-
Hi Markus! I'm setting team members to my struct from event BUT using Score update log with 1
0
1
0
2
0
3
0
3
1
3
2
4
2
4
3
4
4
4
5
4
6
4
7
4
8
4
9
4
10
4
11
TEAM SWITCH
4
11
4
11
5
11
6
11
6
12
6
13
6
14
6
15
6
16 Score update log with ...
1
0
1
0
2
0
3
0
3
1
3
2
4
2
4
3
4
4
4
5
4
6
4
7
4
8
4
9
4
10
4
11
TEAM SWITCH
4
11
4
11
5
11
6
11
6
12
6
13
6
14
6
15
16
0
|
Beta Was this translation helpful? Give feedback.
Replies: 3 comments 10 replies
-
Hi @ysomad - can you please include your code? Thanks! 🙂 |
Beta Was this translation helpful? Give feedback.
-
Not sure is it a bug or I don't understand the behavior of the MatchStartedChanged event. type parser struct {
demoinfocs.Parser
match *match
}
type match struct {
team1 matchTeam
team2 matchTeam
}
type matchTeam struct {
score int
side common.Team
playerSteamIDs []uint64
}
func (p *parser) parse() {
// or doing the same thing on events.MatchStartedChanged
p.RegisterEventHandler(func(_ events.MatchStart) {
gs := p.GameState()
t := gs.TeamTerrorists()
p.match.setTeam1(newMatchTeam(t.ClanName(), t.Flag(), t.Team(), t.Members()))
ct := gs.TeamCounterTerrorists()
p.match.setTeam2(newMatchTeam(ct.ClanName(), ct.Flag(), ct.Team(), ct.Members()))
})
// acts weird if using with MatchStartedChanged event handler
p.RegisterEventHandler(func(e events.ScoreUpdated) {
switch e.TeamState.Team() {
case p.match.team1.side:
p.match.team1.score = e.NewScore
case p.match.team2.side:
p.match.team2.score = e.NewScore
}
})
} |
Beta Was this translation helpful? Give feedback.
-
Do not update teams if MatchStarted was already true / if MatchStarted is set to false p.RegisterEventHandler(func(e events.MatchStartedChanged) {
if e.OldIsStarted || !e.NewIsStarted {
return
}
p.setTeams(p.GameState())
}) |
Beta Was this translation helpful? Give feedback.
Do not update teams if MatchStarted was already true / if MatchStarted is set to false