Make Warp less performance intensive (again)
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@ -268,6 +268,8 @@ void Warp(float accumulated_extra_samples, bool finalTick)
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return;
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}
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PROF_SECTION(warp_profiler);
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int warp_ticks = warp_amount;
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if (warp_amount_override)
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warp_ticks = warp_amount_override;
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@ -233,6 +233,8 @@ DEFINE_HOOKED_METHOD(CreateMove, bool, void *this_, float input_sample_time, CUs
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}
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// PROF_BEGIN();
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// Do not update if in warp, since the entities will stay identical either way
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if (!hacks::tf2::warp::in_warp)
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{
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PROF_SECTION(EntityCache);
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entity_cache::Update();
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