Change Event Args for OnEquipmentValueChange to reflect changes, not new values
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@ -104,7 +104,7 @@ internal static class CS2EventGenerator
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHelmetChange, new CS2EventArgs(newGameState.Player?.State?.Helmet)));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHelmetChange, new CS2EventArgs(newGameState.Player?.State?.Helmet)));
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if(newGameState.Player?.State?.EquipmentValue != previousPlayerState.Player?.State?.EquipmentValue && newGameState.Player is { State: not null})
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if(newGameState.Player?.State?.EquipmentValue != previousPlayerState.Player?.State?.EquipmentValue && newGameState.Player is { State: not null})
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnEquipmentValueChange, new CS2EventArgs(newGameState.Player?.State?.EquipmentValue)));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnEquipmentValueChange, new CS2EventArgs(newGameState.Player?.State?.EquipmentValue - previousPlayerState.Player?.State?.EquipmentValue)));
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if(newGameState.Player?.Team != previousPlayerState.Player?.Team && newGameState.Player is not null)
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if(newGameState.Player?.Team != previousPlayerState.Player?.Team && newGameState.Player is not null)
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnTeamChange, new CS2EventArgs(newGameState.Player?.Team)));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnTeamChange, new CS2EventArgs(newGameState.Player?.Team)));
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