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HACK: rocket: use direct Cvar access for HUD cvars #2984
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Wait… the wrong changes were cherry-picked, so weird. |
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Fixed. |
When I merge this above all my “batch trap calls” branches, I get no fps difference as spectator with |
We can use the same HACK for |
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I get no significant difference between |
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This is a HACK.
Those cvar checks in the HUD are doing one trap call per frame:
Those cvars are defined in game client side, so we don't need a trap call at all.
This implementation is an ugly HACK.
What I would like to see instead, is that when a Cvar is defined from the client source code, it is added to a local Cvar Map, either automatically for all of them, either by an explicit call to some function similar to
Cvar::Latch
, something like: