RestoreMaterialSystemObjects
0x001923c0 · 144 bytes · __cdecl
_Z28RestoreMaterialSystemObjectsi
Decompiled
undefined (1 param)
/* RestoreMaterialSystemObjects(int) */
void RestoreMaterialSystemObjects(int param_1)
{
bool bVar1;
bVar1 = (bool)Host_AllowQueuedMaterialSystem(false);
g_LostVideoMemory = 0;
if ((param_1 & 1U) != 0) {
(**(code **)(*(int *)modelrender + 0x28))(modelrender);
}
if (((host_state != 0) && (materialSortInfoArray != 0)) && ((param_1 & 1U) == 0)) {
(**(code **)(*(int *)modelloader + 0x3c))(modelloader,host_state,1);
Host_AllowQueuedMaterialSystem(bVar1);
return;
}
Host_AllowQueuedMaterialSystem(bVar1);
return;
}
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.