materialsystem/cmaterialsystem.cpp
static void MatProxyCallback( IConVar *pConVar, const char *old, float flOldValue )
{
	ConVarRef var( pConVar );
	int oldVal = (int)flOldValue;
	if ( var.GetInt() == 0 && oldVal != 0 )
	{
		g_MaterialSystem.ReloadMaterials();
	}
}
//-----------------------------------------------------------------------------
// If mat_proxy goes to 0, we need to reload all materials, because their shader
// params might have been messed with.
//-----------------------------------------------------------------------------
If mat_proxy goes to 0, we need to reload all materials, because their shader
params might have been messed with.
If mat_proxy goes to 0 we need to reload all materials because their shader params might have been messed with .
static void MatProxyCallback( IConVar *pConVar, const char *old, float flOldValue )
{
	ConVarRef var( pConVar );
	int oldVal = (int)flOldValue;
	if ( var.GetInt() == 0 && oldVal != 0 )
	{
		g_MaterialSystem.ReloadMaterials();
	}
}
static void MatProxyCallback ( IConVar * pConVar , const char * old , float flOldValue ) { ConVarRef var ( pConVar ) ; int oldVal = ( int ) flOldValue ; if ( var . GetInt ( ) == 0 && oldVal != 0 ) { g_MaterialSystem . ReloadMaterials ( ) ; } }
If mat_proxy goes to 0, we need to reload all materials, because their shader
params might have been messed with.
If mat_proxy goes to 0 we need to reload all materials because their shader params might have been messed with .