FlandersMod docsInspect it yourselfOverviewArchitectureDecompilation notesIssues

Architecture

Four pieces, all shipped inside the one FlandersMod.exe:

FlandersMod.exe  (.NET Framework 4.8 WinForms launcher, x86)
  │
  │  unpacks its embedded resources into the game folder, then starts the game
  │
  ├─ FlandersMP.dll          native x86 (MinGW/GCC), dropped in as the game's d3d8.dll
  ├─ FlandersMP_Server.exe   native x86 (MinGW/GCC), the multiplayer / master server
  ├─ ww.zip                  weapon-wheel art + ~30 .wav sfx + WeaponWheel.ini
  └─ mods/*.lmlm             15 bundled Lucas' Mod Launcher mods

The launcher (FlandersMod.exe)

A C# WinForms app (~68 types: FlandersMod.Core, Mods, Lobby, UI, DiscordPresence, …). What it does, from its P/Invoke imports and strings:

Full C# is not recovered here — open FlandersMod.exe in ILSpy/dnSpyEx for that. The decomp/*.txt dumps (types, methods, strings, external calls) are the map.

The DLL (FlandersMP.dll)

A Direct3D 8 proxy. It exports the real d3d8 entry points (Direct3DCreate8, ValidatePixelShader, ValidateVertexShader, DebugSetMute, Direct3D8EnableMaximizedWindowedModeShim), so when it's placed next to the game as d3d8.dll the game loads it instead of Microsoft's. From inside, it:

The server (FlandersMP_Server.exe)

A console app with two roles, selected by CLI flags (--port, --master, --no-master, --master-only, --master-port, --with-master, --password, --owner, --max, --name):

The mods (*.lmlm)

Lucas' Mod Launcher archives (magic LSPA). 15 are bundled. Not decompiled — they're game asset/script packs, not PE binaries. Since 0.0.2 a .lmlm can carry code that adds gameplay (the README calls this out for "Blood Mod").