//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: render surface // // $NoKeywords: $ //===========================================================================// #include "core/stdafx.h" #include "tier1/cvar.h" #include "engine/gl_rsurf.h" void* R_DrawWorldMeshes(void* baseEntity, void* renderContext, DrawWorldLists_t worldLists) { if (r_drawWorldMeshes->GetBool()) return V_DrawWorldMeshes(baseEntity, renderContext, worldLists); else return nullptr; } void* R_DrawWorldMeshesDepthOnly(void* renderContext, DrawWorldLists_t worldLists) { if (r_drawWorldMeshesDepthOnly->GetBool()) return V_DrawWorldMeshesDepthOnly(renderContext, worldLists); else return nullptr; } void* R_DrawWorldMeshesDepthAtTheEnd(void* ptr1, void* ptr2, void* ptr3, DrawWorldLists_t worldLists) { if (r_drawWorldMeshesDepthAtTheEnd->GetBool()) return V_DrawWorldMeshesDepthAtTheEnd(ptr1, ptr2, ptr3, worldLists); else return nullptr; } void VGL_RSurf::Attach() const { DetourAttach(&V_DrawWorldMeshes, &R_DrawWorldMeshes); DetourAttach(&V_DrawWorldMeshesDepthOnly, &R_DrawWorldMeshesDepthOnly); DetourAttach(&V_DrawWorldMeshesDepthAtTheEnd, &R_DrawWorldMeshesDepthAtTheEnd); } void VGL_RSurf::Detach() const { DetourDetach(&V_DrawWorldMeshes, &R_DrawWorldMeshes); DetourDetach(&V_DrawWorldMeshesDepthOnly, &R_DrawWorldMeshesDepthOnly); DetourDetach(&V_DrawWorldMeshesDepthAtTheEnd, &R_DrawWorldMeshesDepthAtTheEnd); }