diff options
Diffstat (limited to 'NorthstarDLL/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDLL/dedicatedmaterialsystem.cpp | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp index 14c15bbb..70a07ba1 100644 --- a/NorthstarDLL/dedicatedmaterialsystem.cpp +++ b/NorthstarDLL/dedicatedmaterialsystem.cpp @@ -23,8 +23,6 @@ HRESULT, __stdcall, ( // 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
- // atm, i think the play might be to run d3d in software, and then just stub out any calls that allocate memory/use alot of resources
- // (e.g. createtexture and that sorta thing)
// 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
@@ -33,11 +31,11 @@ HRESULT, __stdcall, ( pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
}
-ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, [](HMODULE baseAddress)
+ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (HMODULE baseAddress))
{
AUTOHOOK_DISPATCH()
// CMaterialSystem::FindMaterial
// make the game always use the error material
NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00});
-})
\ No newline at end of file +}
\ No newline at end of file |