Fix duplicate round win/loss events
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1d6699ed8a
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@ -32,12 +32,15 @@ internal static class CS2EventGenerator
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if(newGameState.Round?.Phase == Round.RoundPhase.Over && lastGameState.Round?.Phase == Round.RoundPhase.Live)
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if(newGameState.Round?.Phase == Round.RoundPhase.Over && lastGameState.Round?.Phase == Round.RoundPhase.Live)
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundOver, new CS2EventArgs()));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundOver, new CS2EventArgs()));
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if (newGameState.Map?.Round is not null && newGameState.Map?.Round != previousPlayerState.Map?.Round)
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{
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if(newGameState.Round?.WinnerTeam is not null && newGameState.Round?.WinnerTeam == previousPlayerState.Player?.Team)
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundWin, new CS2EventArgs()));
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if(newGameState.Round?.WinnerTeam is not null && newGameState.Round?.WinnerTeam == previousPlayerState.Player?.Team)
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if(newGameState.Round?.WinnerTeam is not null && newGameState.Round?.WinnerTeam != previousPlayerState.Player?.Team)
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundWin, new CS2EventArgs()));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundLoss, new CS2EventArgs()));
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}
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if(newGameState.Round?.WinnerTeam is not null && newGameState.Round?.WinnerTeam != previousPlayerState.Player?.Team)
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundLoss, new CS2EventArgs()));
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}
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}
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if(newGameState.Map?.Phase == Map.MapPhase.Live && lastGameState.Map?.Phase != Map.MapPhase.Live)
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if(newGameState.Map?.Phase == Map.MapPhase.Live && lastGameState.Map?.Phase != Map.MapPhase.Live)
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