Revive skills (Second Chance / Phoenix / Re-Zombie) — unified "on death" logic:
- Intercept the lethal hit before it is applied. Previously they reacted after the death was already committed, so one-shots, fall damage and skill-based kills were missed (Phoenix and Re-Zombie were rewritten from a post-death handler to pre-damage interception).
Killer Flash:
- Kills through real damage instead of forcing a suicide, so revive skills can intercept.
Baseball:
- Fixed a rare server crash from decoy grenades: a freed decoy's entity index could be reused by another entity and written to (use-after-free). Decoy tracking is now validated per tick (DesignerName gate) and cleared every round.
Native crash hardening:
- Aimbot: guard the hit-group native pointer before writing (avoids writing to freed/null memory).
- Wallhack: detach the glow when the target dies or disconnects (stale FollowEntity on a freed pawn).
- Spectator / Cypher / FalconEye / ThirdEye: null-guard the camera SceneNode walk and re-validate the target before teleport/parent (cross-frame freed-entity deref).
- CServerSideClient.ForceFullUpdate now bails on a null client handle.
Performance:
- Added a per-tick player/bomb cache (PlayerManager.GetTickPlayers / GetTickBomb).
- Migrated 82 skills from per-skill Utilities.GetPlayers() to the one shared per-tick scan, and the HUD loop reuses it. Much lower per-tick cost at high player counts (verified 10v10).
RayTrace:
- Prints a single notice when the module is not installed; dependent skills (Long Zeus, Long Knife, Iana, Cypher, Noclip, Shade + the skill-use aim check) no-op instead of failing silently (#43).
Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
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
Refactored command handling to improve player and skill lookup logic, replaced some list operations with direct queries, and updated method signatures for clarity and null safety. The vote system was reworked to support more robust vote tracking, cooldowns, and localized chat messages. Language files were updated to add new vote-related translations. Various code style and nullability improvements were made throughout the plugin.