L L4D2node

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 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)