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6 Commits
3462c06fac
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1.0.3
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f4a28f6951 | |||
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@ -89,22 +89,22 @@ internal static class CS2EventGenerator
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnSmoked, new CS2EventArgs()));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnSmoked, new CS2EventArgs()));
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if(newGameState.Player?.State?.Health < previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
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if(newGameState.Player?.State?.Health < previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnDamageTaken, new CS2EventArgs(newGameState.Player?.State?.Health)));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnDamageTaken, new CS2EventArgs(previousPlayerState.Player?.State?.Health - newGameState.Player?.State?.Health)));
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if(newGameState.Player?.State?.Health != previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
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if(newGameState.Player?.State?.Health != previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHealthChange, new CS2EventArgs(newGameState.Player?.State?.Health)));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHealthChange, new CS2EventArgs(newGameState.Player?.State?.Health - previousPlayerState.Player?.State?.Health)));
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if(newGameState.Player?.State?.Money != previousPlayerState.Player?.State?.Money && newGameState.Player is { State: not null})
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if(newGameState.Player?.State?.Money != previousPlayerState.Player?.State?.Money && newGameState.Player is { State: not null})
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnMoneyChange, new CS2EventArgs(newGameState.Player?.State?.Money)));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnMoneyChange, new CS2EventArgs(newGameState.Player?.State?.Money - previousPlayerState.Player?.State?.Money)));
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if(newGameState.Player?.State?.Armor != previousPlayerState.Player?.State?.Armor && newGameState.Player is { State: not null})
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if(newGameState.Player?.State?.Armor != previousPlayerState.Player?.State?.Armor && newGameState.Player is { State: not null})
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnArmorChange, new CS2EventArgs(newGameState.Player?.State?.Armor)));
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnArmorChange, new CS2EventArgs(newGameState.Player?.State?.Armor - previousPlayerState.Player?.State?.Armor)));
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if(newGameState.Player?.State?.Helmet != previousPlayerState.Player?.State?.Helmet && newGameState.Player is { State: not null})
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if(newGameState.Player?.State?.Helmet != previousPlayerState.Player?.State?.Helmet && newGameState.Player is { State: not null})
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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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@ -4,7 +4,7 @@
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<TargetFramework>net7.0</TargetFramework>
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<TargetFramework>net7.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<Nullable>enable</Nullable>
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<Version>1.0.1</Version>
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<Version>1.0.3</Version>
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<Title>CS2GSI</Title>
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<Title>CS2GSI</Title>
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<Authors>Glax</Authors>
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<Authors>Glax</Authors>
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<RepositoryUrl>https://github.com/C9Glax/CS2GSI</RepositoryUrl>
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<RepositoryUrl>https://github.com/C9Glax/CS2GSI</RepositoryUrl>
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43
README.md
43
README.md
@ -1,2 +1,45 @@
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# CS2GSI
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# CS2GSI
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## Example Usage
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```csharp
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public static void Main(string[] args)
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{
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CS2GSI.CS2GSI gsi = new ();
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gsi.AnyMessage += eventArgs => Console.WriteLine("Message");
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gsi.OnKill += eventArgs => Console.WriteLine($"Kill number {eventArgs.ValueAsOrDefault<int>()}");
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while(gsi.IsRunning)
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Thread.Sleep(10);
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}
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```
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### Events
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`EventName` (_ParameterType_) Description
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* `OnKill` (_int_) Number of Kills in Match
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* `OnHeadshot` (_int_) Number of Headshots in Round
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* `OnDeath` (_int_) Number of Deaths in Match
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* `OnFlashed`
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* `OnBurning`
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* `OnSmoked`
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* `OnRoundStart`
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* `OnRoundOver`
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* `OnRoundWin`
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* `OnRoundLoss`
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* `OnDamageTaken` (_int_) Amount of Damage Taken
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* `OnMatchStart`
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* `OnMatchOver`
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* `OnMoneyChange` (_int_) Delta in Money
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* `OnHealthChange` (_int_) Delta in Health
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* `OnArmorChange` (_int_) Delta in Armor
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* `OnHelmetChange` (_bool_) Helmet on/off
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* `OnEquipmentValueChange` (_int_) Delta in Equipmentvalue
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* `OnTeamChange`
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* `OnPlayerChange` (_string_) SteamId64
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* `OnHalfTime`
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* `OnFreezeTime`
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* `OnBombPlanted`
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* `OnBombDefused`
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* `OnBombExploded`
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* `AnyEvent`
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* `AnyMessage`
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