVMenu *onlinePlayersSubMenu;
GTAVMenu *CarSpawnerMenu;
GTAVMenu *OnlinePlayerVehicleOptions;
GTAVMenu *OnlinePlayerTeleport;
Input *menuInputHandler;
bool inputButtonsPressed = false;
bool enableMenu = false;
bool playerInvincibilityActive = false;
bool buttonpressed = false;
bool rainbow = false;
bool invisible = false;
bool superjump = false;
bool superruncheck = false;
int myplayerped;
int rainbowcar;
int invisiblecar;
float Vec3DistanceSq(const float *p1, const float *p2)
{
return ((p2[0] - p1[0]) * (p2[0] - p1[0]) +
((p2[2] - p1[2]) * (p2[2] - p1[2]) +
((p2[1] - p1[1]) * (p2[1] - p1[1]))));
}
float Distance(float p11, float p12, float p13, float p21, float p22, float p23)
{
float p1[] = {p11, p12, p13},
p2[] = {p21, p22, p23};
return sqrt(Vec3DistanceSq(p1, p2));
}
float Distance(float *p1, float *p2)
{
return sqrt(Vec3DistanceSq(p1, p2));
}
bool isInDistance(int Handle)
{
float Pos[2][3],
Dist;
GetEntityCoords(PlayerPedId(), &Pos[0]);
GetEntityCoords(Handle, &Pos[1]);
Dist = Distance(Pos[0], Pos[1]);
printf("Distance between you and the player is %f\n", Dist);
return (Dist <= 880.0f && !is_ped_getting_into_a_vehicle(Handle));
}
void TeleportToClient(int Client)
{
float* Location = (float *)(*(int *)((*(int *)(0x83BA3400 + 0x78) + 0x10 + (Client * 0x900)) + 0xF8) + 0x70);
printf("Client %i's pos = { %f, %f, %f } \n", Client, Location[0], Location[1], Location[2]);
memcpy((PVOID)(*(int *)(*(int *)((*(int *)(0x83BA3400 + 0x78) + 0x10 + (0 * 0x900)) + 0xF8) + 0x1C) + 0x40), Location, 0xC);
}
int ToggleInvincibility(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
playerInvincibilityActive = !playerInvincibilityActive;
printf("Invincibility = %s\n", playerInvincibilityActive ? "true" : "false");
SetPlayerInvincible(PlayerId(), playerInvincibilityActive);
return 0;
}
int irand(int min, int max, int Add = 0)
{
srand(GetTickCount() + Add);
return min + (rand() % (int)(max - min + 1));
}
void rainbow_car()
{
if (DoesEntityExist(rainbowcar) && IsEntityVehicle(rainbowcar)) {
PaintCar(rainbowcar, irand(0, 255, 200), irand(0, 255, -40));
PaintCarExtra(rainbowcar, irand(0, 255, 30), irand(0, 255, 400));
printf("car exists and loop is intact");
}
}
int ToggleRainbow(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
printf("Rainbow Car = %s\n", rainbowcar ? "true" : "false");
rainbowcar = GetCarCharIsIn(PlayerPedId(), PlayerId());
Sleep(500);
if (DoesEntityExist(rainbowcar) && IsEntityVehicle(rainbowcar))
{
printf("Attempted to paint vehicle");
rainbow = !rainbow;//toggle
}
else
{
printf("Failed, Entity may not exist or may not be a vehicle\n");
}
return 0;
}
int ToggleInvisibleCar(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
printf("Invisible Car = %s\n", invisiblecar ? "true" : "false");
int car;
car = GetCarCharIsIn(PlayerPedId(), PlayerId());
Sleep(500);
if (DoesEntityExist(car) && IsEntityVehicle(car))
{
printf("IsEntityVehicle == true, ");
if (!invisiblecar)
{
CarVisibleDamage(car, false);
set_entity_can_be_damaged(car, false);
invisiblecar = true;
printf("On\n");
}
else if (invisiblecar)
{
CarVisibleDamage(car, true);
set_entity_can_be_damaged(car, true);
invisiblecar = true;
printf("Off\n");
}
printf("Car is %svisible\n", invisible ? "" : "in");
invisible = !invisible;
//set_entity_coords(car, 0, 0, 0, 0, 0, 0, 1);
}
else
{
printf("Failed, Entity may not exist or may not be a vehicle\n");
}
return 0;
}
int PaintOnlinePlayersCar(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
// subMenuIndex is the index of the player you selected in the game, or it should be at least
int subMenuIndex = selectedMenuIndexes->operator[](1);
printf("PaintOnlinePlayersCar, OnPlayerSelected subMenuIndex = %d\n", subMenuIndex);
int Handle = GetPlayerHandle(subMenuIndex);
printf("PlayerHandle = %i, ", Handle);
int vehicle;
int netid;
if (isInDistance(Handle))
{
vehicle = GetCarCharIsIn2(Handle, subMenuIndex);
printf("Got Vehicle Handle %i\n", vehicle);
if (DoesEntityExist(vehicle) && IsEntityVehicle(vehicle))
{
printf("Car exists\n");
netid = veh_to_net(vehicle);
printf("veh_to_net\n");
if (network_does_network_id_exist(netid))
{
printf("Network ID for vehicle does exist\n");
network_request_control_of_network_id(netid);
while (!network_has_control_of_network_id(netid))
if (network_has_control_of_network_id(netid))
{
printf("Got full control of network ID %i\n", netid);
}
}
printf("Vehicle Exists\n");
network_request_control_of_entity(vehicle);
while ((!network_has_control_of_entity(vehicle))){network_request_control_of_entity(vehicle);}
printf("Attempted to grab control of vehicle\n");
if (network_has_control_of_entity(vehicle))
{
printf("Got control\n");
PaintCar(vehicle, irand(0, 255, 200), irand(0, 255, -40));
PaintCarExtra(vehicle, irand(0, 255, 30), irand(0, 255, 400));
printf("Painted car\n");
}
}
}
else printf("Player is out of range\n");
return 0;
}
int ExplodeOnlinePlayerVehicle(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
// subMenuIndex is the index of the player you selected in the game, or it should be at least
int subMenuIndex = selectedMenuIndexes->operator[](1);
printf("ExplodeOnlinePlayerVehicleOnPlayerSelected subMenuIndex = %d\n", subMenuIndex);
int Handle = GetPlayerHandle(subMenuIndex);
printf("PlayerHandle = %i, ", Handle);
int vehicle;
int hash;
if (isInDistance(Handle))
{
vehicle = GetCarCharIsIn(Handle, subMenuIndex);
printf("Got Vehicle Handle %i\n", vehicle);
if (DoesEntityExist(vehicle) && IsEntityVehicle(vehicle))
{
printf("Vehicle Exists\n");
network_request_control_of_entity(vehicle);
while ((!network_has_control_of_entity(vehicle))){network_request_control_of_entity(vehicle);}
printf("Attempted to grab control of vehicle\n");
if (network_has_control_of_entity(vehicle))
{
printf("Got control\n");
//delete_entity(vehicle);
//PopCarTyre(vehicle, 1);
//PopCarTyre(vehicle, 2);
//PopCarTyre(vehicle, 3);
set_vehicle_petrol_tank_health(vehicle, -1);
//apply_force_to_entity(vehicle, true, 0, 0, 150, 0, 0, 0, true, true, true, true);
printf("Blew car up\n");
}
}
}
else
printf("Player is out of range\n");
return 0;
}
int SendPlayersCarToSpace(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
// subMenuIndex is the index of the player you selected in the game, or it should be at least
int subMenuIndex = selectedMenuIndexes->operator[](1);
printf("ExplodeOnlinePlayerVehicleOnPlayerSelected subMenuIndex = %d\n", subMenuIndex);
int Handle = GetPlayerHandle(subMenuIndex);
printf("PlayerHandle = %i, ", Handle);
int vehicle;
int hash;
if (isInDistance(Handle))
{
vehicle = GetCarCharIsIn2(Handle, subMenuIndex);
printf("Got Vehicle Handle %i\n", vehicle);
if (DoesEntityExist(vehicle) && IsEntityVehicle(vehicle))
{
printf("Vehicle Exists\n");
network_request_control_of_entity(vehicle);
while ((!network_has_control_of_entity(vehicle))){network_request_control_of_entity(vehicle);}
printf("Attempted to grab control of vehicle\n");
if (network_has_control_of_entity(vehicle))
{
printf("Got control\n");
apply_force_to_entity(vehicle, true, 0, 0, 150, 0, 0, 0, true, true, true, true);
printf("Sent Car Into The Sky!\n");
}
}
}
else
printf("Player is out of range\n");
return 0;
}
int TowTruck(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
// subMenuIndex is the index of the player you selected in the game, or it should be at least
int subMenuIndex = selectedMenuIndexes->operator[](1);
printf("ExplodeOnlinePlayerVehicleOnPlayerSelected subMenuIndex = %d\n", subMenuIndex);
int Handle = GetPlayerHandle(subMenuIndex);
printf("PlayerHandle = %i, ", Handle);
int vehicle;
int myvehicle;
int hash;
vehicle = GetCarCharIsIn(Handle, subMenuIndex);
//myvehicle = GetCarCharIsIn(0x1202/*PlayerPedId()*/, PlayerId());
float Position[3];
GetEntityCoords(Handle, &Position);
printf("Player X = %f\n", Position[0]);
printf("Player Y = %f\n", Position[1]);
printf("Player Z = %f\n", Position[2]);
printf("Got Vehicle Handle %i\n", vehicle);
if (DoesEntityExist(vehicle) && IsEntityVehicle(vehicle))
{
printf("Vehicle Exists\n");
network_request_control_of_entity(vehicle);
while ((!network_has_control_of_entity(vehicle))){network_request_control_of_entity(vehicle);}
printf("Attempted to grab control of vehicle\n");
if (network_has_control_of_entity(vehicle))
{
printf("Got control\n");
//attach_entity_to_entity(vehicle, myvehicle, 0, 0, 0, 3.0, 0, 0, 0);
CarVisibleDamage(vehicle, false);
set_entity_can_be_damaged(vehicle, false);
printf("God Mode Vehicle Given!!\n");
}
}
return 0;
}
int SuperRun(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
myplayerped = GetPlayerHandle(PlayerId());
Sleep(500);
printf("Attempted to activate super jump");
superruncheck = !superruncheck;//toggle
return 0;
}
void super_run()
{
if (menuInputHandler->AButtonDown())
{
printf("running\n");
apply_force_to_entity(myplayerped, true, 0, 3, 0, 0, 0, 0, true, true, true, true);
}
}
int SuperJump(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters) {
myplayerped = GetPlayerHandle(PlayerId());
Sleep(500);
printf("Attempted to activate super jump");
superjump = !superjump;//toggle
return 0;
}
void super_jump()
{
if (!buttonpressed)
{
if (menuInputHandler->XButtonDown())
{
buttonpressed = true;
printf("X button pressed\n");
apply_force_to_entity(myplayerped, true, 0, 0, 15, 0, 0, 0, true, true, true, true);
Sleep(600);
buttonpressed = false;
}
}
}
int SpawnSultan(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
unsigned int handle,
Sultan = 0x39DA2754;
float Position[3];
if (DoesEntityExist(PlayerPedId())) {
GetEntityCoords(PlayerPedId(), &Position);
printf("Player Exists\n");
}
if (IsModelInCdImage(Sultan)) {
printf("Sultan Model Exists\n");
RequestModel(Sultan);
printf("Request Model\n");
while(!HasModelLoaded(Sultan));
printf("Model Loaded\n");
handle = CreateCar(Sultan, Position[0], Position[1] + 10.0f, Position[2], 0);
printf("Spawned Sultan\n");
return 0;
}
}
int TeleportToOnlinePlayer(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
int subMenuIndex = selectedMenuIndexes->operator[](1);
TeleportToClient(subMenuIndex);
return 0;
}
DWORD WINAPI GTAVMenuThread(LPVOID lpParam)
{
// Allocate our input handler
menuInputHandler = new Input;
// Setup menu
mainMenu = new GTAVMenu;
playerOptionsMenu = new GTAVMenu;
vehicleOptionMenu = new GTAVMenu;
weaponOptionsMenu = new GTAVMenu;
onlinePlayers = new GTAVMenu;
onlinePlayersSubMenu = new GTAVMenu;
CarSpawnerMenu = new GTAVMenu;
OnlinePlayerVehicleOptions = new GTAVMenu;
OnlinePlayerTeleport = new GTAVMenu;
// Setup player options
playerOptionsMenu->SetMenuTitle("Player Options");
playerOptionsMenu->AddStaticItem("Toggle Invincibility", true, ToggleInvincibility, NULL);
playerOptionsMenu->AddStaticItem("Super Jump", true, SuperJump, NULL);
playerOptionsMenu->AddStaticItem("Super Run", true, SuperRun, NULL);
// Setup vehicle options menu
vehicleOptionMenu->SetMenuTitle("Vehicle Options");
vehicleOptionMenu->AddStaticItem("Rainbow Car", true, ToggleRainbow, NULL);
vehicleOptionMenu->AddStaticItem("Invincibe Vehicle", true, ToggleInvisibleCar, NULL);
// Setup weapon options menu
weaponOptionsMenu->SetMenuTitle("Weapon Options");
weaponOptionsMenu->AddStaticItem("Dummy Item 1", false, NULL, NULL);
weaponOptionsMenu->AddStaticItem("Dummy Item 2", false, NULL, NULL);
// Setup online sub players
onlinePlayersSubMenu->SetMenuTitle("Online Players Options");
onlinePlayersSubMenu->AddSubMenu("Vehicle Options", OnlinePlayerVehicleOptions);
onlinePlayersSubMenu->AddSubMenu("Teleport", OnlinePlayerTeleport);
// Online player vehicle options
OnlinePlayerVehicleOptions->SetMenuTitle("Vehicle Options");
OnlinePlayerVehicleOptions->AddStaticItem("Change Colour Of Players Car", false, PaintOnlinePlayersCar, NULL);
OnlinePlayerVehicleOptions->AddStaticItem("Light Players Car On Fire", false, ExplodeOnlinePlayerVehicle, NULL);
OnlinePlayerVehicleOptions->AddStaticItem("Launch Players Vehicle In Sky", false, SendPlayersCarToSpace, NULL);
OnlinePlayerVehicleOptions->AddStaticItem("Give Players Vehicle God Mode", false, TowTruck, NULL);
// Online player teleport options
OnlinePlayerTeleport->SetMenuTitle("Teleport Options");
OnlinePlayerTeleport->AddStaticItem("Teleport To Player", false, TeleportToOnlinePlayer, NULL);
// setup car spawner menu
CarSpawnerMenu->SetMenuTitle("Vehicle Spawner");
CarSpawnerMenu->AddStaticItem("Sultan", false, SpawnSultan, NULL);
// Setup online players
onlinePlayers->SetMenuTitle("Online Players");
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
onlinePlayers->AddSubMenu("Player", onlinePlayersSubMenu);
// Setup main menu last
mainMenu->SetMenuTitle("Main Menu");
mainMenu->AddSubMenu("Player Options", playerOptionsMenu);
mainMenu->AddSubMenu("Vehicle Options", vehicleOptionMenu);
mainMenu->AddSubMenu("Weapon Options", weaponOptionsMenu);
mainMenu->AddSubMenu("Online Player Menu", onlinePlayers);
mainMenu->AddSubMenu("Vehicle Spawner", CarSpawnerMenu);
while (TRUE)
{
if (XamGetCurrentTitleId() != 0x545408A7)
std::terminate();
if(rainbow)
rainbow_car();
if(superjump)
super_jump();
if(superruncheck)
super_run();
// Update our input
menuInputHandler->UpdateInput();
// Check to see if we activated our menu
if (menuInputHandler->DPadLeftDown() && menuInputHandler->XButtonDown() && !inputButtonsPressed) {
enableMenu = !enableMenu;
printf("Menu %s\n", enableMenu ? "opened" : "closed");
inputButtonsPressed = true;
}
else if (!menuInputHandler->DPadLeftDown() && !menuInputHandler->XButtonDown()) {
inputButtonsPressed = false;
}
// Display our menu if we must
if (enableMenu) {
// update players list if the menu is open
for (int i = 0; i < 16; i++) {
GTAVMenuItem *menuItem = &onlinePlayers->menuItems->operator[](i);
// Get player name
char *playerName = GetPlayerName(i);
// clear out the name
memset(menuItem->itemText, 0, 32);
// Copy the name into the struct
strcpy_s(menuItem->itemText, 32, playerName);
}
mainMenu->DisplayMenu();
}
// this is a pretty cheap way of doing it, it makes it all flashy
// TODO hook into the game loop and do it a better way
Sleep(1);
}
}
LONG WINAPI Exception(struct _EXCEPTION_POINTERS *e)
{
printf("GTAV Menu crashed for some reason");
HalReturnToFirmware(HalRebootQuiesceRoutine);
}
void TestPrint() {
menuInputHandler->UpdateInput();
// Check to see if we activated our menu
if (menuInputHandler->DPadLeftDown() && menuInputHandler->XButtonDown() && !inputButtonsPressed) {
enableMenu = !enableMenu;
printf("Menu %s\n", enableMenu ? "opened" : "closed");
inputButtonsPressed = true;
}
else if (!menuInputHandler->DPadLeftDown() && !menuInputHandler->XButtonDown()) {
inputButtonsPressed = false;
}
if (enableMenu) {
float staticItemX = 0.05000000f;
float staticItemY = 0.10000000f;
PrintToScreen("Hello World", staticItemX, staticItemY, 255, 255, 255, 255, 0.35f, 0.35f);
}
}
void __declspec(naked) InGameHookDest() {
__asm {
bl TestPrint
mr r3, r26
addi r1, r1, 0x90
ld r26, -0x38(r1)
ld r27, -0x30(r1)
ld r28, -0x28(r1)
ld r29, -0x20(r1)
ld r30, -0x18(r1)
ld r31, -0x10(r1)
lwz r12, -0x8(r1)
mtspr LR, r12
blr
}
}
VOID PatchInJumpDev(DWORD addr, DWORD dest, BOOL linked) {
DWORD Data[4];
// Devkits dont like to be violated in thier code sections directly,
// this is a workaround.
printf("PatchInJump\n");
PatchInJump(Data, dest, linked);
DWORD cbRet = 0;
printf("DmSetMemory\n");
HRESULT hr = DmSetMemory((LPVOID)addr, 16, Data, &cbRet);
printf("hr = %08X cbRet = %08X\n", hr, cbRet);
if (hr != XBDM_NOERR || cbRet != 16) {
printf("DmSetMemory failed. HRESULT = %08X cbRet = %d\n", hr, cbRet);
}
}
BOOL APIENTRY DllMain( HANDLE hModule, DWORD dwReason, LPVOID lpReserved) {
if (dwReason == DLL_PROCESS_ATTACH) {
if (XamGetCurrentTitleId() != 0x545408A7 || *(int *)0x828CBF10 != 0x816308C4/*TU check*/) {
printf("We are not in GTAV!\n");
return FALSE;
}
printf("GTAV Menu Loading...\n");
// Allocate our input handler
menuInputHandler = new Input;
DmStop();
PatchInJumpDev(0x823A0A90, (DWORD)InGameHookDest, FALSE);
DmGo();
/*HANDLE hThread;
DWORD threadId;
ExCreateThread(&hThread, 0, &threadId, (VOID*)XapiThreadStartup, GTAVMenuThread, NULL, 0x2 | CREATE_SUSPENDED);
XSetThreadProcessor(hThread, 4);
SetThreadPriority(hThread, THREAD_PRIORITY_HIGHEST);
ResumeThread(hThread);*/
}
return TRUE;
}