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Parse item purchases per round? #50
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Hey @nmjohnson, thanks for the feature request. Adding buys is an easy addition, and we can add it in the next update. In the meantime, you can see what a player's inventory in |
Oh awesome. I did not realize that was in there. Thanks! That's probably good enough but I guess in theory someone could still swap weapons before the round starts, so adding buys whenever you get a chance would still be terrific. |
@nmjohnson There is also aggregate spend in In any case, I'll leave this open so I know to fix it in our next sprint. I'll close the issue when I add detailed spend info. Thanks for the suggestion! |
Did some more investigation today. It looks like in the Golang parser, there is a |
Talked a bit with Markus since this library relies on his parser. Probably it would be a good idea to build it into his parser, so I will coordinate with him and see how we can add this type of event. |
This is still an open issue in Markus' parser. Maybe i can revive that discussion and ideally submit a PR if i manage. |
Is your feature request related to a problem? Please describe.
Not really, this is just something that I think would be really helpful.
Describe the solution you'd like
The default output the parse in JSON format is really great, but one big thing I think would be really useful is identify all of the weapons and equipment purchased by person, per round. I like seeing how much money a team starts with, how much they spend, and what the "buy type" situation is, but it would be really nice to specifically know what setup each player has so any analysis can control for that.
Describe alternatives you've considered
I could certainly build out an algorithm to infer weapons (using money spent, buy type, and the weapons used to accrue kills), but it's going to be inherently imperfect. If the player never gets a kill, we don't know what weapon they used, and what happens if the player picks up a weapon off of the ground?
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