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.
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
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: https://github.com/StatsHelix/demoinfo/compare/master...econoraptor:UpdatedMaster
Additions:
Interpolations of missing events: