COM_DXLevelToString
0x001272e0 · 171 bytes · __cdecl
_Z19COM_DXLevelToStringi
Decompiled
undefined (1 param)
/* COM_DXLevelToString(int) */
char * COM_DXLevelToString(int param_1)
{
bool bVar1;
char *pcVar2;
int iVar3;
pcVar2 = (char *)(**(code **)(*g_pMaterialSystemHardwareConfig + 0x4c))
(g_pMaterialSystemHardwareConfig);
if ((pcVar2 == (char *)0x0) || (iVar3 = V_stristr(pcVar2,"nvfx"), iVar3 == 0)) {
bVar1 = false;
}
else {
bVar1 = true;
}
switch(param_1) {
case 0x3c:
return "gamemode - 6.0";
default:
return "gamemode";
case 0x46:
return "gamemode - 7.0";
case 0x50:
return "gamemode - 8.0";
case 0x51:
return "gamemode - 8.1";
case 0x52:
pcVar2 = "gamemode - 8.1 with some 9.0 (half-precision)";
if (!bVar1) {
pcVar2 = "gamemode - 8.1 with some 9.0 (full-precision)";
}
break;
case 0x5a:
pcVar2 = "gamemode - 9.0 (half-precision)";
if (!bVar1) {
pcVar2 = "gamemode - 9.0 (full-precision)";
}
return pcVar2;
case 0x5c:
return "9.0 Shader Model 2.0b";
case 0x5f:
return "9.0 Shader Model 3.0";
case 0x62:
return "XBox 360";
case 100:
return "10.0 Shader Model 4.0";
}
return pcVar2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.