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9 Commits
b4e9e595a7
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1.0.3
Author | SHA1 | Date | |
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bf1db814a6 | |||
f4a28f6951 | |||
42f44c3eb8 | |||
278f94b6aa | |||
69dfc4fc46 | |||
bd36a2c39e | |||
3462c06fac | |||
d8cb872a02 | |||
592fee31ca |
@ -32,6 +32,12 @@ 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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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundOver, new CS2EventArgs()));
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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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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundLoss, new CS2EventArgs()));
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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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@ -83,22 +89,22 @@ internal static class CS2EventGenerator
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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnSmoked, new CS2EventArgs()));
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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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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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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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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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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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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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events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnTeamChange, new CS2EventArgs(newGameState.Player?.Team)));
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@ -6,46 +6,44 @@ namespace CS2GSI;
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public class CS2GSI
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{
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private GSIServer _gsiServer;
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private List<CS2GameState> _allGameStates = new();
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private readonly GSIServer _gsiServer;
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private readonly List<CS2GameState> _allGameStates = new();
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private CS2GameState? _lastLocalGameState = null;
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private ILogger? logger;
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private readonly ILogger? _logger;
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public bool IsRunning => this._gsiServer.IsRunning;
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public CS2GSI(ILogger? logger = null)
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{
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this.logger = logger;
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this.logger?.Log(LogLevel.Information, "Installing GSI-Configfile...");
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this._logger = logger;
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this._logger?.Log(LogLevel.Information, "Installing GSI-Configfile...");
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try
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{
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GsiConfigInstaller.InstallGsi();
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}
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catch (Exception e)
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{
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this.logger?.Log(LogLevel.Error, e.StackTrace);
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this.logger?.Log(LogLevel.Critical, "Could not install GSI-Configfile. Exiting.");
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this._logger?.Log(LogLevel.Error, e.StackTrace);
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this._logger?.Log(LogLevel.Critical, "Could not install GSI-Configfile. Exiting.");
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return;
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}
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this._gsiServer = new GSIServer(3000, logger);
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this._gsiServer.OnMessage += GsiServerOnOnMessage;
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while(this._gsiServer.IsRunning)
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Thread.Sleep(10);
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}
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private void GsiServerOnOnMessage(string messageJson)
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{
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JObject jsonObject = JObject.Parse(messageJson);
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CS2GameState newState = CS2GameState.ParseFromJObject(jsonObject);
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this.logger?.Log(LogLevel.Debug, $"Received State:\n{newState.ToString()}");
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this._logger?.Log(LogLevel.Debug, $"Received State:\n{newState.ToString()}");
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if (_lastLocalGameState is not null && _allGameStates.Count > 0)
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{
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List<ValueTuple<CS2Event, CS2EventArgs>> generatedEvents = CS2EventGenerator.GenerateEvents(_lastLocalGameState.Value, newState, _allGameStates.Last());
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this.logger?.Log(LogLevel.Information, $"Generated {generatedEvents.Count} events:\n\t{string.Join("\n\t", generatedEvents)}");
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this._logger?.Log(LogLevel.Information, $"Generated {generatedEvents.Count} events:\n\t{string.Join("\n\t", generatedEvents)}");
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InvokeEvents(generatedEvents);
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}
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this._lastLocalGameState = newState.UpdateGameStateForLocal(_lastLocalGameState);
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this.logger?.Log(LogLevel.Debug, $"Updated Local State:\n{_lastLocalGameState.ToString()}");
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this._logger?.Log(LogLevel.Debug, $"Updated Local State:\n{_lastLocalGameState.ToString()}");
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_allGameStates.Add(newState);
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}
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@ -84,6 +82,12 @@ public class CS2GSI
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case CS2Event.OnRoundOver:
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OnRoundOver?.Invoke(cs2Event.Item2);
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break;
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case CS2Event.OnRoundWin:
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OnRoundWin?.Invoke(cs2Event.Item2);
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break;
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case CS2Event.OnRoundLoss:
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OnRoundLoss?.Invoke(cs2Event.Item2);
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break;
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case CS2Event.OnDamageTaken:
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OnDamageTaken?.Invoke(cs2Event.Item2);
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break;
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@ -136,7 +140,7 @@ public class CS2GSI
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AnyMessage?.Invoke(cs2Event.Item2);
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break;
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default:
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this.logger?.Log(LogLevel.Error, $"Unknown Event {cs2Event}");
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this._logger?.Log(LogLevel.Error, $"Unknown Event {cs2Event}");
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return;
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}
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}
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@ -150,6 +154,8 @@ public class CS2GSI
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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,
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OnMatchStart,
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OnMatchOver,
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@ -179,6 +185,8 @@ public class CS2GSI
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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,
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OnMatchStart,
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OnMatchOver,
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@ -4,6 +4,11 @@
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<TargetFramework>net7.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<Version>1.0.3</Version>
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<Title>CS2GSI</Title>
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<Authors>Glax</Authors>
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<RepositoryUrl>https://github.com/C9Glax/CS2GSI</RepositoryUrl>
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<RepositoryType>git</RepositoryType>
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</PropertyGroup>
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<ItemGroup>
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43
README.md
43
README.md
@ -1,2 +1,45 @@
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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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Reference in New Issue
Block a user