diff options
Diffstat (limited to 'NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp | 40 |
1 files changed, 0 insertions, 40 deletions
diff --git a/NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp deleted file mode 100644 index 01078086..00000000 --- a/NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp +++ /dev/null @@ -1,40 +0,0 @@ -#include "dedicated.h" -#include "core/tier0.h" - -AUTOHOOK_INIT() - -// clang-format off -AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E, -HRESULT, __stdcall, ( - void* pAdapter, - int DriverType, - HMODULE Software, - UINT Flags, - int* pFeatureLevels, - UINT FeatureLevels, - UINT SDKVersion, - void** ppDevice, - int* pFeatureLevel, - void** ppImmediateContext)) -// clang-format on -{ - // 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 - // really call gpu much even with renderthread still being a thing will be using this hook for actual d3d stubbing and stuff later - - // note: this has been succeeded by the d3d11 and gfsdk stubs, and is only being kept around for posterity and as a fallback option - if (CommandLine()->CheckParm("-softwared3d11")) - DriverType = 5; // D3D_DRIVER_TYPE_WARP - - return D3D11CreateDevice( - pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); -} - -ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module)) -{ - AUTOHOOK_DISPATCH() - - // CMaterialSystem::FindMaterial - // make the game always use the error material - module.Offset(0x5F0F1).Patch("E9 34 03 00"); -} |