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3 changed files with 49 additions and 6 deletions

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@ -89,22 +89,22 @@ internal static class CS2EventGenerator
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnSmoked, new CS2EventArgs()));
if(newGameState.Player?.State?.Health < previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnDamageTaken, new CS2EventArgs(newGameState.Player?.State?.Health)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnDamageTaken, new CS2EventArgs(previousPlayerState.Player?.State?.Health - newGameState.Player?.State?.Health)));
if(newGameState.Player?.State?.Health != previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHealthChange, new CS2EventArgs(newGameState.Player?.State?.Health)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHealthChange, new CS2EventArgs(newGameState.Player?.State?.Health - previousPlayerState.Player?.State?.Health)));
if(newGameState.Player?.State?.Money != previousPlayerState.Player?.State?.Money && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnMoneyChange, new CS2EventArgs(newGameState.Player?.State?.Money)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnMoneyChange, new CS2EventArgs(newGameState.Player?.State?.Money - previousPlayerState.Player?.State?.Money)));
if(newGameState.Player?.State?.Armor != previousPlayerState.Player?.State?.Armor && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnArmorChange, new CS2EventArgs(newGameState.Player?.State?.Armor)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnArmorChange, new CS2EventArgs(newGameState.Player?.State?.Armor - previousPlayerState.Player?.State?.Armor)));
if(newGameState.Player?.State?.Helmet != previousPlayerState.Player?.State?.Helmet && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHelmetChange, new CS2EventArgs(newGameState.Player?.State?.Helmet)));
if(newGameState.Player?.State?.EquipmentValue != previousPlayerState.Player?.State?.EquipmentValue && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnEquipmentValueChange, new CS2EventArgs(newGameState.Player?.State?.EquipmentValue)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnEquipmentValueChange, new CS2EventArgs(newGameState.Player?.State?.EquipmentValue - previousPlayerState.Player?.State?.EquipmentValue)));
if(newGameState.Player?.Team != previousPlayerState.Player?.Team && newGameState.Player is not null)
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnTeamChange, new CS2EventArgs(newGameState.Player?.Team)));

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@ -4,7 +4,7 @@
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<Version>1.0.1</Version>
<Version>1.0.3</Version>
<Title>CS2GSI</Title>
<Authors>Glax</Authors>
<RepositoryUrl>https://github.com/C9Glax/CS2GSI</RepositoryUrl>

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@ -1,2 +1,45 @@
# CS2GSI
## Example Usage
```csharp
public static void Main(string[] args)
{
CS2GSI.CS2GSI gsi = new ();
gsi.AnyMessage += eventArgs => Console.WriteLine("Message");
gsi.OnKill += eventArgs => Console.WriteLine($"Kill number {eventArgs.ValueAsOrDefault<int>()}");
while(gsi.IsRunning)
Thread.Sleep(10);
}
```
### Events
`EventName` (_ParameterType_) Description
* `OnKill` (_int_) Number of Kills in Match
* `OnHeadshot` (_int_) Number of Headshots in Round
* `OnDeath` (_int_) Number of Deaths in Match
* `OnFlashed`
* `OnBurning`
* `OnSmoked`
* `OnRoundStart`
* `OnRoundOver`
* `OnRoundWin`
* `OnRoundLoss`
* `OnDamageTaken` (_int_) Amount of Damage Taken
* `OnMatchStart`
* `OnMatchOver`
* `OnMoneyChange` (_int_) Delta in Money
* `OnHealthChange` (_int_) Delta in Health
* `OnArmorChange` (_int_) Delta in Armor
* `OnHelmetChange` (_bool_) Helmet on/off
* `OnEquipmentValueChange` (_int_) Delta in Equipmentvalue
* `OnTeamChange`
* `OnPlayerChange` (_string_) SteamId64
* `OnHalfTime`
* `OnFreezeTime`
* `OnBombPlanted`
* `OnBombDefused`
* `OnBombExploded`
* `AnyEvent`
* `AnyMessage`