int GetMaterialShaderPropertyBool( MaterialSystemMaterial_t materialHandle, int propID ) { IMaterial *material = ( IMaterial * )materialHandle; switch( propID ) { case UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS: return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); case UTILMATLIB_NEEDS_LIGHTMAP: return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); default: Assert( 0 ); return 0; } }