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API documentation

This page is a list of all functions, interfaces, types, and enums offered by the cs_script API in Counter-Strike 2 iconCounter-Strike 2

info

Valve has released a TypeScript iconTypeScript file defining the current API along side the zoo map, it can be found at Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo\maps\editor\zoo\scripts\types\point_script.d.ts

Functions

Domain

The top level API provided to scripts attached to a point_script entity.

Access these functions by importing Instance from "cs_script/point_script".

Functions

NameSignatureDescription
MsgMsg(text: any): voidLog a message to the console.
DebugScreenTextDebugScreenText(config: { text: any, x: number, y: number, duration?: number, color?: ColorArg }): voidPrint some text to the game window. Only works in dev environments.
DebugLineDebugLine(config: { start: Vector, end: Vector, duration?: number, color?: ColorArg }): voidDraw a line in the world. Only works in dev environments.
DebugSphereDebugSphere(config: { center: Vector, radius: number, duration?: number, color?: ColorArg }): voidDraw a wire sphere in the world. Only works in dev environments.
DebugBoxDebugBox(config: { mins: Vector, maxs: Vector, duration?: number, color?: ColorArg }): voidDraw an axis aligned box in the world. Only works in dev environments.
SetSaveDataSetSaveData(data: string): voidWrites save data associated with this workshop addon.

Will synchronously write to disk every time this is called.

@experimental This method is experimental and may experience breaking changes.

Please send feedback to CSGOTeamFeedback@valvesoftware.com with "cs_script Feedback" in the subject line.
GetSaveDataGetSaveData(): stringRetrieves the save data associated with this workshop addon.

Will synchronously read from disk the first time this is called.

@experimental This method is experimental and may experience breaking changes.

Please send feedback to CSGOTeamFeedback@valvesoftware.com with "cs_script Feedback" in the subject line.
SetNextThinkSetNextThink(time: number): voidSet when the OnThink callback should next be run. The exact time will be on the tick nearest to the specified time, which may be earlier or later.
EntFireAtNameEntFireAtName(config: { name: string, input: string, value?: InputValue, caller?: Entity, activator?: Entity, delay?: number }): voidFire the input on all targets matching the specified names.
EntFireAtTargetEntFireAtTarget(config: { target: Entity, input: string, value?: InputValue, caller?: Entity, activator?: Entity, delay?: number }): voidFire the input on the specified target.
DisconnectOutputDisconnectOutput(connectionId: number): voidFind entities by name.
FindEntityByNameFindEntityByName(name: string): Entity | undefinedFind the first entity matching the specified name.
FindEntitiesByNameFindEntitiesByName(name: string): Entity[]Find entities matching the specified name.
FindEntityByClassFindEntityByClass(className: string): Entity | undefinedFind the first entity of the specified class name.
FindEntitiesByClassFindEntitiesByClass(className: string): Entity[]Find entities of the specified class name.
GetPlayerControllerGetPlayerController(playerSlot: number): CSPlayerController | undefinedGet the player controller in the given slot.
TraceLineTraceLine(trace: BaseTraceConfig): TraceResultTrace a point along a line and detect collisions
TraceSphereTraceSphere(trace: { radius: number } & BaseTraceConfig): TraceResultTrace a sphere along a line and detect collisions
TraceBoxTraceBox(trace: { mins: Vector, maxs: Vector } & BaseTraceConfig): TraceResultTrace an axis aligned bounding box along a line and detect collisions
TraceBulletTraceBullet(trace: BulletTrace): BulletTraceResult[]Trace as a bullet and detect hits and damage
GetGameTimeGetGameTime(): numberGet the game time in seconds.
IsWarmupPeriodIsWarmupPeriod(): booleanGet if the game is currently in a Warmup period.
IsFreezePeriodIsFreezePeriod(): booleanGet if the game is currently in a Freeze period.
GetGameTypeGetGameType(): numberGet the current Game Type.
GetGameModeGetGameMode(): numberGet the current Game Mode.
GetMapNameGetMapName(): stringGet the name of the current map.
GetRoundsPlayedGetRoundsPlayed(): numberGet the number of rounds played in the current game.
ClientCommandClientCommand(playerSlot: number, command: string): voidIssue the specified command to the specified client.
ServerCommandServerCommand(command: string): voidIssue a command.
DebugScreenTextDebugScreenText(text: any, x: number, y: number, duration: number, color: ColorArg): void@deprecated This overload will be removed in a future update
DebugLineDebugLine(start: Vector, end: Vector, duration: number, color: ColorArg): void@deprecated This overload will be removed in a future update
DebugBoxDebugBox(mins: Vector, maxs: Vector, duration: number, color: ColorArg): void@deprecated This overload will be removed in a future update
DebugSphereDebugSphere(center: Vector, radius: number, duration: number, color: ColorArg): void@deprecated This overload will be removed in a future update
GetTraceHitGetTraceHit(start: Vector, end: Vector, config?: { ignoreEntity?: Entity, ignorePlayers?: boolean }): TraceResult@deprecated This method will be removed in a future update
EntFireAtNameEntFireAtName(name: string, input: string, inputData?: InputValue | { value?: InputValue, caller?: Entity, activator?: Entity }, delay?: number): void@deprecated This overload will be removed in a future update
EntFireAtTargetEntFireAtTarget(target: Entity, input: string, inputData?: InputValue | { value?: InputValue, caller?: Entity, activator?: Entity }, delay?: number): void@deprecated This overload will be removed in a future update

Events

NameSignatureDescription
OnScriptReload<T>OnScriptReload<T>(config: { before?: () => T, after?: (memory: T) => void }): voidCalled in Tools mode when the script is reloaded due to changes.

The before callback will be invoked before pre-load teardown.

The after callback will be invoked after the new script is evaluated and will be passed the return value of the before callback.
SetThinkSetThink(callback: () => void): voidCalled at a specified time. Control when this is run using SetNextThink.
OnActivateOnActivate(callback: () => void): voidCalled when the point_script entity is activated
OnScriptInputOnScriptInput(name: string, callback: (inputData: { caller?: Entity, activator?: Entity }) => void): voidCalled when input RunScriptInput is triggered on the point_script entity with a parameter value that matches name.
OnPlayerConnectOnPlayerConnect(callback: (event: { player: CSPlayerController }) => void): voidCalled when a client finishes the initial connection handshake with the server.
OnPlayerActivateOnPlayerActivate(callback: (event: { player: CSPlayerController }) => void): voidCalled when a client finishes loading and is ready to spawn.
OnPlayerDisconnectOnPlayerDisconnect(callback: (event: { playerSlot: number }) => void): voidCalled when a client disconnects from the server.
OnRoundStartOnRoundStart(callback: () => void): voidCalled when a new round begins
OnRoundEndOnRoundEnd(callback: (event: { winningTeam: number, reason: CSRoundEndReason }) => void): voidCalled when a team wins a round
OnBombPlantOnBombPlant(callback: (event: { plantedC4: Entity, planter: CSPlayerPawn }) => void): voidCalled when a player plants the c4
OnBombDefuseOnBombDefuse(callback: (event: { plantedC4: Entity, defuser: CSPlayerPawn }) => void): voidCalled when a player defuses the c4
OnModifyPlayerDamageOnModifyPlayerDamage(callback: (event: ModifyPlayerDamageEvent) => ModfiyPlayerDamageResult | void): voidCalled immediately before a CSPlayerPawn takes damage to armor and health.

Called after hitgroup modifications are applied such as headshot multiplier.

This won't be called if the player would take no damage. Such as if they're frozen or invulnerable or if friendly fire would disable the damage.

Return { damage: N } to modify the amount of damage.

Return { damageFlags: event.damageFlags | [CSDamageFlags](#csdamageflags).IGNORE_ARMOR } to have the damage pierce armor.

Return { abort: true } to cancel the damage event.

@experimental This method is experimental and may experience breaking changes.

Please send feedback to CSGOTeamFeedback@valvesoftware.com with "cs_script Feedback" in the subject line.
OnPlayerDamageOnPlayerDamage(callback: (event: PlayerDamageEvent) => void): voidCalled when a player has taken damage.
OnPlayerKillOnPlayerKill(callback: (event: { player: CSPlayerPawn, inflictor?: Entity, attacker?: Entity, weapon?: CSWeaponBase }) => void): voidCalled when a player dies. inflictor, attacker and weapon will match the damage event that caused the kill.
OnPlayerJumpOnPlayerJump(callback: (event: { player: CSPlayerPawn }) => void): voidCalled when a player jumps off the ground.
OnPlayerLandOnPlayerLand(callback: (event: { player: CSPlayerPawn }) => void): voidCalled when a player hits the ground while falling.
OnPlayerChatOnPlayerChat(callback: (event: { player: CSPlayerController | undefined, text: string, team: number }) => void): voidCalled when a player sends a chat message. team will match they player's team if the message was sent to team chat.
OnPlayerPingOnPlayerPing(callback: (event: { player: CSPlayerController, position: Vector }) => void): voidCalled when a player pings a location.
OnGunReloadOnGunReload(callback: (event: { weapon: CSWeaponBase }) => void): voidCalled when a gun is reloaded.
OnGunFireOnGunFire(callback: (event: { weapon: CSWeaponBase }) => void): voidCalled when a gun emits bullets. A shotgun will only trigger this once when emitting multiple bullets at once.
OnBulletImpactOnBulletImpact(callback: (event: { weapon: CSWeaponBase, position: Vector, hitEntity: Entity }) => void): voidCalled when a bullet hits a surface.

Penetrations can cause a single bullet to trigger multiple impacts.

This will be called for all impacts of a bullet before any player damage events are called.
OnGrenadeThrowOnGrenadeThrow(callback: (event: { weapon: CSWeaponBase, projectile: Entity }) => void): voidCalled when a grenade is thrown. projectile is the newly created grenade projectile.
OnGrenadeBounceOnGrenadeBounce(callback: (event: { projectile: Entity, bounces: number }) => void): voidCalled when a grenade bounces off a surface. bounces is the number of bounces so far.
OnKnifeAttackOnKnifeAttack(callback: (event: { weapon: CSWeaponBase, attackType: CSWeaponAttackType }) => void): voidCalled when a knife attacks, even if it misses.
ConnectOutputConnectOutput(target: Entity, output: string, callback: (inputData: { value?: InputValue, caller?: Entity, activator?: Entity }) => any): number | undefinedConnect the output of an entity to a callback. The return value is a connection id that can be used in DisconnectOutput
OnBeforePlayerDamageOnBeforePlayerDamage(callback: () => any): void@deprecated This method will be removed in a future update
OnBeforeReloadOnBeforeReload(callback: () => any): void@deprecated This method will be removed in a future update
OnReloadOnReload(callback: (memory: any) => void): void@deprecated This method will be removed in a future update

Entity

The base class for all entities

Functions

NameSignatureDescription
IsValidIsValid(): booleanReturns false if the entity has been deleted.
GetAbsOriginGetAbsOrigin(): VectorThe position of the origin of this entity relative to the world.
GetLocalOriginGetLocalOrigin(): VectorThe position of the origin of this entity relative to its parent. Will be relative to the world if no parent.
GetAbsAnglesGetAbsAngles(): QAngleThe angles (pitch, yaw, and roll) of this entity relative to the world.
GetLocalAnglesGetLocalAngles(): QAngleThe angles (pitch, yaw, and roll) of this entity relative to its parent. Will be relative to the world if no parent.
GetAbsVelocityGetAbsVelocity(): VectorThe velocity of this entity relative to the world.
GetLocalVelocityGetLocalVelocity(): VectorThe velocity of this entity relative to its parent. Will be relative to the world if no parent.
GetAbsAngularVelocityGetAbsAngularVelocity(): RotationVectorThe angular velocity of this entity relative to the world.
GetLocalAngularVelocityGetLocalAngularVelocity(): RotationVectorThe angular velocity of this entity relative to its parent. Will be relative to the world if no parent.
GetEyeAnglesGetEyeAngles(): QAngleThe angles of the eyes of this entity relative to the world.
GetEyePositionGetEyePosition(): VectorThe position of the eyes of this entity relative to the world
TeleportTeleport(newValues: { position?: Vector, angles?: QAngle, velocity?: Vector, angularVelocity?: RotationVector }): voidUpdate the physics state of this entity.
GetClassNameGetClassName(): string
GetEntityNameGetEntityName(): string
SetEntityNameSetEntityName(name: string): void
GetOwnerGetOwner(): Entity | undefined
SetOwnerSetOwner(owner: Entity | undefined): void
GetParentGetParent(): Entity | undefined
SetParentSetParent(parent: Entity | undefined): void
GetTeamNumberGetTeamNumber(): number
GetHealthGetHealth(): number
SetHealthSetHealth(health: number): void
GetMaxHealthGetMaxHealth(): number
SetMaxHealthSetMaxHealth(health: number): void
IsAliveIsAlive(): boolean
IsWorldIsWorld(): booleanGet if this is the world entity
GetGroundEntityGetGroundEntity(): Entity | undefinedGet the entity that this entity is resting on. Will be undefined if in the air.
TakeDamageTakeDamage(takeDamage: EntityDamage): numberApply damage to this entity. Damage value will be modified by armor and hitgroup.
KillKill(): void
RemoveRemove(): void
TeleportTeleport(newPosition: Vector | null, newAngles: QAngle | null, newVelocity: Vector | null): void@deprecated This overload will be removed in a future update
GetLocalVelcoityGetLocalVelcoity(): Vector@deprecated This method will be removed in a future update

BaseModelEntity

Functions

NameSignatureDescription
SetModelSetModel(modelName: string): void
GetModelNameGetModelName(): string
SetModelScaleSetModelScale(scale: number): void
GetModelScaleGetModelScale(): number
SetColorSetColor(color: ColorArg): void
GetColorGetColor(): Color
GlowGlow(color?: ColorArg): void
UnglowUnglow(): void
IsGlowingIsGlowing(): boolean

CSWeaponBase

Functions

NameSignatureDescription
GetDataGetData(): CSWeaponData
GetOwnerGetOwner(): CSPlayerPawn | undefined
GetClipAmmoGetClipAmmo(): number
SetClipAmmoSetClipAmmo(ammo: number): void
GetReserveAmmoGetReserveAmmo(): number
SetReserveAmmoSetReserveAmmo(ammo: number): void

CSWeaponData

Functions

NameSignatureDescription
GetNameGetName(): string
GetTypeGetType(): CSWeaponType
GetGearSlotGetGearSlot(): CSGearSlot
GetPriceGetPrice(): number
GetDamageGetDamage(): number
GetMaxClipAmmoGetMaxClipAmmo(): number
GetMaxReserveAmmoGetMaxReserveAmmo(): number
GetRangeGetRange(): numberMaximum distance bullets will travel.
GetRangeModifierGetRangeModifier(): numberExponential damage drop off from traveling through air. nextDamage = currentDamage * rangeModifier ^ (distance / 500).
GetPenetrationGetPenetration(): numberPower to maintain damage during penetration

CSPlayerController

Functions

NameSignatureDescription
GetPlayerSlotGetPlayerSlot(): number
GetPlayerNameGetPlayerName(): string
GetPlayerPawnGetPlayerPawn(): CSPlayerPawn | undefined
GetObserverPawnGetObserverPawn(): CSObserverPawn | undefined
GetScoreGetScore(): number
AddScoreAddScore(points: number): voidAdd to the player's score. Negative values are allowed but the score will not go below zero.
GetWeaponDataForLoadoutSlotGetWeaponDataForLoadoutSlot(slot: CSLoadoutSlot, team?: number): CSWeaponData | undefinedLeave team as the default to use the player's current team.
IsObservingIsObserving(): boolean
IsBotIsBot(): boolean
IsConnectedIsConnected(): boolean
JoinTeamJoinTeam(team: number): void

CSObserverPawn

Functions

NameSignatureDescription
GetPlayerControllerGetPlayerController(): CSPlayerController | undefinedGets the controller currently controlling this player pawn.
GetOriginalPlayerControllerGetOriginalPlayerController(): CSPlayerControllerGets the controller that this player pawn was originally spawned for.
GetObserverModeGetObserverMode(): number
SetObserverModeSetObserverMode(nMode: number): void

CSPlayerPawn

Functions

NameSignatureDescription
GetPlayerControllerGetPlayerController(): CSPlayerController | undefinedGets the controller currently controlling this player pawn.
GetOriginalPlayerControllerGetOriginalPlayerController(): CSPlayerControllerGets the controller that this player pawn was originally spawned for.
IsInputPressedIsInputPressed(inputs: CSInputs): boolean@experimental This method is experimental and may experience breaking changes.

Please send feedback to CSGOTeamFeedback@valvesoftware.com with "cs_script Feedback" in the subject line.
WasInputJustPressedWasInputJustPressed(inputs: CSInputs): boolean@experimental This method is experimental and may experience breaking changes.

Please send feedback to CSGOTeamFeedback@valvesoftware.com with "cs_script Feedback" in the subject line.
WasInputJustReleasedWasInputJustReleased(inputs: CSInputs): boolean@experimental This method is experimental and may experience breaking changes.

Please send feedback to CSGOTeamFeedback@valvesoftware.com with "cs_script Feedback" in the subject line.
FindWeaponFindWeapon(name: string): CSWeaponBase | undefined
FindWeaponBySlotFindWeaponBySlot(slot: CSGearSlot): CSWeaponBase | undefined
GetActiveWeaponGetActiveWeapon(): CSWeaponBase | undefined
DestroyWeaponDestroyWeapon(target: CSWeaponBase): void
DestroyWeaponsDestroyWeapons(): void
DropWeaponDropWeapon(target: CSWeaponBase): void
SwitchToWeaponSwitchToWeapon(target: CSWeaponBase): void
GiveNamedItemGiveNamedItem(name: string, autoDeploy?: boolean): void
GetArmorGetArmor(): number
SetArmorSetArmor(value: number): void
IsDuckingIsDucking(): boolean
IsDuckedIsDucked(): boolean
IsNoclippingIsNoclipping(): boolean
IsCrouchingIsCrouching(): boolean@deprecated This method will be removed in a future update
IsCrouchedIsCrouched(): boolean@deprecated This method will be removed in a future update

PointTemplate

Functions

NameSignatureDescription
ForceSpawnForceSpawn(origin?: Vector, angle?: QAngle): Entity[] | undefined

Types

Vector

type Vector = { x: number, y: number, z: number };

RotationVector

type RotationVector = { x: number, y: number, z: number };

QAngle

type QAngle = { pitch: number, yaw: number, roll: number };

ColorArg

type ColorArg = { r: number, g: number, b: number, a?: number };

Color

type Color = { r: number, g: number, b: number, a: number };

InputValue

type InputValue = boolean | number | string | Vector | Color | undefined;

Interfaces

BaseTraceConfig

interface BaseTraceConfig {
start: Vector;
end: Vector;
/** Specify entities to not trace against. 0, 1 or 2 entities is equally fast. 3 or more is equally slower */
ignoreEntity?: Entity | Entity[];
ignorePlayers?: boolean;
/** Trace against hitboxes instead of the larger collision shape for entities with hitboxes (eg. players) */
traceHitboxes?: boolean;
}

TraceResult

interface TraceResult {
fraction: number;
end: Vector;
didHit: boolean;
startedInSolid: boolean;
normal: Vector;
hitEntity?: Entity;
hitGroup?: CSHitGroup;
}

BulletTrace

Configuration object for Instance.TraceBullet

interface BulletTrace {
start: Vector,
end: Vector,
/** The player shooting the bullet. Acts as `ignoreEnt` for traces. */
shooter: CSPlayerPawn,
/** The starting damage value of the bullet. This will reduce as it travels through the air and penetrates solids. @default 100 */
damage?: number,
/** The exponential damage drop off constant from traveling through air. @default .85 */
rangeModifier?: number,
/** The power to maintain damage during penetration. Will default to 1 if left unspecified. @default 1 */
penetration?: number,
}

BulletTraceResult

Result entry for Instance.TraceBullet

interface BulletTraceResult {
/** The entity hit by the bullet. This is not limited to players. */
hitEntity: Entity;
/** Damage value reduced by travel, before damage modification (body armor, headhshots, etc) */
damage: number;
position: Vector;
hitGroup: CSHitGroup;
}

ModifyPlayerDamageEvent

interface ModifyPlayerDamageEvent {
/** The victim that is taking damage */
player: CSPlayerPawn;
/** The amount of damage being applied, after hitgroup modifications and before armor modifications */
damage: number;
/** The types of damage. */
damageTypes: CSDamageTypes;
/** The flags configuring how to interpret the damage. */
damageFlags: CSDamageFlags;
/** The hit group where the damage occured. */
hitGroup: CSHitGroup;
/** The entity applying the damage. For bullets this is the owner of the gun. For grenades this is the exploding projectile. */
inflictor: Entity;
/** The entity credited with causing the damage. For bullets this is the shooter. For grenades this is the thrower. */
attacker?: Entity;
/** The weapon used. For grenades this will not be present because the weapon is often removed before the projectile explodes. */
weapon?: CSWeaponBase;
}

ModfiyPlayerDamageResult

interface ModfiyPlayerDamageResult {
/** If true, stop processing this damage */
abort?: boolean;
/** The amount of damage being applied, before armor and hitgroup modifications */
damage?: number;
/** The type or types of damage. */
damageTypes?: CSDamageTypes;
/** The flags configuring how to interpret the damage. */
damageFlags?: CSDamageFlags;
}

PlayerDamageEvent

interface PlayerDamageEvent {
/** The victim that has taken damage */
player: CSPlayerPawn;
/** The actual health lost after hitgroup and armor modifications */
damage: number;
/** The type or types of damage. */
damageTypes: CSDamageTypes;
/** The flags configuring how to interpret the damage. */
damageFlags: CSDamageFlags;
/** The hit group where the damage occured. */
hitGroup: CSHitGroup;
/** The entity applying the damage. For bullets this is the owner of the gun. For grenades this is the exploding projectile. */
inflictor: Entity;
/** The entity credited with causing the damage. For bullets this is the shooter. For grenades this is the thrower. */
attacker?: Entity;
/** The weapon used. For grenades this will not be present because the weapon is often removed before the projectile explodes. */
weapon?: CSWeaponBase;
}

EntityDamage

interface EntityDamage {
/** The amount of damage being applied, before armor and hitgroup modifications */
damage: number;
/** The type or types of damage. */
damageTypes?: CSDamageTypes;
/** The flags configuring how to interpret the damage. */
damageFlags?: CSDamageFlags;
/** The entity applying the damage. For bullets this is the owner of the gun. For grenades this is the exploding projectile. */
inflictor?: Entity;
/** The entity credited with causing the damage. For bullets this is the shooter. For grenades this is the thrower. */
attacker?: Entity;
/** The weapon used. For grenades this will not be present because the weapon is often removed before the projectile explodes. */
weapon?: CSWeaponBase;
}

Enums

CSRoundEndReason

  • UNKNOWN = -1
  • IN_PROGRESS
  • GAME_COMMENCING
  • DRAW
  • TARGET_BOMBED
  • TARGET_SAVED
  • BOMB_DEFUSED
  • HOSTAGES_RESCUED
  • HOSTAGES_NOT_RESCUED
  • CTS_WIN
  • TERRORISTS_WIN
  • CTS_SURRENDER
  • TERRORISTS_SURRENDER

CSWeaponType

  • KNIFE
  • PISTOL
  • SUBMACHINEGUN
  • RIFLE
  • SHOTGUN
  • SNIPER_RIFLE
  • MACHINEGUN
  • C4
  • TASER
  • GRENADE
  • EQUIPMENT
  • STACKABLEITEM, // Healthshot
  • UNKNOWN

CSWeaponAttackType

  • INVALID = -1
  • PRIMARY
  • SECONDARY

CSGearSlot

  • INVALID = -1
  • RIFLE
  • PISTOL
  • KNIFE
  • GRENADES
  • C4
  • BOOSTS

CSLoadoutSlot

  • INVALID
  • MELEE
  • SECONDARY0
  • SECONDARY1
  • SECONDARY2
  • SECONDARY3
  • SECONDARY4
  • SMG0
  • SMG1
  • SMG2
  • SMG3
  • SMG4
  • RIFLE0
  • RIFLE1
  • RIFLE2
  • RIFLE3
  • RIFLE4
  • EQUIPMENT2

CSDamageTypes

  • GENERIC = 0
  • CRUSH = 1 << 0
  • BULLET = 1 << 1
  • SLASH = 1 << 2
  • BURN = 1 << 3
  • VEHICLE = 1 << 4
  • FALL = 1 << 5
  • BLAST = 1 << 6
  • CLUB = 1 << 7
  • SHOCK = 1 << 8
  • SONIC = 1 << 9
  • BUCKSHOT = 1 << 10
  • DROWN = 1 << 11
  • POISON = 1 << 12
  • HEADSHOT = 1 << 13

CSDamageFlags

  • NONE = 0
  • SUPPRESS_HEALTH_CHANGES = 1 << 0
  • SUPPRESS_PHYSICS_FORCE = 1 << 1
  • SUPPRESS_EFFECTS = 1 << 2
  • PREVENT_DEATH = 1 << 3
  • FORCE_DEATH = 1 << 4
  • SUPPRESS_DAMAGE_MODIFICATION = 1 << 5
  • IGNORE_ARMOR = 1 << 6

CSHitGroup

  • INVALID = -1
  • GENERIC
  • HEAD
  • CHEST
  • STOMACH
  • LEFTARM
  • RIGHTARM
  • LEFTLEG
  • RIGHTLEG
  • NECK

CSInputs

  • NONE = 0
  • FORWARD = 1 << 0
  • BACK = 1 << 1
  • LEFT = 1 << 2
  • RIGHT = 1 << 3
  • WALK = 1 << 4
  • DUCK = 1 << 5
  • JUMP = 1 << 6
  • USE = 1 << 7
  • ATTACK = 1 << 8
  • ATTACK2 = 1 << 9
  • RELOAD = 1 << 10
  • SHOW_SCORES = 1 << 11
  • LOOK_AT_WEAPON = 1 << 12

CSDamageType

@deprecated This enum will be removed in a future update