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This is mainly for development only and in the event so many models/textures/shaders are missing, the engine would effectively crash otherwise (if some of these aren't disabled).
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: render surface
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "core/stdafx.h"
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#include "tier1/cvar.h"
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#include "engine/gl_rsurf.h"
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void* R_DrawWorldMeshes(void* baseEntity, void* renderContext, DrawWorldLists_t worldLists)
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{
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if (r_drawWorldMeshes->GetBool())
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return V_DrawWorldMeshes(baseEntity, renderContext, worldLists);
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else
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return nullptr;
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}
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void* R_DrawWorldMeshesDepthOnly(void* renderContext, DrawWorldLists_t worldLists)
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{
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if (r_drawWorldMeshesDepthOnly->GetBool())
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return V_DrawWorldMeshesDepthOnly(renderContext, worldLists);
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else
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return nullptr;
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}
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void* R_DrawWorldMeshesDepthAtTheEnd(void* ptr1, void* ptr2, void* ptr3, DrawWorldLists_t worldLists)
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{
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if (r_drawWorldMeshesDepthAtTheEnd->GetBool())
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return V_DrawWorldMeshesDepthAtTheEnd(ptr1, ptr2, ptr3, worldLists);
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else
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return nullptr;
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}
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void RSurf_Attach()
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{
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DetourAttach((LPVOID*)&V_DrawWorldMeshes, &R_DrawWorldMeshes);
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DetourAttach((LPVOID*)&V_DrawWorldMeshesDepthOnly, &R_DrawWorldMeshesDepthOnly);
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DetourAttach((LPVOID*)&V_DrawWorldMeshesDepthAtTheEnd, &R_DrawWorldMeshesDepthAtTheEnd);
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}
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void RSurf_Detach()
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{
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DetourDetach((LPVOID*)&V_DrawWorldMeshes, &R_DrawWorldMeshes);
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DetourDetach((LPVOID*)&V_DrawWorldMeshesDepthOnly, &R_DrawWorldMeshesDepthOnly);
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DetourDetach((LPVOID*)&V_DrawWorldMeshesDepthAtTheEnd, &R_DrawWorldMeshesDepthAtTheEnd);
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} |