From: bones_was_here Date: Thu, 14 Mar 2024 06:15:42 +0000 (+1000) Subject: monsters: don't cast light when following a player X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=7497a5946e27472fcd1a9b746210d46b60fa8106;p=xonotic%2Fxonotic-data.pk3dir.git monsters: don't cast light when following a player This made FPS too low for players using integrated graphics when pokenades are spammed. Also was a bit weird, they're not objectives or powerups. --- diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index e5ff5127d..2371a4008 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -1385,9 +1385,6 @@ bool Monster_Spawn_Setup(entity this) this.pain_finished = this.nextthink; this.last_enemycheck = this.spawn_time + random(); // slight delay - if(IS_PLAYER(this.monster_follow)) - this.effects |= EF_DIMLIGHT; - if(!this.wander_delay) { this.wander_delay = 2; } if(!this.wander_distance) { this.wander_distance = 600; }