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chore: Add SharpMonoInjector to project instead of being a submodule
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qdot committed Oct 14, 2023
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21 changes: 21 additions & 0 deletions dependencies/SharpMonoInjector/LICENSE
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MIT License

Copyright (c) 2017 Biney

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
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copies or substantial portions of the Software.

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SOFTWARE.
15 changes: 15 additions & 0 deletions dependencies/SharpMonoInjector/README.md
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# SharpMonoInjector
SharpMonoInjector is a tool for injecting assemblies into Mono embedded applications, commonly Unity Engine based games. The target process *usually* does not have to be restarted in order to inject an updated version of the assembly. Your unload method must to destroy all of its resources (such as game objects).

SharpMonoInjector works by dynamically generating machine code, writing it to the target process and executing it using CreateRemoteThread. The code calls functions in the mono embedded API. The return value is obtained with ReadProcessMemory.

Both x86 and x64 processes are supported.

In order for the injector to work, the load/unload methods need to match the following method signature:

static void Method()

In [releases](https://github.com/warbler/SharpMonoInjector/releases), there is a console application and a GUI application available.

![The GUI application](https://i.imgur.com/mPMwlu1.png)
![The console application](https://i.imgur.com/cz8Gyxa.png)
10 changes: 10 additions & 0 deletions dependencies/SharpMonoInjector/src/ExampleAssembly/Cheat.cs
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namespace ExampleAssembly
{
public class Cheat : UnityEngine.MonoBehaviour
{
private void OnGUI()
{
UnityEngine.GUI.Label(new UnityEngine.Rect(10, 10, 200, 40), "This is a very useful cheat");
}
}
}
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