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This repository has been archived by the owner on Sep 22, 2021. It is now read-only.
I got tired of dealing with missing data and I realized it's relatively easy to get state information from the entities, so I've made a number of changes and additions.
Some of these are probably too opinionated, but I'm happy to integrate as many features as there is demand for into the master branch.
Note that user implementations that rely on a specific order of parsing events within a given tick might break when events are interpolated from entity state data.
Additions:
- Picking up and dropping weapons
- Includes grenade throws. The weapon_fire event triggers before the player actually throws the grenade, so a player can switch before the grenade gets thrown and still have the event trigger. Rather than changing the WeaponFired event for grenades, this new DropWeapon event can be used to determine when nades are thrown.
- AbortDefuse, AbortPlant
- FreezetimeStarted
- PlayerKillInfo -- when player frag count is incremented
- UpdateHP, UpdateArmor, UpdateMoney, UpdateDefuseKit, UpdateHeadArmor
- IsFallen, IsDefusing player attributes
- GameInfo: GamePhase, WarmupPeriod, MatchStarted, Paused, FreezePeriod, Restarting, RoundTime, TotalRoundsPlayed
- Some events and fixes for some timing properties when the header is corrupted
- Damage and deaths from bomb explosions
- Damage and deaths from falling are properly attributed
- Secondary weapon fires from glock and knife
Interpolations of missing events:
- Grenade detonations and expirations
- weapon_fire
- Damage and deaths
- Damage can only be interpolated during rounds 0 - 30, not pregame or overtime
- round_end, begin_new_match, round_freeze_end
- bomb_beginplant, bomb_planted, bomb_begindefuse, bomb_defused, bomb_exploded
The text was updated successfully, but these errors were encountered:
I got tired of dealing with missing data and I realized it's relatively easy to get state information from the entities, so I've made a number of changes and additions.
Some of these are probably too opinionated, but I'm happy to integrate as many features as there is demand for into the master branch.
Note that user implementations that rely on a specific order of parsing events within a given tick might break when events are interpolated from entity state data.
Changes: master...econoraptor:UpdatedMaster
Additions:
- Picking up and dropping weapons
- Includes grenade throws. The weapon_fire event triggers before the player actually throws the grenade, so a player can switch before the grenade gets thrown and still have the event trigger. Rather than changing the WeaponFired event for grenades, this new DropWeapon event can be used to determine when nades are thrown.
- AbortDefuse, AbortPlant
- FreezetimeStarted
- PlayerKillInfo -- when player frag count is incremented
- UpdateHP, UpdateArmor, UpdateMoney, UpdateDefuseKit, UpdateHeadArmor
- IsFallen, IsDefusing player attributes
- GameInfo: GamePhase, WarmupPeriod, MatchStarted, Paused, FreezePeriod, Restarting, RoundTime, TotalRoundsPlayed
- Some events and fixes for some timing properties when the header is corrupted
- Damage and deaths from bomb explosions
- Damage and deaths from falling are properly attributed
- Secondary weapon fires from glock and knife
Interpolations of missing events:
- Grenade detonations and expirations
- weapon_fire
- Damage and deaths
- Damage can only be interpolated during rounds 0 - 30, not pregame or overtime
- round_end, begin_new_match, round_freeze_end
- bomb_beginplant, bomb_planted, bomb_begindefuse, bomb_defused, bomb_exploded
The text was updated successfully, but these errors were encountered: