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processLineOfSight resource usage


Drakath

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onClientRender, it uses processLineOfSight for each player to calculate where the ray hits. I create a laser dot in that spot. There is no other way around unless removing the laser dot and making dxDrawLine3D very long. So I will ask again, is it worth removing this feature (laser dot) just to remove processLineOfSight from my script?

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Its wiki page mentions that it's expensive, you're also calling it on each render which is A LOT. Most of these calls are useless since the player doesn't always change position/rotation each render. You can try different things to get over this. Maybe using getTickCount to limit the call to 3 seconds? Perhaps use the less expensive isLineOfSightClear before using processLineOfSight?

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Its wiki page mentions that it's expensive, you're also calling it on each render which is A LOT. Most of these calls are useless since the player doesn't always change position/rotation each render. You can try different things to get over this. Maybe using getTickCount to limit the call to 3 seconds? Perhaps use the less expensive isLineOfSightClear before using processLineOfSight?

Nah, it just won't be as smooth and nice as it is with onClientRender. Maybe I shouldn't try to apply it for all players? What if it was for localPlayer only?

@arezu

I did try it a long time ago, here's what I got: http://i43.tinypic.com/2eo8qhw.jpg

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