Temporary fix for the connect menu, but it doesn't solve the actual problem!
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@ -610,14 +610,11 @@ namespace Components
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auto newMenus = Menus::LoadMenu(name);
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if (newMenus.size()) newMenu = newMenus[0];
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OutputDebugString(Utils::VA("Reloaded: %s", name.data()));
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// Now replace the destroyed menu with the new one in the stack
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for (int i = 0; i < dc->menuCount; i++)
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{
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if (dc->Menus[i] == menu)
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{
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OutputDebugString(Utils::VA("Replaced: %s", name.data()));
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dc->Menus[i] = newMenu;
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}
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}
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@ -727,7 +724,7 @@ namespace Components
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Utils::Hook(0x487240, Menus::FindMenuByName, HOOK_JUMP).Install()->Quick();
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// Load menus ingame
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Utils::Hook(0x41C178, Menus::AddMenuListHook, HOOK_CALL).Install()->Quick();
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//Utils::Hook(0x41C178, Menus::AddMenuListHook, HOOK_CALL).Install()->Quick();
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// disable the 2 new tokens in ItemParse_rect
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Utils::Hook::Set<BYTE>(0x640693, 0xEB);
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