PrintMaterialSystemConfig
0x00192c00 · 392 bytes · __cdecl
_Z25PrintMaterialSystemConfigRK23MaterialSystem_Config_t
Decompiled
undefined (1 param)
/* PrintMaterialSystemConfig(MaterialSystem_Config_t const&) */
void PrintMaterialSystemConfig(MaterialSystem_Config_t *param_1)
{
char *pcVar1;
char *pcVar2;
pcVar2 = "true";
Warning("width: %d\n",*(undefined4 *)param_1);
Warning("height: %d\n",*(undefined4 *)(param_1 + 4));
Warning("m_nForceAnisotropicLevel: %d\n",*(undefined4 *)(param_1 + 0x28));
Warning("aasamples: %d\n",*(undefined4 *)(param_1 + 0x24));
Warning("aaquality: %d\n",*(undefined4 *)(param_1 + 0x58));
pcVar1 = "true";
if (param_1[0x21] == (MaterialSystem_Config_t)0x0) {
pcVar1 = "false";
}
Warning("tripleBuffered: %s\n",pcVar1);
Warning("skipMipLevels: %d\n",*(undefined4 *)(param_1 + 0x2c));
Warning("dxSupportLevel: %d\n",*(undefined4 *)(param_1 + 0x30));
Warning("monitorGamma: %f\n",(double)*(float *)(param_1 + 0x10));
pcVar1 = "true";
if (((byte)param_1[0x34] & 1) == 0) {
pcVar1 = "false";
}
Warning("MATSYS_VIDCFG_FLAGS_WINDOWED: %s\n",pcVar1);
pcVar1 = "true";
if (((byte)param_1[0x34] & 0x80) == 0) {
pcVar1 = "false";
}
Warning("MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR: %s\n",pcVar1);
pcVar1 = "true";
if (((byte)param_1[0x35] & 2) == 0) {
pcVar1 = "false";
}
Warning("MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING: %s\n",pcVar1);
pcVar1 = "true";
if (((byte)param_1[0x35] & 4) == 0) {
pcVar1 = "false";
}
Warning("MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL: %s\n",pcVar1);
pcVar1 = "true";
if (*(int *)(r_shadowrendertotexture._28_4_ + 0x30) == 0) {
pcVar1 = "false";
}
Warning("r_shadowrendertotexture: %s\n",pcVar1);
pcVar1 = "true";
if (param_1[0x5d] == (MaterialSystem_Config_t)0x0) {
pcVar1 = "false";
}
Warning("motionblur: %s\n",pcVar1);
if (param_1[0x5c] == (MaterialSystem_Config_t)0x0) {
pcVar2 = "false";
}
Warning("shadowdepthtexture: %s\n",pcVar2);
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.