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author | Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> | 2024-09-17 16:08:47 +0100 |
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committer | GitHub <noreply@github.com> | 2024-09-17 17:08:47 +0200 |
commit | ba485e9826c13a37945e06f3c00101ea16089266 (patch) | |
tree | be5c4a9f1419334be8ff3290c0d58f51cdd1ab07 | |
parent | 1f4765d4a82d2ae3a17f66330f30d16f2eab2be7 (diff) | |
download | NorthstarLauncher-ba485e9826c13a37945e06f3c00101ea16089266.tar.gz NorthstarLauncher-ba485e9826c13a37945e06f3c00101ea16089266.zip |
dedicated: Remove uses of Autohook from `dedicatedmaterialsystem.cpp` (#800)
Removes AUTOHOOK macro from dedicatedmaterialsystem.cpp
-rw-r--r-- | primedev/dedicated/dedicatedmaterialsystem.cpp | 25 |
1 files changed, 16 insertions, 9 deletions
diff --git a/primedev/dedicated/dedicatedmaterialsystem.cpp b/primedev/dedicated/dedicatedmaterialsystem.cpp index 01078086..f74cbfe3 100644 --- a/primedev/dedicated/dedicatedmaterialsystem.cpp +++ b/primedev/dedicated/dedicatedmaterialsystem.cpp @@ -1,11 +1,18 @@ #include "dedicated.h" #include "core/tier0.h" -AUTOHOOK_INIT() - -// clang-format off -AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E, -HRESULT, __stdcall, ( +static HRESULT(__stdcall* o_pD3D11CreateDevice)( + void* pAdapter, + int DriverType, + HMODULE Software, + UINT Flags, + int* pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + void** ppDevice, + int* pFeatureLevel, + void** ppImmediateContext) = nullptr; +static HRESULT __stdcall h_D3D11CreateDevice( void* pAdapter, int DriverType, HMODULE Software, @@ -15,8 +22,7 @@ HRESULT, __stdcall, ( UINT SDKVersion, void** ppDevice, int* pFeatureLevel, - void** ppImmediateContext)) -// clang-format on + void** ppImmediateContext) { // note: this is super duper temp pretty much just messing around with it // does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't @@ -26,13 +32,14 @@ HRESULT, __stdcall, ( if (CommandLine()->CheckParm("-softwared3d11")) DriverType = 5; // D3D_DRIVER_TYPE_WARP - return D3D11CreateDevice( + return o_pD3D11CreateDevice( pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); } ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module)) { - AUTOHOOK_DISPATCH() + o_pD3D11CreateDevice = module.Offset(0xD9A0E).RCast<decltype(o_pD3D11CreateDevice)>(); + HookAttach(&(PVOID&)o_pD3D11CreateDevice, (PVOID)h_D3D11CreateDevice); // CMaterialSystem::FindMaterial // make the game always use the error material |