- executeAction now sets STATE._lastActionTime after dispatching - Q handler checks this instead of a local var - When an action executes, the Q debounce resets so the next Q press waits the full 300ms before attempting again - Prevents stale-state queueing when game hasn't processed the previous action yet (was sending 12+ 'skill' commands to the game, though only 1 actually ran) |
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| .. | ||
| build.sh | ||
| hv-unified.user.js | ||
| latest.user.js | ||