File Details
codmatchmaking-1.1.5.jar
- R
- May 27, 2026
- 392.32 KB
- 9
- 1.20.1
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File Name
codmatchmaking-1.1.5.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
CODMatchmaking 1.1.5 — Changelog
Bug Fixes
Map Voting
- Players can now reliably change their map vote. Clicking a different map during the end-of-match vote phase now
updates instantly. Previously, the round-trip lag made it look like clicks weren't registering.
- Each vote/re-vote is now confirmed in chat (Vote registered: <map> or Vote changed to: <map>).
- Fixed a click hit-test edge case where votes could be registered on cards that had scrolled off-screen.
End-of-Match Player Handling
- Overflow players are now correctly returned to the lobby. When transitioning to a map with fewer slots (e.g. 4
players → 2-player map), the 2 excluded players were previously left stranded on the old map. They now get teleported
back to the lobby with a cleaned inventory and a chat notification.
- Players no longer carry their loadout to the lobby. Match weapons, armor, and offhand items are now always cleared
before any lobby teleport, no matter which code path triggered it (/tdm leave, map full, missing target map, manual
/tdm forcestop, or no votable maps available).
- Inventories are wiped the moment the match ends. As soon as the MATCH OVER message broadcasts, all participants'
loadouts are stripped — they no longer run around armed during the end-of-match recap and vote phase.
- The transitionPlayers path now also clears each transitioning player's inventory before adding them to the next
map's session, so the new map's WAITING phase always starts with empty hands.
- If the target map of a vote can't be resolved, players are now safely returned to the lobby instead of being left
stranded.
Map Configuration
- Gun Game (Team & FFA) maps now show up correctly in player-facing lists. Maps configured for GUN_GAME_TEAM or
GUN_GAME_FFA were previously hidden from the vote screen, map browser, and auto-join whenever loadouts hadn't been
added yet — this silent filter is gone. They now appear as soon as spawn points are configured.
- Note: a Gun Game match still needs at least one loadout to be fully playable. A new internal isPlayable() helper
is available for runtime gating.
Respawn Invincibility
- Respawn invincibility now correctly blocks TACZ gun damage. Previously, the invincibility cancellation only listened
to vanilla LivingHurtEvent, but TACZ bullets fire their own EntityHurtByGunEvent.Pre, which bypassed the check
entirely. This is why setting respawnInvincibilityTicks to any value (0 or 200) seemed to have no effect against
gunfire.
- The new TACZ hurt handler also enforces consistent rules during VOTING/ENDED phases and team friendly-fire
prevention, closing a gap where guns could damage teammates or hit players during the post-match window.
- Default respawnInvincibilityTicks changed from 60 → 20 (1 second). Players who already have a generated config
should delete config/codmatchmaking-common.toml or edit the value manually to pick up the new default.