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Use g_hitEffect CVar variable directly instead of getting it by name
No need to do a lookup of the CVar by name every time the player is hit, we can just access the variable holding it.
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2 changed files with 2 additions and 2 deletions
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@ -255,7 +255,7 @@ which will determine the head kick direction
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*/
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
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if ( cvarSystem->GetCVarBool( "g_hitEffect" ) ) {
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if ( g_hitEffect.GetBool() ) {
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//
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//
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// double vision effect
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// double vision effect
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//
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//
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@ -224,7 +224,7 @@ which will determine the head kick direction
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==============
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==============
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*/
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*/
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
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if ( cvarSystem->GetCVarBool( "g_hitEffect" ) ) {
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if ( g_hitEffect.GetBool() ) {
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//
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//
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// double vision effect
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// double vision effect
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//
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//
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