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Hopefully fixes end of round runtimes and the lags that possibly result because of it - #558

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Mario90900 merged 1 commit into
CausticCove:mainfrom
loservillage:runtime-spam-2
Jul 29, 2026
Merged

Hopefully fixes end of round runtimes and the lags that possibly result because of it#558
Mario90900 merged 1 commit into
CausticCove:mainfrom
loservillage:runtime-spam-2

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@Ldip999

@Ldip999 Ldip999 commented Jul 27, 2026

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About The Pull Request

Rewrote the end round thing just a bit to be safer hopefully, by checking if we have a client first, and if not, then check if we have a controller, and if so, then try to set the ai mode. No modularization because if it works it's going upstream

Developer's checklist

  • Try to modularize as much as possible.
  • Mark the start and end of edits outside the caustic modular folder (if applicable) for changes made.
  • Ensure that it compiles locally, and test new features (when applicable, please record if not!), or potential issues with related features.

Testing Evidence

Prod

Why It's Good For The Game

At the end of most rounds, the game dies for a solid half a minute during which the end title credits should play but instead the game goes on as normal. This is the only runtime I could have found. Hope this fixes it? Silly deadites and their incomplete implementation.

Changelog

🆑
fix: MobAI is now checked before being set
/:cl:

@Mario90900
Mario90900 merged commit d33c1d9 into CausticCove:main Jul 29, 2026
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github-actions Bot added a commit that referenced this pull request Jul 29, 2026
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2 participants