v1.2.2.b6

Performance & stability pass (issue #34 + audit)

General:
- DisableAll resets only skills active in the previous round instead of all loaded skills (~89ms -> ~5ms)
- Removed per-tick LINQ/allocations, O(1) HUD skill lookups, translation substitutions moved to load time
- ForceFullUpdate creates the network service once per broadcast; view-angle guard only skips a genuine (0,0,0) placeholder
- Debug hooks/logging only active when DebugMode is enabled (single reused writer)
- Player skill state unified to a single collection (fixes a rare disconnect race)
- Gamedata signatures resolved lazily/isolated; hardened tick/transmit paths against invalid handles
- Description HUD honours always-show / -1 duration consistently across all assignment paths

Skills:
- Jester: fixed the no-damage effect leaking after a mid-round skill change (Thief/Deactivator)
- Jackal: fixed trail entities accumulating over a round
- Falcon Eye / Third Eye / Spectator: camera state cleared on disable

Also: added missing translation keys as untranslated markers across language files.

Fixes #34
This commit is contained in:
ByDexter 2026-07-05 21:48:29 +03:00
parent a0f37ba1a1
commit 25cd8eb989
31 changed files with 202 additions and 79 deletions

View file

@ -14,7 +14,6 @@ public class WASDMenuAPI
public static void LoadPlugin(BasePlugin basePlugin, bool hotReload)
{
var wasdMenuManager = new WasdManager();
basePlugin.RegisterEventHandler<EventPlayerActivate>((@event, info) =>
{
if (@event.Userid != null)
@ -46,7 +45,7 @@ public class WASDMenuAPI
public static void OnTick()
{
foreach (var player in Players.Values.Where(p => p.MainMenu != null))
foreach (var player in Players.Values.Where(p => p.MainMenu != null && p.Player?.IsValid == true))
{
if ((player.Buttons & PlayerButtons.Forward) == 0 && (player.Player.Buttons & PlayerButtons.Forward) != 0)
{