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-rw-r--r--primedev/dedicated/dedicatedmaterialsystem.cpp25
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