v1.2.3.b7

## Shared Systems

* **DecoyTracker** - owner-aware decoy tracking shared by FrozenDecoy, GravityDecoy and MagneticDecoy, replacing the per-skill position dictionaries.
* **DebugCategory** - new flag enum backing the numeric `DebugMode`, with automatic migration from the old boolean value.
* **SkillsInfo.GetSkillConfig** - indexed skill config lookup replacing the linear scan used by draws and HUD rendering.
* **SkillNames** - cached enum name table, removing repeated `ToString()` calls from the draw path.
* **SkillUtils.HideCarriedEntities** - shared carried-weapon resolution for C4Camouflage, Ghost and Ninja.

## Performance

* **Skill draw** - replaced the O(n²) config lookup; rounds exceeding the perf threshold dropped from 89% to 0.3%.
* **CheckTransmit** - the weapon chain is now resolved once per hidden pawn instead of once per receiver; Ghost cost down 61%.
* **Pilot** - the exhaust trail is paused and resumed instead of being destroyed and recreated on every jump release.
* **MagneticDecoy** - config reads and the pawn list are hoisted out of the per-decoy loop.
* **FrozenDecoy** - config reads are hoisted out of the per-tick loop.
* **Debug** - the damage hook is only installed when damage logging is enabled.

## Fixes

* **PsychicDefusing** - can no longer finish a defuse and award an extra round after the round has already ended.
* **Spectator** - now picks a different enemy on each activation and no longer creates an unused camera prop every time the skill is switched off.
* **Random** - replaced the shared `Random` instance with `Random.Shared`, preventing degenerate results from concurrent use.
* **Baseball** - decoys are removed when their owner dies or loses the skill.
* **FrozenDecoy, GravityDecoy, MagneticDecoy** - decoys and their ground rings are removed when the skill is taken away.
* **ThirdEye** - fixed the camera check dereferencing a missing `CameraServices`, and the door toggle now verifies the entity class before casting.
* **Round start** - fixed `[gamerules unavailable]` appearing on the first freeze-time end after every map change.
* **Config** - added migration for keys missing from existing configuration files.

## Menu

* **WASDMenuAPI** - fixed a malformed `<font>` tag that wrapped every non-hovered menu row in an unclosed attribute.
* **WSAD menu** - the controls line is no longer dropped when the header line is hidden.
* **HtmlHudCustomisation** - line size options left empty now hide their line instead of emitting an invalid font class.

## Debug

* **DebugMode** - changed from a boolean to a number with concatenated category digits: `1` Skill, `2` Round, `3` Entity, `4` Damage. `123` enables Skill, Round and Entity. `0` disables logging. Existing `true` values migrate automatically.
* **EntityManager** - entity creation, destruction and failures are now logged under the Entity category instead of the server console.
* Startup now reports which debug categories are active.
This commit is contained in:
ByDexter 2026-08-16 16:33:09 +03:00
parent 5c65f4ac71
commit 0033d1e13d
29 changed files with 634 additions and 251 deletions

View file

@ -116,7 +116,7 @@ namespace src.player.skills
if (cam != null && cam.IsValid)
EntityManager.DestroyEntity(cam.Index);
if (!forceToDefault)
if (!forceToDefault && pawn.CameraServices.ViewEntity.Raw == orginalCameraRaw)
newCameraRaw = CreateCamera(player);
}
else
@ -140,7 +140,7 @@ namespace src.player.skills
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
if (forceToDefault && cameras.TryGetValue(player.Index, out var current) && current.Item2 != 0)
if (defaultCam && cameras.TryGetValue(player.Index, out var current) && current.Item2 != 0)
cameras[player.Index] = (current.Item1, 0, current.Item3);
BlockWeapon(player, !defaultCam);
@ -165,7 +165,11 @@ namespace src.player.skills
return 0;
}
var enemy = enemies[Instance.Random.Next(enemies.Count)];
uint lastTarget = cameras.TryGetValue(player.Index, out var previous) ? previous.Item3 : 0;
if (lastTarget != 0 && enemies.Count > 1)
enemies.RemoveAll(p => p.Index == lastTarget);
var enemy = enemies[Random.Shared.Next(enemies.Count)];
var pawn = enemy.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.CameraServices == null || pawn.AbsOrigin == null)