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:
parent
a0f37ba1a1
commit
25cd8eb989
31 changed files with 202 additions and 79 deletions
|
|
@ -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)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue