A_AttachLight and friends are too performance intensive. Fall back to just spawning light actors.
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6 changed files with 130 additions and 77 deletions
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@ -69,7 +69,8 @@ Class UBioGel : Actor
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Super.PostBeginPlay();
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vel.z += 3;
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deadtimer = 105;
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A_AttachLight('BioLight',DynamicLight.PointLight,"40FF80",int(8*scale.x),int(8*scale.x));
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l = Spawn("BioLight",pos);
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l.target = self;
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rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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pitchvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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yawvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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@ -430,7 +431,6 @@ Class UBioGel : Actor
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{
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A_NoGravity();
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A_Stop();
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A_RemoveLight('BioLight');
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A_SetRenderStyle(1.,STYLE_Add);
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if ( invoker.b ) invoker.b.Destroy();
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let s = Spawn("BioXLight",pos);
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@ -552,7 +552,6 @@ Class UBioGlob : UBioGel
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if ( numsplash-- <= 0 ) return;
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Vector3 dir = (ofs+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit();
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A_SetScale(scale.x-0.15);
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A_AttachLight('BioLight',DynamicLight.PointLight,"40FF80",int(8*scale.x),int(8*scale.x));
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let d = Spawn("UBioSplash",pos+ofs*4);
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d.target = target;
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d.master = self;
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