diff --git a/CLAUDE.md b/CLAUDE.md index 28291cd..5d9f990 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -83,6 +83,10 @@ To read the game's own code (the way every patch target here was checked): `ilsp `is IEarlyTickableSingleton` and a wrapper would hide the type and change tick order. The reference to the wrapped service is weak. There is no Harmony patch in the hot loop, so nothing depends on the runtime not inlining a method, and a mod's own patch on the singleton is inside the measurement. Entity kinds are the one place a per-call patch is unavoidable (`TickableEntity.Tick`), so that is sampled. +- **An entity is keyed by its kind, not by the name the tick system recorded** (`Profile.EntityKindOf`: the name up to its first space or `(`). The game renames a character loaded from a + save to `