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

urlhttps://github.com/gamesensevip/docs/blob/main/developers/globals/renderer/README.md

Examples:

client.set_event_callback("paint", function()
	renderer.text(15, 15, 255, 255, 255, 255, nil, 0, "hello world")
end)

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

urlhttps://github.com/gamesensevip/docs/blob/main/developers/globals/renderer/README.md

run_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.

KeyDescription

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

KeyDescription

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

KeyDescription

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

Property

1

console input text

Examples:

client.set_event_callback("console_input", function(text)
	client.log("entered: '", text, "'")
end)

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.

KeyDescription

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.

KeyDescription

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

KeyDescription

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.

Property

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.

KeyDescription

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

KeyDescription

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:

local function time_to_ticks(t)
	return floor(0.5 + (t / globals.tickinterval()))
end

local hitgroup_names = {'generic', 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck', '?', 'gear'}

local function aim_fire(e)
	local flags = {
		e.teleported and 'T' or '',
		e.interpolated and 'I' or '',
		e.extrapolated and 'E' or '',
		e.boosted and 'B' or '',
		e.high_priority and 'H' or ''
	}
	local group = hitgroup_names[e.hitgroup + 1] or '?'
	print(string.format('Fired at %s (%s) for %d dmg (chance=%d%%, bt=%2d, flags=%s)', entity.get_player_name(e.target), group, e.damage, math.floor(e.hit_chance + 0.5), time_to_ticks(e.backtrack), table.concat(flags)))
end
client.set_event_callback('aim_fire', aim_fire)

aim_hit

Fired when the rage aimbot hit a shot at a player

KeyDescription

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:

local hitgroup_names = {'generic', 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck', '?', 'gear'}

local function aim_hit(e)
	local group = hitgroup_names[e.hitgroup + 1] or '?'
	print(string.format('Hit %s in the %s for %d damage (%d health remaining)', entity.get_player_name(e.target), group, e.damage, entity.get_prop(e.target, 'm_iHealth')))
end
client.set_event_callback('aim_hit', aim_hit)

aim_miss

Fired when the rage aimbot missed a shot at a player

KeyDescription

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:

local hitgroup_names = {'generic', 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck', '?', 'gear'}

local function aim_miss(e)
	local group = hitgroup_names[e.hitgroup + 1] or '?'
	print(string.format('Missed %s (%s) due to %s', entity.get_player_name(e.target), group, e.reason))
end
client.set_event_callback('aim_miss', aim_miss)

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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