Rename a dvar
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b01f02dfc7
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968b862d0d
@ -33,7 +33,7 @@ namespace fps
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game::dvar_t* cg_draw_game_time = nullptr;
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game::dvar_t* com_accurate_max_fps = nullptr;
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game::dvar_t* com_wait_end_frame_mode = nullptr;
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float fps_color_good[4] = {0.6f, 1.0f, 0.0f, 1.0f};
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float fps_color_ok[4] = {1.0f, 0.7f, 0.3f, 1.0f};
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@ -363,7 +363,7 @@ namespace fps
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void r_process_workers_with_timeout_stub(void* a1, void* a2)
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{
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if (com_accurate_max_fps->current.enabled)
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if (com_wait_end_frame_mode->current.enabled)
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{
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return;
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}
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@ -373,7 +373,7 @@ namespace fps
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void com_frame_stub()
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{
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const auto value = com_accurate_max_fps->current.integer;
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const auto value = com_wait_end_frame_mode->current.integer;
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if (value == 0)
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{
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return com_frame_hook.invoke<void>();
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@ -445,7 +445,7 @@ namespace fps
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cg_draw_game_time = dvars::register_bool("cg_drawGameTime", false, game::DVAR_FLAG_SAVED, "Draw game time");
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// Make fps capping accurate
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com_accurate_max_fps = dvars::register_int("com_accurateMaxFps", 0, 0, 2, game::DVAR_FLAG_SAVED, "Accurate fps capping");
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com_wait_end_frame_mode = dvars::register_int("com_waitEndFrameMode", 0, 0, 2, game::DVAR_FLAG_SAVED, "Wait end frame mode (0 = default, 1 = sleep(n), 2 = loop sleep(0)");
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utils::hook::call(0x1405A38B9, r_process_workers_with_timeout_stub);
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com_frame_hook.create(0x1405A3740, com_frame_stub);
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}
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