Events
List of events that you can listen to using client.set_event_callback
List of events:
paint
Fired every time the game renders a frame while being connected to a server. Can be used to draw to the screen using the renderer.* functions
https://github.com/gamesensical/docs/blob/master/developers/globals/renderer/README.mdExamples:
paint_ui
Fired every time the game renders a frame, even if you're in the menu. Can be used to draw to the screen using the renderer.* functions
https://github.com/gamesensical/docs/blob/master/developers/globals/renderer/README.mdrun_command
Fired every time the game runs a command (usually 64 times a second, equal to tickrate) while you're alive. This is the best event for processing data that only changes when the game receives an update from the server, like information about other players.
chokedcommands
Amount of commands that the client has choked
command_number
Current command number
setup_command
Fired every time the game prepares a move command that's sent to the server. This is ran before cheat features like antiaim and can be used to modify user input (view angles, pressed keys, movement) how it's seen by the cheat. For example, setting in_use = 1
will disable antiaim the same way pressing use key ingame does. This is the preferred method of setting user input and should be used instead of client.exec
whenever possible
chokedcommands
Amount of commands that the client has choked
command_number
Current command number
pitch
Pitch view angle
yaw
Yaw view angle
forwardmove
Forward / backward speed (-450 to 450)
sidemove
Left / right speed (-450 to 450)
move_yaw
Yaw angle that's used for movement. If not set, view yaw is used
allow_send_packet
Set to false to make the cheat choke the current command (when possible)
in_attack
IN_ATTACK Button
in_jump
IN_JUMP Button
in_duck
IN_DUCK Button
in_forward
IN_FORWARD Button
in_back
IN_BACK Button
in_use
IN_USE Button
in_cancel
IN_CANCEL Button
in_left
IN_LEFT Button
in_right
IN_RIGHT Button
in_moveleft
IN_MOVELEFT Button
in_moveright
IN_MOVERIGHT Button
in_attack2
IN_ATTACK2 Button
in_run
IN_RUN Button
in_reload
IN_RELOAD Button
in_alt1
IN_ALT1 Button
in_alt2
IN_ALT2 Button
in_score
IN_SCORE Button
in_speed
IN_SPEED Button
in_walk
IN_WALK Button
in_zoom
IN_ZOOM Button
in_weapon1
IN_WEAPON1 Button
in_weapon2
IN_WEAPON2 Button
in_bullrush
IN_BULLRUSH Button
in_grenade1
IN_GRENADE1 Button
in_grenade2
IN_GRENADE2 Button
in_attack3
IN_ATTACK3 Button
weaponselect
weaponsubtype
override_view
Lets you override the camera position and angles
x
Camera X position
y
Camera Y position
z
Camera Z position
pitch
Pitch view angle
yaw
Yaw view angle
fov
Field of view
console_input
Fired every time the user types something in the game console and presses enter. Return true from the event handler to make the game not process the input
1
console input text
Examples:
output
This event lets you override the text drawn in the top left. There can only be one callback for this event. This event callback is invoked from print, client.log, client.color_log, "Missed due to spread" message, etc.
Make sure to unset your callback when you don't need it. Otherwise you will break the built-in output and other scripts using this event.
text
Drawn text
r
Drawn color: Red 0-255
g
Drawn color: Green 0-255
b
Drawn color: Blue 0-255
a
Alpha 0-255
indicator
This event lets you lets you override how indicators are drawn. There can only be one callback for this event. This event callback is invoked from renderer.indicator and indicators like "DT".
Make sure to unset your callback when you don't need it. Otherwise you will break the built-in indicators and other scripts using this event.
text
Drawn text
r
Drawn color: Red 0-255
g
Drawn color: Green 0-255
b
Drawn color: Blue 0-255
a
Alpha 0-255
player_chat
Fired when a player sends a message to chat
teamonly
true if the message was sent to team chat
entity
Entity index of the player sending the message
name
Name of the player sending the message
text
Chat message text
string_cmd
Fired before a string command (chat messages, weapon inspecting, buy commands) is sent to the server.
1
string command
net_update_start
Fired before the game processes entity updates from the server. (FrameStageNotify FRAME_NET_UPDATE_START
) Be careful when using this event to modify entity data, some things have to be restored manually as not even a full update will update them
net_update_end
Fired after an entity update packet is received from the server. (FrameStageNotify FRAME_NET_UPDATE_END
)
predict_command
Fired when the game prediction is ran
This event is called a lot of times per second, avoid doing any heavy processing in it.
command_number
Command number of the predicted command
pre_render
Fired before a frame is rendered
post_render
Fired after a frame is rendered
aim_fire
Fired when the rage aimbot shoots at a player
id
Shot ID, this can be used to find the corresponding aim_hit / aim_miss event
target
Target player entindex
hit_chance
Chance the shot will hit, depends on spread
hitgroup
Targeted hit group, this is not the same thing as a hitbox
damage
Predicted damage the shot will do
backtrack
Amount of ticks the player was backtracked
boosted
True if accuracy boost was used to increase the accuracy of the shot
high_priority
True if the shot was at a high priority record, like on shot backtrack
interpolated
Player was interpolated
extrapolated
Player was extrapolated
teleported
Target player was teleporting (breaking lag compensation)
tick
Tick the shot was fired at. This can be used to draw the hitboxes using client.draw_hitboxes
x
X world coordinate of the aim point
y
X world coordinate of the aim point
z
Z world coordinate of the aim point
Examples:
aim_hit
Fired when the rage aimbot hit a shot at a player
id
Shot ID, the corresponding aim_fire event has the same ID
target
Target player entindex
hit_chance
Actual hit chance the shot had
hitgroup
Hit group that was hit. This is not the same thing as a hitbox
damage
Actual damage the shot did
Examples:
aim_miss
Fired when the rage aimbot missed a shot at a player
id
Shot ID, the corresponding aim_fire event has the same ID
target
Target player entindex
hit_chance
Actual hit chance the shot had
hitgroup
Hit group that was missed. This is not the same thing as a hitbox
reason
Reason the shot was missed. This can be 'spread', 'prediction error', 'death' or '?' (unknown / resolver)
Examples:
pre_config_load
Fired before a config will be loaded
post_config_load
Fired after a config has been loaded
pre_config_save
Fired before a config will be saved
post_config_save
Fired after a config has been saved
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