InitMaterialSystem
0x00192de0 · 153 bytes · unknown
_Z18InitMaterialSystemv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* InitMaterialSystem() */
void InitMaterialSystem(void)
{
uint uVar1;
(**(code **)(*materials + 0xac))(materials,ReleaseMaterialSystemObjects);
(**(code **)(*materials + 0xb4))(materials,RestoreMaterialSystemObjects);
uVar1 = (**(code **)(*g_pMaterialSystemHardwareConfig + 0xd4))(g_pMaterialSystemHardwareConfig);
uVar1 = uVar1 & 0xff;
ConVar::SetValue(0x3a0100);
UpdateMaterialSystemConfig();
if (*(int *)(mat_debugalttab._28_4_ + 0x30) != 0) {
Warning("mat_debugalttab: InitDebugMaterials\n",uVar1);
}
g_materialEmpty = GL_LoadMaterial("debug/debugempty","Other textures",false);
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.