L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)