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
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

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.
Key
Description
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
Key
Description
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
Key
Description
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
Text
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.
Key
Description
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.
Key
Description
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
Key
Description
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.
Text
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.
Key
Description
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
Key
Description
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
Key
Description
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
Key
Description
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
Last modified 2yr ago