If ( Util_StrIStr(lpCmdLine, "-nodualmouse ")) mainGlobs. Reference Figure A: Following LRR and disabling dual mouse before parsing the command line.
OpenLRR's detection for InjectMethod::DllStart will also need to be modified to match the new patch instructions. +PUSH EBP +MOV EBP,ESP -PUSH dword ptr +PUSH dword ptr -PUSH dword ptr +PUSH dword ptr -PUSH dword ptr +PUSH dword ptr -PUSH dword ptr +PUSH dword ptr The solution includes adding/changing the following assembly instructions in the WinMain patch (for the last time now, hopefully) to preserve EBP. Not only did this cause the unexplainable D3DRM crashes, but this same mistake was also interfering with the VS Debugger, which would always give incorrect values for function arguments when breakpointing. The actual cause was failing to backup the EBP register before changing the stack (which happened when pushing arguments for CALL, but not directly changing functions with JMP). The cause was first misidentified as using CALL over JMP to get into the replacement WinMain function (which was assumed to be some windows dll threading nonsense), but this only solved the issue for unrelated reasons. However it cannot be reproduced in the base game.
Most game module functions, structures, and enums are still going through heavy refactoring and renaming.
Submitting decompiled functions for game code is still a problem.