cg_local.h says:
// force a screen update, only used during gamestate load
void trap_UpdateScreen( void );
the Trap_UpdateScreen itself appears to be:
cg_syscalls.c
void trap_UpdateScreen( void ) {
syscall( CG_UPDATESCREEN );
}
This is also called by:
UI_Atoms.C
void UI_UpdateScreen( void ) {
trap_UpdateScreen();
}
it is also called by:
ui_local.h
void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_UpdateScreen( void );
int trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName );
The locations of the calls and the remarks placed around it imply that this trap is ONLY for updating the screen during connection to local or remote host.
(eg: Loading....shotgun ; Loading.... Gauntlet ect... during the load of a map.)