Common: improve Mat_CrossHair_f() readability

Remove unnecessary indentation level.
This commit is contained in:
Kawe Mazidjatari 2025-01-18 23:21:13 +01:00
parent 2dc28bb742
commit 1766530af1

View File

@ -306,41 +306,40 @@ void Mat_CrossHair_f(const CCommand& args)
{
const CMaterialGlue* const materialGlue = v_GetMaterialAtCrossHair();
if (materialGlue)
{
const MaterialGlue_s* const material = materialGlue->Get();
Msg(eDLL_T::MS, "______________________________________________________________\n");
Msg(eDLL_T::MS, "-+ Material --------------------------------------------------\n");
Msg(eDLL_T::MS, " |-- Address: '%llX'\n", material);
Msg(eDLL_T::MS, " |-- Pak GUID: '%llX'\n", material->guid);
Msg(eDLL_T::MS, " |-- Samplers: '%08X'\n", *(uint32*)material->samplers);
Msg(eDLL_T::MS, " |-- Streaming handles: '%hu'\n", material->streamingTextureHandleCount);
Msg(eDLL_T::MS, " |-- Material width: '%hu'\n", material->width);
Msg(eDLL_T::MS, " |-- Material height: '%hu'\n", material->height);
Msg(eDLL_T::MS, " |-- Material name: '%s'\n", material->name);
Msg(eDLL_T::MS, " |-- Material surface name 1: '%s'\n", material->surfaceProp);
Msg(eDLL_T::MS, " |-- Material surface name 2: '%s'\n", material->surfaceProp2);
Msg(eDLL_T::MS, " |-- Uber buffer: '%llX'\n", material->uberBuffer);
Msg(eDLL_T::MS, " |-- View buffer: '%llX'\n", material->viewBuffer);
PrintChildMat(material->depthMaterials[DEPTH_SHADOW], " | |-+ Depth shadow: '%llX'\n");
PrintChildMat(material->depthMaterials[DEPTH_PREPASS], " | |-+ Depth prepass: '%llX'\n");
PrintChildMat(material->depthMaterials[DEPTH_VSM], " | |-+ Depth VSM: '%llX'\n");
PrintChildMat(material->depthMaterials[DEPTH_SHADOW_TIGHT], " | |-+ Depth shadow tight: '%llX'\n");
PrintChildMat(material->colpassMaterial, " | |-+ Color pass: '%llX'\n");
Msg(eDLL_T::MS, "-+ Texture GUID map ------------------------------------------\n");
Msg(eDLL_T::MS, " |-- Texture handles: '%llX'\n", material->textureHandles);
Msg(eDLL_T::MS, " |-- Streaming texture handles: '%llX'\n", material->streamingTextureHandles);
Msg(eDLL_T::MS, "--------------------------------------------------------------\n");
}
else
if (!materialGlue)
{
Msg(eDLL_T::MS, "%s: No material found >:(\n", __FUNCTION__);
return;
}
const MaterialGlue_s* const material = materialGlue->Get();
Msg(eDLL_T::MS, "______________________________________________________________\n");
Msg(eDLL_T::MS, "-+ Material --------------------------------------------------\n");
Msg(eDLL_T::MS, " |-- Address: '%llX'\n", material);
Msg(eDLL_T::MS, " |-- Pak GUID: '%llX'\n", material->guid);
Msg(eDLL_T::MS, " |-- Samplers: '%08X'\n", *(uint32*)material->samplers);
Msg(eDLL_T::MS, " |-- Streaming handles: '%hu'\n", material->streamingTextureHandleCount);
Msg(eDLL_T::MS, " |-- Material width: '%hu'\n", material->width);
Msg(eDLL_T::MS, " |-- Material height: '%hu'\n", material->height);
Msg(eDLL_T::MS, " |-- Material name: '%s'\n", material->name);
Msg(eDLL_T::MS, " |-- Material surface name 1: '%s'\n", material->surfaceProp);
Msg(eDLL_T::MS, " |-- Material surface name 2: '%s'\n", material->surfaceProp2);
Msg(eDLL_T::MS, " |-- Uber buffer: '%llX'\n", material->uberBuffer);
Msg(eDLL_T::MS, " |-- View buffer: '%llX'\n", material->viewBuffer);
PrintChildMat(material->depthMaterials[DEPTH_SHADOW], " | |-+ Depth shadow: '%llX'\n");
PrintChildMat(material->depthMaterials[DEPTH_PREPASS], " | |-+ Depth prepass: '%llX'\n");
PrintChildMat(material->depthMaterials[DEPTH_VSM], " | |-+ Depth VSM: '%llX'\n");
PrintChildMat(material->depthMaterials[DEPTH_SHADOW_TIGHT], " | |-+ Depth shadow tight: '%llX'\n");
PrintChildMat(material->colpassMaterial, " | |-+ Color pass: '%llX'\n");
Msg(eDLL_T::MS, "-+ Texture GUID map ------------------------------------------\n");
Msg(eDLL_T::MS, " |-- Texture handles: '%llX'\n", material->textureHandles);
Msg(eDLL_T::MS, " |-- Streaming texture handles: '%llX'\n", material->streamingTextureHandles);
Msg(eDLL_T::MS, "--------------------------------------------------------------\n");
}
/*