Rename project to sacredK
sacred_re.dll/.exe/.ini/.log/_crash files are now sacredK.*; inventory saves with the old "sacred_re.inventory" format id still load. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -1,4 +1,4 @@
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// sacred_re.dll entry point. Loaded into sacred.exe by the launcher before the
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// sacredK.dll entry point. Loaded into sacred.exe by the launcher before the
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// game's own entry point runs, so every hook is in place from the first
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// instruction of game code.
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@@ -40,17 +40,17 @@ bool IsSupportedGameBuild() {
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void Startup(HMODULE module) {
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std::wstring dir = ModuleDir(module);
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re::OpenLog((dir + L"sacred_re.log").c_str());
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re::SetConfigPath(dir + L"sacred_re.ini");
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re::Log("sacred_re loaded");
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re::OpenLog((dir + L"sacredK.log").c_str());
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re::SetConfigPath(dir + L"sacredK.ini");
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re::Log("sacredK loaded");
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re::InstallCrashHandler(dir);
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if (!IsSupportedGameBuild()) {
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re::Log("unsupported sacred.exe build, no hooks installed");
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MessageBoxW(nullptr,
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L"This sacred.exe is not the supported Sacred Gold 2.28 build.\n"
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L"sacred_re will not patch it; the game runs unmodified.",
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L"sacred_re", MB_OK | MB_ICONWARNING);
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L"sacredK will not patch it; the game runs unmodified.",
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L"sacredK", MB_OK | MB_ICONWARNING);
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return;
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}
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if (re::ConfigInt("debug", "WaitForDebugger", 0)) {
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