For context, the issue I found with RPH is that getting the Asset property of a Weapon is causing an exception. For instance, the below code snippet results in an AccessViolationException on line 3:
Ped ped = Game.LocalPlayer.Character;
var currentWeaponObject = ped.Inventory.EquippedWeaponObject;
var currentWeaponAsset = currentWeaponObject.Asset;
uint currentWeaponHash = currentWeaponAsset.Hash;
Game.LogTrivial(currentWeaponHash.ToString());
I use the asset property to then get the hash of the equipped weapon in my mod. Although I might be able to get around it, it's been so long since I made the plugin so I'm worried about breaking it even more. I think it's better to hope it can fixed on an RPH level at this point, although if not I can try to fix it myself.
Edit: looking into this more (and remembering why I did it this way) - you can only get the hash from a WeaponAsset or WeaponDescriptor, not from a Weapon directly. When I create the weapon to be stowed, it is creating a Weapon, so in order to compare it to the currently equipped weapon, which can be a WeaponDescriptor (ped.Inventory.EquippedWeapon) or a Weapon (ped.Inventory.EquippedWeaponObject), I need to get the hash of the stowed Weapon through the WeaponAsset.
Considering this is broken in the latest update, and I think there have been other issues with recent GTA updates as well, I wouldn't be surprised if something else is broken causing more crashing than usual from other plugins.