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-rw-r--r--NorthstarDedicatedTest/dedicatedmaterialsystem.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp
index da6ce7d3..50f1a1b4 100644
--- a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp
+++ b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp
@@ -5,6 +5,7 @@
#include "dedicatedmaterialsystem.h"
#include "hookutils.h"
#include "gameutils.h"
+#include "tier0.h"
#include "NSMem.h"
typedef HRESULT (*__stdcall D3D11CreateDeviceType)(
@@ -39,7 +40,7 @@ HRESULT __stdcall D3D11CreateDeviceHook(
// 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 (CommandLine()->CheckParm("-softwared3d11"))
+ if (Tier0::CommandLine()->CheckParm("-softwared3d11"))
DriverType = 5; // D3D_DRIVER_TYPE_WARP
return D3D11CreateDevice(