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3 changed files with 36 additions and 33 deletions

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@ -89,22 +89,22 @@ internal static class CS2EventGenerator
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnSmoked, new CS2EventArgs())); 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}) 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}) 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}) 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}) 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}) 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))); 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}) 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) 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))); 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> <TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<Version>1.0.2</Version> <Version>1.0.3</Version>
<Title>CS2GSI</Title> <Title>CS2GSI</Title>
<Authors>Glax</Authors> <Authors>Glax</Authors>
<RepositoryUrl>https://github.com/C9Glax/CS2GSI</RepositoryUrl> <RepositoryUrl>https://github.com/C9Glax/CS2GSI</RepositoryUrl>

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@ -13,30 +13,33 @@ public static void Main(string[] args)
``` ```
### Events ### Events
* OnKill
* OnHeadshot `EventName` (_ParameterType_) Description
* OnDeath
* OnFlashed * `OnKill` (_int_) Number of Kills in Match
* OnBurning * `OnHeadshot` (_int_) Number of Headshots in Round
* OnSmoked * `OnDeath` (_int_) Number of Deaths in Match
* OnRoundStart * `OnFlashed`
* OnRoundOver * `OnBurning`
* OnRoundWin * `OnSmoked`
* OnRoundLoss * `OnRoundStart`
* OnDamageTaken * `OnRoundOver`
* OnMatchStart * `OnRoundWin`
* OnMatchOver * `OnRoundLoss`
* OnMoneyChange * `OnDamageTaken` (_int_) Amount of Damage Taken
* OnHealthChange * `OnMatchStart`
* OnArmorChange * `OnMatchOver`
* OnHelmetChange * `OnMoneyChange` (_int_) Delta in Money
* OnEquipmentValueChange * `OnHealthChange` (_int_) Delta in Health
* OnTeamChange * `OnArmorChange` (_int_) Delta in Armor
* OnPlayerChange * `OnHelmetChange` (_bool_) Helmet on/off
* OnHalfTime * `OnEquipmentValueChange` (_int_) Delta in Equipmentvalue
* OnFreezeTime * `OnTeamChange`
* OnBombPlanted * `OnPlayerChange` (_string_) SteamId64
* OnBombDefused * `OnHalfTime`
* OnBombExploded * `OnFreezeTime`
* AnyEvent * `OnBombPlanted`
* AnyMessage * `OnBombDefused`
* `OnBombExploded`
* `AnyEvent`
* `AnyMessage`