#pragma once #include "pch.h" #include "dedicated.h" #include "tier0.h" #include "NSMem.h" AUTOHOOK_INIT() 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)) { // 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, (HMODULE baseAddress)) { AUTOHOOK_DISPATCH() // CMaterialSystem::FindMaterial // make the game always use the error material NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00}); }