perf: skip split-screen system-mate checks on dedicated server

The EntityTracker and TrackedEntity classes have O(players^2 * entities)
loops that check IsSameSystem() for split-screen couch co-op visibility
expansion. On the dedicated server, all players are remote so
IsSameSystem() always returns false, making these loops pure overhead.

Skip them entirely when g_Win64DedicatedServer is true. The original
split-screen logic is preserved for game client LAN hosting.
This commit is contained in:
itsRevela
2026-03-31 22:07:41 -05:00
parent aecef7f10d
commit ea15409bb9
3 changed files with 57 additions and 21 deletions
+1
View File
@@ -420,3 +420,4 @@ server-data/
tools/*.class
tools/*.swf
tools/staging/
tools/server-monitor/