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Cut the noise. Only chat now when a player moves into first place on one of the
tab-menu leaderboard metrics the vanilla game already tracks: bestHoleScore, longestChipIn, avgFinishTime, itemPickups, and K/O ratio
(matchKnockouts / max(1, matchKnockedOut)). Stable tie-break by joinIndex so a true
tie doesn't ping-pong "Alice leads / Bob leads / Alice leads" across reconciles. Solo
sessions stay quiet (skipped when fewer than two non-spectators are connected).
Removed v0.3.0's pairwise score / knockouts / strokes overtake firehose, the
per-knockout chat line, the per-shot chip-in line, and the perfect-drive SwingNiceShot
VFX hook. Hole-event notifications retained: hole-in-one / albatross / eagle / birdie /
condor (via InfoFeed.StrokesMessageData) and speedrun (via SpeedrunMessageData) —
the rest is treated as scoreboard-noise that already has a UI surface.
v0.3.0
Add stat-pass notifications. Each modded client subscribes to CourseManager.PlayerStatesChanged and tracks pairwise rising-edge transitions on three
metrics — match score, knockouts, and strokes (a.k.a. putts). When player A goes from
strictly worse than B to tied-or-better, the chat reads [Match] {A} passed {B} on {metric}.. Score and knockouts are higher-is-better;
strokes are lower-is-better, so passing on putts means going from "more strokes than B"
to "fewer or equal."
Initial-state seed is treated as neutral (no cascade of "X passed Y" on first tick).
v0.2.0
Add coverage for perfect swings on the driving range (and anywhere outside hole completion):
hooked VfxManager.PlayPooledVfxLocalOnlyInternal(SwingNiceShot) and post a [Match] {Player} hit a perfect drive! line, with the swinger resolved by closest-player proximity
to the VFX origin. Multi-hit swings are debounced (0.5 s + 1 m) so each shot only posts
once.
v0.1.0
Initial release. Hooks InfoFeed RPC handlers to mirror the per-stroke / chip-in / speedrun
/ knockout events into the local text chat as narrator lines. Stat-pass tracking deferred.