refactor(es_extended/client/modules/death): replace gameEventTriggered #1514
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Description
This refactor replaces the use of
gameEventTriggered
with a more efficient, thread-based solution for handling player deaths. The previous approach relied on theCEventNetworkEntityDamage
event, which was triggered too often, specifically for non-lethal events like vehicle crashes, causing unnecessary performance overhead. The new solution checks for player death deterministically in a thread, only triggering the death event when a player is confirmed dead.Additionally, the typo in the
Natual
function name was corrected toNatural
for consistency.Motivation
This change was motivated by concerns raised by @Gellipapa about the inefficiency of using
CEventNetworkEntityDamage
for detecting player deaths.