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-rw-r--r--NorthstarDLL/dedicatedmaterialsystem.cpp41
1 files changed, 0 insertions, 41 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp
deleted file mode 100644
index 28ee9b76..00000000
--- a/NorthstarDLL/dedicatedmaterialsystem.cpp
+++ /dev/null
@@ -1,41 +0,0 @@
-#include "pch.h"
-#include "dedicated.h"
-#include "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 (Tier0::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");
-}