client
add_callback
client.add_callback(event: string, callback: function)
reload_script
client.reload_script()
Reloads current script
unload_script
client.unload_script()
Unloads current script
Events
render
Fired every frame. Most of render functions can be called only here.
createmove
Fired once per tick. You can modify movement here. UserCmd is passed as argument in callback. This callback is called before cheat functions. It is guranteed that globals.is_in_game is true, globals.is_connected is true and entity.get_local_player() is not nil and valid.
struct UserCmd
UserCmdcommand_number
number
Serial number of move command. Read-only.
tickcount
number
Simulation tick.
move
vector
Move direction, each value is clamped [-450, 450]
viewangles
qangle
View angle.
buttons
number
Current buttons, use bit library to access buttons state.
random_seed
number
Random seed.
hasbeenpredicted
bool
If this command has been predicted.
allow_defensive
bool
Allow defensive exploit. Default is true.
override_defensive
bool
Trigger defensive exploit. Double tap need to be fully charged for this. Leave nil if you don't want to override.
set_move
function
Arguments: move yaw (absolute), velocity (optional, by default uses current cmd velocity)
antiaim
Fired after createmove callback. You can modify antiaim here. It is guranteed that entity.get_local_player() is not nil and it is known if defensive exploit is active. Context is passed into callback.
AntiAimContext
AntiAimContextpitch(pitch: number)
Overrides pitch angle.
yaw(yaw: number)
Overrides base yaw angle.
yaw_offset(yaw_offset: number)
Overrides yaw offset around base yaw.
fakelag(ticks: number)
Overrides fakelag ticks. This value may be clamped if tickbase exploit is active.
desync(enabled: bool)
Enables or disables desync for this tick.
desync_angle(limit: number)
Overrides desync angle.
desync_side(side: number)
Overrides desync side, -1 or 1.
level_init
Fired after client has fully connected to the server (SIGNONSTATE_FULL).
aim_shot
Fired when aimbot shoots. AimShot is passed in the callback. Note: some fields will be filled after shot is acked.
aim_ack
Fired when aimbot shot is acked (recieved all data from the server). AimShot is passed in the callback.
struct AimShot
AimShotclient_shoot_pos
vector
Predicted shoot position.
target_pos
vector
Aim position.
client_angle
qangle
Aim angle.
command_number
number
Command number when fired.
wanted_damage
number
Calculated damage.
wanted_damagegroup
number
Damagegroup aimbot was targeting.
hitchance
number
Chance of hit based on weapon inaccuracy
backtrack
number
Amount of ticks the player was backtracked.
shoot_pos
vector
Actual shoot position.
end_pos
vector
Position where bullet stopped.
angle
qangle
Angle between shoot_pos and end_pos.
impacts
vector[]
Array of server bullet impacts.
damage
number
Actual damage. 0 if missed.
damagegroup
number
Actual damage group. -1 if missed.
hit_point
vector
Nearest point to target point. Usually point where bullet hit player.
acked
boolean
If shot was acked. Always true in aim_ack callback.
miss_reason
string
Reason why shot was missed or hit wrong damage group. Avaliable miss reasons: death, player death, correction, spread, occlusion, prediction error, lagcomp failure, unknown, unregistered shot, damage rejection.
frame_stage
Fired on every frame stage.
game_events
Fired on game events. List of all game events you can find here. table with event data is passed in callback.
get_name
function: string
Get event name
__index
any
Access any game event filed. Example: event.userid
voice_message
Fired when voice message is recieved. VoiceMessage is passed in callback.
struct VoiceMessage
VoiceMessageaudible_mask
number
Aduible mask.
xuid
number
64 bit xuid.
xuid_low
number
First 32 bits of xuid.
xuid_high
number
Last 32 bits of xuid.
format
number
Format
sequence_bytes
number
Sequence bytes
section_number
number
Section number
uncompressed_sample_offset
number
Uncompressed sample offset
get_voice_data
function: string
Voice data buffer, can be zero length.
is_arctictech
function: boolean
Is packet has been sent by arctictech.
pre_anim_update
Fired before local player animation update, you can modify animstate here. Local player is passed in argument. It is guranteed that local player entity and local player animstate are not nil here.
post_anim_update
Fired after local player animation update and before bone setup, you can modifiy poseparameters and animlayers here. Local player is passed in argument. It is guranteed that local player entity is not nil here.
draw_chams
Fired when drawing chams, you can render custom chams (even layered) here. Return nil to allow cheat render chams, return 1 to block game from rendering original model, return 0 to render original model.
console_input
Fired when user inputs command in console. Command as string is passed in callback.
unload
Fired before script unload. Save data, unhook functions here.
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