8000 Handle in-game tech pauses · Issue #155 · drweissbrot/cs-hud · GitHub
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Handle in-game tech pauses #155
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@drweissbrot

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@drweissbrot

Technical pauses (as provided by the mp_technical_timeout_per_team cvar) currently get displayed as a tactical timeout for the team with a missing player.

I didn't find an obvious way to tell that a timeout is technical instead of tactical from the GSI data (it's just represented as a timeout_t with a longer round.phase_ends_in value at the beginning).
It may be possible to identify them some other way though (e.g. using the remaining timeouts; not sure how reliable that'd be).

Example match: https://beta.faceit.com/en/cs2/room/1-91c6ba88-d080-4cdb-892c-63321a773690, round 13
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