When there are many City Watch enemies present and hunting the player, performance will significantly decrease.


This seems to be caused by each individual City Watch enemy's EnemySounds.IsReady() repeatedly calling dfAudioSource.GetAudioClip() twice every Fixed Update due to the City Watch having their Move Sound and Attack Sound variables set to SoundClips.None. Changing these values to SoundClips.EnemyMove or EnemyAttack either in EnemyBasics or through a mod accessing the static EnemyBasics.Enemies array results in a massive performance boost even when there are numerous City Watch engaging the player.
