jRandomSkills/jRandomSkills - Server Files/plugins/jRandomSkills/WASDMenuAPI.dll
ByDexter dfa68db18b v1.2.4.b2
# v1.2.4.b2

#### Crashes
* **Ninja, Ghost, C4 Camouflage** - a client could crash with `CopyExistingEntity: missing client entity` when a hidden player died nearby. Hidden players are now revealed in the `player_death` pre-hook, inside the same tick as the death, so the client always holds the entity. Cleanup previously ran on a 2-tick timer and left a gap.

#### Skills
* **Falcon Eye** - weapons stayed locked into the next round if the camera was active when the round ended. Restoring the default view no longer depends on the camera entity still existing.
* **Jump Ban** - the target could still jump. Upward velocity is now zeroed on the jump input, the downward pull was raised, and the block lasts longer.
* **Jump Ban** - the "you can jump again" message never arrived. It was gated behind a freeze-time check that is always true when skills are cleared.
* **Blast Shot** - grenades could be thrown during freeze time.
* **Sound Maker** - phantom screams came from world origin `0 0 0`, and the sound was sent to the emitter's own team. Only living enemies now receive it.
* **Careful Bullets, Darkness, Deaf, Expensive Ammo, Giant, Glitch, Jammer, Jet Kick, Jump Curse, Magnifier, Nightmare, Poison, Primary Ban, Wild Throw** - the message telling the target the effect had ended never arrived, for the same freeze-time reason.

#### Freeze time
* **DisableOnFreezeTime** - the setting only applied to actively triggered skills; passive damage handlers ignored it entirely. Cypher, Exploding Barrel, Explosive Shot, Fortnite, Iana, Illusionist and Replicator now honour it.

#### Reliability
* **Skill distribution** - a round could start with nobody receiving a skill. A permission lookup for a player who was disconnecting threw and aborted the whole selection loop; those lookups are now isolated, and a failure on one player no longer stops the rest.
* **Skill distribution** - if a round still ends with no skills assigned while players are connected, distribution retries up to 6 times at 0.5s intervals and writes the reason to the debug log.
2026-09-17 10:20:16 +03:00

16 KiB