QoE Update — 2
## Added - **`Spectator` use cooldown** (`UseCooldown` in skillsInfo.json, default 0.5s) — every press destroyed and recreated the camera prop, with no rate limit. - **`SkillUtils.ClearCursesFor(playerIndex)`** — clears a leaving player's curse bookkeeping from both sides (as curser and as victim). - **`SkillUtils.AnyCurseCapacity(player)`** — reports whether a player still has any enemy left that is under the curse limit. - **`Spectator.PlayerDisconnect`** handler. - **`Thief`** added to the curse skill set. ## Changed - **`CurseSkillPerPlayer` is ignored in GameMode 1 (TeamSkills), 2 (SameSkills) and 5 (Debug).** - **Curse target menus no longer go empty.** When every living enemy is already at the limit, the menu falls back to the unfiltered list and the claim is forced through. - `C4Camouflage` `MaxPerServer` -1 -> 1
This commit is contained in:
parent
b0b50a224f
commit
7292ab1787
9 changed files with 101 additions and 35 deletions
|
|
@ -478,6 +478,8 @@ namespace src.player
|
|||
foreach (var skill in SkillData.Skills)
|
||||
Instance.SkillAction(skill.Skill.ToString(), "PlayerDisconnect", [leavingIndex]);
|
||||
|
||||
SkillUtils.ClearCursesFor(leavingIndex);
|
||||
|
||||
PlayerManager.UnregisterPlayer(player.Index);
|
||||
EntityManager.DestroyPlayerEntities(player.Index);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue