
The idea is simple - this prevents monsters from running tics too often when they are out of range. Instead of doing their A_Look/A_Chase calls every tic, they do it every X tics (as you define in the menu), if they are too far out of range to really matter. The result is a huge boost in FPS (particularly with heavy slaughter maps like Sunder MAP11).
Yes - you may use this in projects - just keep in mind I have not tested what happens if someone else happens to do so too.
There is a menu for fine tuning.
Special thanks to everyone who's ever written ZScript wikis and tutorials over the years, and particularly to Ed the Bat who helped me figure out the compiler errors while I was making this.
Depending on how you set the settings - this *will* affect how maps play - monsters that are slowed and out of range are significantly less aggressive - this can affect maps that abuse chaingunners, for example, for long-range LOS punishment. (i.e. Plutonia maps) - there's an option to help mitigate this but it does not ultimately fix it - the behavior of slowed monsters will inevitably be changed no matter what.
Repo: https://github.com/madame-rachelle/Slau ... nceBooster
Download: https://github.com/madame-rachelle/Slau ... b-v1.2.pk3