local monster = {}; local small_monster; local large_monster; local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"); local enemy_character_base_type_def_update_method = enemy_character_base_type_def:get_method("update"); sdk.hook(enemy_character_base_type_def_update_method, function(args) monster.update_monster(sdk.to_managed_object(args[2])); end, function(retval) return retval; end); local is_boss_enemy_method = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"):get_method("get_isBossEnemy"); local tick_count = 0 local last_update_tick = 0 local recorded_monsters = {} local updated_monsters = {} local known_big_monsters = {} local num_known_monsters = 0 local num_updated_monsters = 0 local updates_this_tick = 0 local MAX_UPDATES_PER_TICK = 2 -- run every tick to keep track of msonsters -- whenever we've updated enough monsters to surpass how many we've seen, -- we reset and start over -- this allows us to only update N monsters per tick to save on performance -- the reason for this is that the hooks on all the monsters' update functions -- causes a HUGE performance hit (adds ~3+ ms to UpdateBehavior and frame time) re.on_pre_application_entry("UpdateBehavior", function() tick_count = tick_count + 1 updates_this_tick = 0 if num_known_monsters ~= 0 and num_updated_monsters >= num_known_monsters or tick_count >= num_known_monsters * 2 then recorded_monsters = {} updated_monsters = {} known_big_monsters = {} last_update_tick = 0 tick_count = 0 num_known_monsters = 0 num_updated_monsters = 0 updates_this_tick = 0 end end) function monster.update_monster(enemy) if enemy == nil then return; end if not recorded_monsters[enemy] then num_known_monsters = num_known_monsters + 1 recorded_monsters[enemy] = true end -- saves on a method call. if not known_big_monsters[enemy] then known_big_monsters[enemy] = is_boss_enemy_method:call(enemy); end local is_large = known_big_monsters[enemy]; if is_large == nil then return; end if updated_monsters[enemy] then -- this is the VERY LEAST thing we should do all the time -- so the position doesn't lag all over the place -- due to how infrequently we update the monster(s). if is_large then large_monster.update_position(enemy); else small_monster.update_position(enemy); end return end -- only updates N monsters per tick to increase performance if tick_count == last_update_tick then if updates_this_tick >= MAX_UPDATES_PER_TICK then -- this is the VERY LEAST thing we should do all the time -- so the position doesn't lag all over the place -- due to how infrequently we update the monster(s). if is_large then large_monster.update_position(enemy); else small_monster.update_position(enemy); end return end end updates_this_tick = updates_this_tick + 1; last_update_tick = tick_count; num_updated_monsters = num_updated_monsters + 1; updated_monsters[enemy] = true; -- actually update the enemy now. we don't do this very often -- due to how much CPU time it takes to update each monster. if is_large then large_monster.update(enemy); else small_monster.update(enemy); end end function monster.init_module() small_monster = require("MHR_Overlay.Monsters.small_monster"); large_monster = require("MHR_Overlay.Monsters.large_monster"); end return monster;