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feat(events): add InfernoFireOut and correct InfernoExpired doc
InfernoExpired is dispatched when the CInferno entity is destroyed (~20s
lifetime / round end), not when the fire goes out, but its doc claimed the
latter. Correct the doc and add InfernoFireOut, dispatched the first time an
inferno's active fires (m_bFireIsBurning) transition to zero - the true
flame-out moment (~5-7s), which no event previously exposed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: pkg/demoinfocs/game_state.go
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@@ -28,6 +28,7 @@ type gameState struct {
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playerControllerEntitiesmap[int]st.Entity
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grenadeProjectilesmap[int]*common.GrenadeProjectile// Maps entity-IDs to active nade-projectiles. That's grenades that have been thrown, but have not yet detonated.
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infernosmap[int]*common.Inferno// Maps entity-IDs to active infernos.
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infernoFireStatesmap[int]*infernoFireState// Maps inferno entity-IDs to their burning state, for InfernoFireOut.
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weaponsmap[int]*common.Equipment// Maps entity IDs to weapons. Used to remember what a weapon is (p250 / cz etc.)
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hostagesmap[int]*common.Hostage// Maps entity-IDs to hostages.
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entitiesmap[int]st.Entity// Maps entity IDs to entities
@@ -78,6 +79,13 @@ type FlyingFlashbang struct {
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explodedFrameint
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}
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// infernoFireState tracks an inferno's burning state so InfernoFireOut can be dispatched once, when
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// its active fires first transition from >0 to 0 (the true flame-out, distinct from InfernoExpired).
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