# Table of Contents - [Overview | gamesense-lua](#overview-gamesense-lua) - [Writing lua scripts | gamesense-lua](#writing-lua-scripts-gamesense-lua) - [Unlisted features | gamesense-lua](#unlisted-features-gamesense-lua) - [Using lua scripts | gamesense-lua](#using-lua-scripts-gamesense-lua) - [Getting started | gamesense-lua](#getting-started-gamesense-lua) - [Common issues | gamesense-lua](#common-issues-gamesense-lua) - [Editors | gamesense-lua](#editors-gamesense-lua) - [Examples | gamesense-lua](#examples-gamesense-lua) - [Talk shit | gamesense-lua](#talk-shit-gamesense-lua) - [Atom | gamesense-lua](#atom-gamesense-lua) - [Snippets | gamesense-lua](#snippets-gamesense-lua) - [Auto buy on round start | gamesense-lua](#auto-buy-on-round-start-gamesense-lua) - [VS Code | gamesense-lua](#vs-code-gamesense-lua) - [Sublime Text | gamesense-lua](#sublime-text-gamesense-lua) - [Create Interface | gamesense-lua](#create-interface-gamesense-lua) - [Compiling lua scripts | gamesense-lua](#compiling-lua-scripts-gamesense-lua) - [Simple watermark | gamesense-lua](#simple-watermark-gamesense-lua) - [Head Dot ESP | gamesense-lua](#head-dot-esp-gamesense-lua) - [API Documentation | gamesense-lua](#api-documentation-gamesense-lua) - [config | gamesense-lua](#config-gamesense-lua) - [database | gamesense-lua](#database-gamesense-lua) - [bit | gamesense-lua](#bit-gamesense-lua) - [panorama | gamesense-lua](#panorama-gamesense-lua) - [plist | gamesense-lua](#plist-gamesense-lua) - [globals | gamesense-lua](#globals-gamesense-lua) - [Events | gamesense-lua](#events-gamesense-lua) - [cvar | gamesense-lua](#cvar-gamesense-lua) - [materialsystem | gamesense-lua](#materialsystem-gamesense-lua) - [entity | gamesense-lua](#entity-gamesense-lua) - [Netprops | gamesense-lua](#netprops-gamesense-lua) - [Important | gamesense-lua](#important-gamesense-lua) - [CCSPlayerResource | gamesense-lua](#ccsplayerresource-gamesense-lua) - [json | gamesense-lua](#json-gamesense-lua) - [client | gamesense-lua](#client-gamesense-lua) - [vector | gamesense-lua](#vector-gamesense-lua) - [CCSGameRulesProxy | gamesense-lua](#ccsgamerulesproxy-gamesense-lua) - [renderer | gamesense-lua](#renderer-gamesense-lua) - [Projectiles | gamesense-lua](#projectiles-gamesense-lua) - [ui | gamesense-lua](#ui-gamesense-lua) - [CCSPlayer | gamesense-lua](#ccsplayer-gamesense-lua) - [CColorCorrection | gamesense-lua](#ccolorcorrection-gamesense-lua) - [Environment | gamesense-lua](#environment-gamesense-lua) - [CColorCorrectionVolume | gamesense-lua](#ccolorcorrectionvolume-gamesense-lua) - [CBreachChargeProjectile | gamesense-lua](#cbreachchargeprojectile-gamesense-lua) - [CEnvDetailController | gamesense-lua](#cenvdetailcontroller-gamesense-lua) - [Controllers | gamesense-lua](#controllers-gamesense-lua) - [CEnvAmbientLight | gamesense-lua](#cenvambientlight-gamesense-lua) - [CSun | gamesense-lua](#csun-gamesense-lua) - [CSensorGrenadeProjectile | gamesense-lua](#csensorgrenadeprojectile-gamesense-lua) - [CSunlightShadowControl | gamesense-lua](#csunlightshadowcontrol-gamesense-lua) - [CDecoyProjectile | gamesense-lua](#cdecoyprojectile-gamesense-lua) - [CSmokeGrenadeProjectile | gamesense-lua](#csmokegrenadeprojectile-gamesense-lua) - [CWaterLODControl | gamesense-lua](#cwaterlodcontrol-gamesense-lua) - [CSnowballProjectile | gamesense-lua](#csnowballprojectile-gamesense-lua) - [CEnvWind | gamesense-lua](#cenvwind-gamesense-lua) - [CTeam | gamesense-lua](#cteam-gamesense-lua) - [CShadowControl | gamesense-lua](#cshadowcontrol-gamesense-lua) - [CBumpMineProjectile | gamesense-lua](#cbumpmineprojectile-gamesense-lua) - [CTeamplayRoundBasedRulesProxy | gamesense-lua](#cteamplayroundbasedrulesproxy-gamesense-lua) - [CFogController | gamesense-lua](#cfogcontroller-gamesense-lua) - [CMolotovProjectile | gamesense-lua](#cmolotovprojectile-gamesense-lua) - [CBaseCSGrenadeProjectile | gamesense-lua](#cbasecsgrenadeprojectile-gamesense-lua) - [CEnvDOFController | gamesense-lua](#cenvdofcontroller-gamesense-lua) - [CDangerZoneController | gamesense-lua](#cdangerzonecontroller-gamesense-lua) - [CEnvScreenOverlay | gamesense-lua](#cenvscreenoverlay-gamesense-lua) - [CEnvScreenEffect | gamesense-lua](#cenvscreeneffect-gamesense-lua) - [CPostProcessController | gamesense-lua](#cpostprocesscontroller-gamesense-lua) - [CMapVetoPickController | gamesense-lua](#cmapvetopickcontroller-gamesense-lua) - [CFootstepControl | gamesense-lua](#cfootstepcontrol-gamesense-lua) - [CEnvQuadraticBeam | gamesense-lua](#cenvquadraticbeam-gamesense-lua) - [CEnvTonemapController | gamesense-lua](#cenvtonemapcontroller-gamesense-lua) - [CEnvParticleScript | gamesense-lua](#cenvparticlescript-gamesense-lua) - [CPoseController | gamesense-lua](#cposecontroller-gamesense-lua) - [CEnvProjectedTexture | gamesense-lua](#cenvprojectedtexture-gamesense-lua) - [CVoteController | gamesense-lua](#cvotecontroller-gamesense-lua) - [CMaterialModifyControl | gamesense-lua](#cmaterialmodifycontrol-gamesense-lua) - [CEnvGasCanister | gamesense-lua](#cenvgascanister-gamesense-lua) - [Items | gamesense-lua](#items-gamesense-lua) - [CBaseGrenade | gamesense-lua](#cbasegrenade-gamesense-lua) - [CEconEntity | gamesense-lua](#ceconentity-gamesense-lua) - [CItemCash | gamesense-lua](#citemcash-gamesense-lua) - [CItemDogtags | gamesense-lua](#citemdogtags-gamesense-lua) - [CBreachCharge | gamesense-lua](#cbreachcharge-gamesense-lua) - [CDEagle | gamesense-lua](#cdeagle-gamesense-lua) - [CBumpMine | gamesense-lua](#cbumpmine-gamesense-lua) - [CBaseCSGrenade | gamesense-lua](#cbasecsgrenade-gamesense-lua) - [CFists | gamesense-lua](#cfists-gamesense-lua) - [CAK47 | gamesense-lua](#cak47-gamesense-lua) - [CC4 | gamesense-lua](#cc4-gamesense-lua) - [CHEGrenade | gamesense-lua](#chegrenade-gamesense-lua) - [CDecoyGrenade | gamesense-lua](#cdecoygrenade-gamesense-lua) - [CItem_Healthshot | gamesense-lua](#citem-healthshot-gamesense-lua) - [CIncendiaryGrenade | gamesense-lua](#cincendiarygrenade-gamesense-lua) - [CFlashbang | gamesense-lua](#cflashbang-gamesense-lua) - [CMolotovGrenade | gamesense-lua](#cmolotovgrenade-gamesense-lua) - [CWeaponCSBase | gamesense-lua](#cweaponcsbase-gamesense-lua) - [CMelee | gamesense-lua](#cmelee-gamesense-lua) - [CKnifeGG | gamesense-lua](#cknifegg-gamesense-lua) - [CSnowball | gamesense-lua](#csnowball-gamesense-lua) - [CWeaponCycler | gamesense-lua](#cweaponcycler-gamesense-lua) - [CWeaponAug | gamesense-lua](#cweaponaug-gamesense-lua) - [CWeaponBaseItem | gamesense-lua](#cweaponbaseitem-gamesense-lua) - [CSensorGrenade | gamesense-lua](#csensorgrenade-gamesense-lua) - [CWeaponCSBaseGun | gamesense-lua](#cweaponcsbasegun-gamesense-lua) - [CWeaponAWP | gamesense-lua](#cweaponawp-gamesense-lua) - [CSCAR17 | gamesense-lua](#cscar17-gamesense-lua) - [CWeaponBizon | gamesense-lua](#cweaponbizon-gamesense-lua) - [CTablet | gamesense-lua](#ctablet-gamesense-lua) - [CSmokeGrenade | gamesense-lua](#csmokegrenade-gamesense-lua) - [CKnife | gamesense-lua](#cknife-gamesense-lua) - [Base Entities | gamesense-lua](#base-entities-gamesense-lua) - [CBaseTempEntity | gamesense-lua](#cbasetempentity-gamesense-lua) - [CWeaponFiveSeven | gamesense-lua](#cweaponfiveseven-gamesense-lua) - [CBaseWeaponWorldModel | gamesense-lua](#cbaseweaponworldmodel-gamesense-lua) - [CWeaponG3SG1 | gamesense-lua](#cweapong3sg1-gamesense-lua) - [CWeaponMag7 | gamesense-lua](#cweaponmag7-gamesense-lua) - [CWeaponElite | gamesense-lua](#cweaponelite-gamesense-lua) - [CWeaponM249 | gamesense-lua](#cweaponm249-gamesense-lua) - [CWeaponGalilAR | gamesense-lua](#cweapongalilar-gamesense-lua) - [CWeaponM4A1 | gamesense-lua](#cweaponm4a1-gamesense-lua) - [CTEBaseBeam | gamesense-lua](#ctebasebeam-gamesense-lua) - [CBaseTeamObjectiveResource | gamesense-lua](#cbaseteamobjectiveresource-gamesense-lua) - [CBaseViewModel | gamesense-lua](#cbaseviewmodel-gamesense-lua) - [CWeaponFamas | gamesense-lua](#cweaponfamas-gamesense-lua) - [CWeaponHKP2000 | gamesense-lua](#cweaponhkp2000-gamesense-lua) - [CWeaponGlock | gamesense-lua](#cweaponglock-gamesense-lua) - [CWeaponMP5Navy | gamesense-lua](#cweaponmp5navy-gamesense-lua) - [CTEArmorRicochet | gamesense-lua](#ctearmorricochet-gamesense-lua) - [CTEBeamSpline | gamesense-lua](#ctebeamspline-gamesense-lua) --- # Overview | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/readme.md) . This website documents the configuration options, usage and LUA API of [gamesense.pub](https://gamesense.pub/) . The first category is targeted at end users that aren't interested in learning the gamesense LUA API. The other categories are meant for new and experienced developers and the majority of users shouldn't have to care about them. [NextUsing lua scripts](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts) Last updated 4 years ago --- # Writing lua scripts | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development.md) . To get started with lua scripting, you'll need a suitable text editor. We suggest [VS Code](https://code.visualstudio.com/) or [Sublime Text](https://www.sublimetext.com/) , but in theory [Notepad++](https://notepad-plus-plus.org/download/) or even the built-in Microsoft Notepad will probably work just fine. After choosing an editor, head over to If you're unfamiliar with the Lua programming language, [Lua in 5 minutes](https://learnxinyminutes.com/docs/lua/) is a great guide to get started. [](https://gamesensical.gitbook.io/docs/developers/development#things-to-keep-in-mind) Things to keep in mind: ------------------------------------------------------------------------------------------------------------------- * By default, all loaded lua scripts share the same environment. This means that if 2 scripts use a global variable with the same name, they will conflict with each other and cause all kinds of issues. To prevent this, always remember to make your variables, functions, etc **local** [PreviousCommon issues](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues) [NextGetting started](https://gamesensical.gitbook.io/docs/developers/development/getting_started) Last updated 4 years ago --- # Unlisted features | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/using-the-cheat/unlisted_features.md) . Unlisted features here [PreviousUsing lua scripts](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts) [NextCommon issues](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues) Last updated 4 years ago --- # Using lua scripts | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts.md) . [](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts#installing-lua-scripts) Installing lua scripts ----------------------------------------------------------------------------------------------------------------------------- 1. Save the Lua script in the same folder as csgo.exe. The file extension should be ".lua". 2. Go to the "MISC" tab and click the "Lua script manager" button. Here you'll see a list of all installed lua scripts ![](https://gamesensical.gitbook.io/docs/~gitbook/image?url=https%3A%2F%2Fi.imgur.com%2FWuyiCxb.png&width=768&dpr=3&quality=100&sign=5c858388&sv=2) 1. Select the script you want to load and click "Load script". If you want it to automatically be loaded whenever you load the cheat, tick "Load on startup" ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts#common-problems) Common problems: #### [](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts#a-script-doesnt-show-up-in-the-lua-script-manager) \- A script doesn't show up in the Lua script manager: * Make sure "File name extensions" is enabled in the windows explorer settings ![](https://gamesensical.gitbook.io/docs/~gitbook/image?url=https%3A%2F%2Fi.imgur.com%2F6cNvMHG.png&width=768&dpr=3&quality=100&sign=6e80c11a&sv=2) If it's not, turn it on, then make sure all scripts actually end with .lua #### [](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts#a-script-doesnt-load-error-sound-plays) \- A script doesn't load (error sound plays): This can have many reasons. The script could for example be outdated or a required dependency isn't installed. Open your console and look for the red text. Copy that and ask the script creator for help with it. ![](https://gamesensical.gitbook.io/docs/~gitbook/image?url=https%3A%2F%2Fi.imgur.com%2Fc7IKT2p.png&width=768&dpr=3&quality=100&sign=d990ae33&sv=2) [PreviousOverview](https://gamesensical.gitbook.io/docs) [NextUnlisted features](https://gamesensical.gitbook.io/docs/using-the-cheat/unlisted_features) Last updated 4 years ago * [Installing lua scripts](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts#installing-lua-scripts) * [Common problems:](https://gamesensical.gitbook.io/docs/using-the-cheat/using_lua_scripts#common-problems) --- # Getting started | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/getting_started.md) . Lua scripts let you extend the cheat in various ways and are a great way to automate parts of the cheat or just add that one useless feature you always wanted to have. All you need to get started is a text editor and a basic knowledge of the [Lua language](https://learnxinyminutes.com/docs/lua/) . If you made a lua script and would like to release it for other people to use, you can do that in the [CS:GO Lua scripts](https://gamesense.pub/forums/viewforum.php?id=8) subforum. Lua scripts are stored in your CS:GO Folder and loaded using the Lua container in the MISC tab. If you're having trouble installing a script, refer to [Using lua scripts](https://github.com/gamesensical/docs/blob/master/build/gitbook/development/docs/using-the-cheat/using_lua_scripts/README.md#common-problems) [PreviousWriting lua scripts](https://gamesensical.gitbook.io/docs/developers/development) [NextExamples](https://gamesensical.gitbook.io/docs/developers/development/examples) Last updated 4 years ago --- # Common issues | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues.md) . ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#out-of-memory) Out of memory 1. Your computer has been on for a very long time and physical memory has become fragmented, or 2. A process or driver is using a large portion of physical memory. Try closing programs that are using a lot of memory, or just restart your computer. ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#antivirus) Antivirus Some antivirus vendors perform very intensive real-time monitoring/sandboxing that can interfere with the client. You don't need to disable Windows Defender. Whitelisting may not work. Make sure the antivirus is closed and its drivers are unloaded. You can re-open them after loading the cheat. **Known incompatible vendors:** Trend Micro, F-Secure, MalwareBytes ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#unsupported-version-of-windows) Unsupported version of Windows Windows 8.1 or newer is required. Some older versions of Windows 10 may not work. Update to the latest version of Windows 10. If you are on Windows 10.0.14393 or newer and you receive this error, restart your computer and try again. ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#anti-cheat) Anti-cheat Some anti-cheat drivers (particularly BattlEye) protect game/Steam processes which can lead to problems. ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#overlays-third-party-tools) Overlays / third party tools Any program that interferes with the game rendering can cause issues. **Known incompatible software:** Fraps, SweetFX, discord overlay, NZXT CAM **Error codes produced:** none, your game will crash ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#virtual-machine-not-supported) "Virtual machine not supported" Some anti-virus vendors run programs in a virtual machine. If you aren't using an anti-virus, then make sure Hyper-V is disabled. **Known incompatible vendors:** HitmanPro.Alert ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#client-not-opening) Client not opening? If nothing happens when you open the client, then try enabling UAC and restarting Steam. Set it to its default setting, which is one notch from the top. ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#menu-shows-as-a-solid-black-rectangle) Menu shows as a solid black rectangle Go to CS:GO settings and enable "multi core rendering". ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#menu-not-displaying-or-flickering) Menu not displaying or flickering Remove 'nod3d9ex' from your launch options. Make sure the Steam overlay is enabled. Check it is enabled in both of these places: - Steam > Settings/Preferences > In-game tab. Check the box next to Enable the Steam Overlay while in-game. - Right-click CS:GO in your Library > Select Properties > Under the General tab, check the box next to Enable the Steam Overlay while in-game. ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#hide-from-obs-not-working) "Hide from OBS" not working Turn off or disable Razer Synapse. In your NVIDIA Control Panel, go to 'Manage 3D settings' and be sure the following options match your Global Settings: - Antialiasing - FXAA - Off - Antialiasing - Mode - Application-controlled - Multi-Frame Sampled AA (MFAA) - Off - Shader Cache - On - Texture filtering - Anisotropic sample optimization - Off - Texture filtering - Negative LOD bias - Allow - Texture filtering - Quality - Quality - Texture filtering - Trilinear optimization - On - Threaded optimization - Auto - Triple buffering - Off - Vertical sync - Use the 3D application setting Be sure you do not have conflicting settings for CS:GO in the Program Settings tab. ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#initialization-failed) Initialization Failed \* Can happen if you played a Battleye or EAC protected game, Restart PC or disable the BE/EAC service. ### [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#client-closing-right-after-you-open-it) Client closing right after you open it Install the game that your subscription is for. Make sure invitees understand that Windows 8.1 or newer is required. [](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#common-error-codes) Common error codes ----------------------------------------------------------------------------------------------------------------- Codes Description D0001409 [Out of memory](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#out-of-memory) C000009A D0001600 [Antivirus](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#antivirus) D0002001 C0000022 C00000F1 C0000043 C0000077 [Unsupported version of Windows](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#unsupported-version-of-windows) D0002103 D0001418 [Anti-cheat](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#anti-cheat) D000210A D0002201 Connection problem D0001434 Game is taking too long to load, use -novid or wait until the main menu to inject C0000225 D0001442 Game crashed while loading D0001012 ["Virtual machine not supported"](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#virtual-machine-not-supported) [PreviousUnlisted features](https://gamesensical.gitbook.io/docs/using-the-cheat/unlisted_features) [NextWriting lua scripts](https://gamesensical.gitbook.io/docs/developers/development) Last updated 4 years ago * [Out of memory](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#out-of-memory) * [Antivirus](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#antivirus) * [Unsupported version of Windows](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#unsupported-version-of-windows) * [Anti-cheat](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#anti-cheat) * [Overlays / third party tools](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#overlays-third-party-tools) * ["Virtual machine not supported"](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#virtual-machine-not-supported) * [Client not opening?](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#client-not-opening) * [Menu shows as a solid black rectangle](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#menu-shows-as-a-solid-black-rectangle) * [Menu not displaying or flickering](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#menu-not-displaying-or-flickering) * ["Hide from OBS" not working](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#hide-from-obs-not-working) * [Initialization Failed \*](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#initialization-failed) * [Client closing right after you open it](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#client-closing-right-after-you-open-it) * [Common error codes](https://gamesensical.gitbook.io/docs/using-the-cheat/common_issues#common-error-codes) --- # Editors | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/editors.md) . Your editor setup is very important to avoid common issues and be productive. The editors mentioned here are very extensible and can be improved a lot to make lua scripting more enjoyable, people have even made extensions for them just for the gamesense API. This section shows how to best configure your editor for writing scripts for gamesense lua scripting [PreviousCreate Interface](https://gamesensical.gitbook.io/docs/developers/development/examples/create_interface) [NextVS Code](https://gamesensical.gitbook.io/docs/developers/development/editors/vscode) Last updated 4 years ago --- # Examples | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/examples.md) . These example show how to use certain parts of the gamesense API and highlight best practices. [PreviousGetting started](https://gamesensical.gitbook.io/docs/developers/development/getting_started) [NextSimple watermark](https://gamesensical.gitbook.io/docs/developers/development/examples/watermark) Last updated 4 years ago --- # Talk shit | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/examples/talk_shit.md) . This script automatically types a message in chat every time you kill someone. If it's a headshot, it says "one tap", otherwise it says "effortless" Copy local userid_to_entindex, get_local_player, is_enemy, console_cmd = client.userid_to_entindex, entity.get_local_player, entity.is_enemy, client.exec local function on_player_death(e) local victim_userid, attacker_userid = e.userid, e.attacker if victim_userid == nil or attacker_userid == nil then return end local victim_entindex = userid_to_entindex(victim_userid) local attacker_entindex = userid_to_entindex(attacker_userid) if attacker_entindex == get_local_player() and is_enemy(victim_entindex) then console_cmd("say ", e.headshot and "one tap" or "effortless") end end client.set_event_callback("player_death", on_player_death) Originally written by admin [PreviousHead Dot ESP](https://gamesensical.gitbook.io/docs/developers/development/examples/head_dot) [NextAuto buy on round start](https://gamesensical.gitbook.io/docs/developers/development/examples/auto_buy) Last updated 4 years ago --- # Atom | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/editors/atom.md) . [](https://gamesensical.gitbook.io/docs/developers/development/editors/atom#gamesense-api-snippets) GameSense API Snippets ------------------------------------------------------------------------------------------------------------------------------- _Credits to Nexxed_ 1. Open Atom and go to "File" -> "Snippets..." to open the snippets.cson file. 2. [Download](https://gamesense.pub/forums/viewtopic.php?id=12394) and/or paste the contents of the Atom snippets into the snippets.cson file. 3. Save the file and restart Atom for the changes to take effect. Note: This requires you to install the [language-lua](https://atom.io/packages/language-lua) package for the editor. These snippets have descriptions (VSCode & Atom only) for most API functions as well as arguments and are currently up-to-date with the current API. Thread: https://gamesense.pub/forums/viewtopic.php?id=12394 [](https://gamesensical.gitbook.io/docs/developers/development/editors/atom#suggested-extensions) Suggested extensions --------------------------------------------------------------------------------------------------------------------------- * [language-lua](https://atom.io/packages/language-lua) [PreviousSublime Text](https://gamesensical.gitbook.io/docs/developers/development/editors/sublime) [NextEvents](https://gamesensical.gitbook.io/docs/developers/development/events) Last updated 4 years ago * [GameSense API Snippets](https://gamesensical.gitbook.io/docs/developers/development/editors/atom#gamesense-api-snippets) * [Suggested extensions](https://gamesensical.gitbook.io/docs/developers/development/editors/atom#suggested-extensions) --- # Snippets | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/snippets.md) . Snippets here [PreviousEvents](https://gamesensical.gitbook.io/docs/developers/development/events) [NextCompiling lua scripts](https://gamesensical.gitbook.io/docs/developers/development/compiling) Last updated 4 years ago --- # Auto buy on round start | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/examples/auto_buy.md) . This script adds an "Auto buy AWP" checkbox to the misc tab, useful for spread HvH when AWP purchases are limited. Copy local ui_get, console_cmd = ui.get, client.exec local auto_buy_awp = ui.new_checkbox("MISC", "Miscellaneous", "Auto buy AWP") local function on_round_prestart(e) if ui_get(auto_buy_awp) then console_cmd("buy awp;") end end client.set_event_callback("round_prestart", on_round_prestart) Originally written by admin [PreviousTalk shit](https://gamesensical.gitbook.io/docs/developers/development/examples/talk_shit) [NextCreate Interface](https://gamesensical.gitbook.io/docs/developers/development/examples/create_interface) Last updated 4 years ago --- # VS Code | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/editors/vscode.md) . [](https://gamesensical.gitbook.io/docs/developers/development/editors/vscode#gamesense-api-snippets) GameSense API Snippets --------------------------------------------------------------------------------------------------------------------------------- _Credits to Nexxed_ 1. Go to the [VSCode Marketplace page of the GameSense Lua API Snippets](https://marketplace.visualstudio.com/items?itemName=Nexxed.gamesense-lua) and click the green install button. 2. Follow the instructions. 3. Profit! These snippets have descriptions (VSCode & Atom only) for most API functions as well as arguments and are currently up-to-date with the current API. Thread: https://gamesense.pub/forums/viewtopic.php?id=12394 [](https://gamesensical.gitbook.io/docs/developers/development/editors/vscode#suggested-extensions) Suggested extensions ----------------------------------------------------------------------------------------------------------------------------- * [LuaExtended](https://packagecontrol.io/packages/LuaExtended) * [SublimeLinter](https://packagecontrol.io/packages/SublimeLinter) * [SublimeLinter-luacheck](https://packagecontrol.io/packages/SublimeLinter-luacheck) [PreviousEditors](https://gamesensical.gitbook.io/docs/developers/development/editors) [NextSublime Text](https://gamesensical.gitbook.io/docs/developers/development/editors/sublime) Last updated 4 years ago * [GameSense API Snippets](https://gamesensical.gitbook.io/docs/developers/development/editors/vscode#gamesense-api-snippets) * [Suggested extensions](https://gamesensical.gitbook.io/docs/developers/development/editors/vscode#suggested-extensions) --- # Sublime Text | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/editors/sublime.md) . [](https://gamesensical.gitbook.io/docs/developers/development/editors/sublime#gamesense-api-snippets) GameSense API Snippets ---------------------------------------------------------------------------------------------------------------------------------- _Credits to Nexxed_ 1. Open Sublime and go to "Preferences" -> "Browse Packages" while in the editor. 2. [Download](https://gamesense.pub/forums/viewtopic.php?id=12394) , rename and drag the gamesense.sublime-completions file into the packages folder. 3. Profit! These snippets have descriptions (VSCode & Atom only) for most API functions as well as arguments and are currently up-to-date with the current API. Thread: https://gamesense.pub/forums/viewtopic.php?id=12394 [](https://gamesensical.gitbook.io/docs/developers/development/editors/sublime#suggested-extensions) Suggested extensions ------------------------------------------------------------------------------------------------------------------------------ * [LuaExtended](https://packagecontrol.io/packages/LuaExtended) * [SublimeLinter](https://packagecontrol.io/packages/SublimeLinter) * [SublimeLinter-luacheck](https://packagecontrol.io/packages/SublimeLinter-luacheck) [PreviousVS Code](https://gamesensical.gitbook.io/docs/developers/development/editors/vscode) [NextAtom](https://gamesensical.gitbook.io/docs/developers/development/editors/atom) Last updated 4 years ago * [GameSense API Snippets](https://gamesensical.gitbook.io/docs/developers/development/editors/sublime#gamesense-api-snippets) * [Suggested extensions](https://gamesensical.gitbook.io/docs/developers/development/editors/sublime#suggested-extensions) --- # Create Interface | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/examples/create_interface.md) . This script is an example for "client.create\_interface". With this function you can access classes or functions provided by the game itself. Copy local ffi = require 'ffi' ffi.cdef[[\ typedef unsigned char wchar_t;\ \ typedef bool (__thiscall *IsButtonDown_t)(void*, int);\ ]] local interface_ptr = ffi.typeof('void***') local raw_inputsystem = client.create_interface('inputsystem.dll', 'InputSystemVersion001') -- cast the lightuserdata to a type that we can dereference local inputsystem = ffi.cast(interface_ptr, raw_inputsystem) -- void*** -- dereference the interface pointer to get its vtable local inputsystem_vtbl = inputsystem[0] -- void** -- vtable is an array of functions, the 15th is IsButtonDown local raw_IsButtonDown = inputsystem_vtbl[15] -- void* -- cast the function pointer to a callable type local is_button_pressed = ffi.cast('IsButtonDown_t', raw_IsButtonDown) local function run_command(cmd) if is_button_pressed(inputsystem, 36) then -- ButtonCode_t for Z print('Z is pressed') end return false end client.set_event_callback('run_command', run_command) Originally written by admin [PreviousAuto buy on round start](https://gamesensical.gitbook.io/docs/developers/development/examples/auto_buy) [NextEditors](https://gamesensical.gitbook.io/docs/developers/development/editors) Last updated 4 years ago --- # Compiling lua scripts | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/compiling.md) . **Compiling scripts can give a slight performance boost, although you should be fine without it.** [**Download from MEGA**](https://mega.nz/#!JpFAhYjb!35AbAx8sGdmVAI3o-EVHtGA_-Y1WqReo7WWUWHOdYo4) 1. Download the archive and extract it anywhere 2. Copy the script you want to compile into the extracted folder 3. Open command prompt, navigate to that folder After you successfully extracted it, type the following command: Copy luajit.exe -b script.lua compiled.ljbc [PreviousSnippets](https://gamesensical.gitbook.io/docs/developers/development/snippets) [NextAPI Documentation](https://gamesensical.gitbook.io/docs/developers/globals) Last updated 4 years ago --- # Simple watermark | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/examples/watermark.md) . This is a simple text watermark showing the ping, tickrate and windows time. Ingame it looks like this: ![](https://gamesensical.gitbook.io/docs/~gitbook/image?url=https%3A%2F%2Fi.imgur.com%2F73FUdvm.png&width=768&dpr=3&quality=100&sign=8157a48f&sv=2) Modify the `flags`, `margin` and `padding` variables to change the appearance. Colors are hardcoded in the 2 drawing function calls, but can be easily modified too. Copy -- localize often used API variables to improve performance. It's usually fine to not do this, but lua then has to look them up as globals every time. local client_latency, client_screen_size, client_system_time, globals_tickinterval, math_floor, renderer_measure_text, renderer_rectangle, renderer_text, string_format = client.latency, client.screen_size, client.system_time, globals.tickinterval, math.floor, renderer.measure_text, renderer.rectangle, renderer.text, string.format -- this function will be executed every time CS:GO renders a frame and lets you draw on top of the game scene. local function on_paint() -- fetch dynamic info. latency is in seconds so we convert it to ms and round it. tickrate is calculated with 1 / tickinterval local screen_width, screen_height = client_screen_size() local latency = math_floor(client_latency()*1000+0.5) local tickrate = 1/globals_tickinterval() local hours, minutes, seconds = client_system_time() -- create text local text = string_format("%dms", latency) .. " | " .. string_format("%dtick", tickrate) .. " | " .. string_format("%02d:%02d:%02d", hours, minutes, seconds) -- modify these to change how the text appears. margin is the distance from the top right corner, padding is the size the background rectangle is larger than the text local margin, padding, flags = 18, 4, nil -- uncomment this for a "small and capital" style -- flags, text = "-", (text:upper():gsub(" ", " ")) -- measure text size to properly offset the text from the top right corner local text_width, text_height = renderer_measure_text(flags, text) -- draw background and text renderer_rectangle(screen_width-text_width-margin-padding, margin-padding, text_width+padding*2, text_height+padding*2, 32, 32, 32, 200) renderer_text(screen_width-text_width-margin, margin, 235, 235, 235, 255, flags, 0, text) end client.set_event_callback("paint", on_paint) [PreviousExamples](https://gamesensical.gitbook.io/docs/developers/development/examples) [NextHead Dot ESP](https://gamesensical.gitbook.io/docs/developers/development/examples/head_dot) Last updated 4 years ago --- # Head Dot ESP | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/examples/head_dot.md) . This script, if enabled, draws small dots on the heads of enemies. The dots are white if the head is invisible and red if visible ![](https://gamesensical.gitbook.io/docs/~gitbook/image?url=https%3A%2F%2Fi.imgur.com%2FagQcdXA.png&width=768&dpr=3&quality=100&sign=3e5ca02e&sv=2) Copy -- localize often used API variables to improve performance. It's usually fine to not do this, but lua then has to look them up as globals every time. local client_eye_position, client_trace_line, entity_get_local_player, entity_get_players, entity_hitbox_position, renderer_circle, renderer_world_to_screen = client.eye_position, client.trace_line, entity.get_local_player, entity.get_players, entity.hitbox_position, renderer.circle, renderer.world_to_screen local function on_paint() local local_player = entity_get_local_player() local eye_x, eye_y, eye_z = client_eye_position() -- get all alive, non-dormant enemy players local enemies = entity_get_players(true) for i=1, #enemies do local entindex = enemies[i] -- get the world coordinates of the head hitbox of the enemy local head_x, head_y, head_z = entity_hitbox_position(entindex, 0) -- transform world coordinates to screen coordinates local wx, wy = renderer_world_to_screen(head_x, head_y, head_z) -- make sure to always check if the screen coordinates are valid. it's enough to only check wx if wx ~= nil then local r, g, b, a = 255, 255, 255, 100 -- ray trace from your eye position to the enemy head, ignoring our local player, to determine if it's visible local fraction, entindex_hit = client_trace_line(local_player, eye_x, eye_y, eye_z, head_x, head_y, head_z) if entindex_hit == entindex or fraction == 1 then -- the trace either hit the enemy or hit nothing, meaning the head is visible, so we change the color r, g, b, a = 255, 16, 16, 255 end -- draw circle with radius 4, so we offset the x and y by -2 renderer_circle(wx-2, wy-2, r, g, b, a, 4, 0, 1) end end end client.set_event_callback("paint", on_paint) [PreviousSimple watermark](https://gamesensical.gitbook.io/docs/developers/development/examples/watermark) [NextTalk shit](https://gamesensical.gitbook.io/docs/developers/development/examples/talk_shit) Last updated 4 years ago --- # API Documentation | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals.md) . [bit](https://gamesensical.gitbook.io/docs/developers/globals/bit) [client](https://gamesensical.gitbook.io/docs/developers/globals/client) [config](https://gamesensical.gitbook.io/docs/developers/globals/config) [cvar](https://gamesensical.gitbook.io/docs/developers/globals/cvar) [database](https://gamesensical.gitbook.io/docs/developers/globals/database) [entity](https://gamesensical.gitbook.io/docs/developers/globals/entity) [globals](https://gamesensical.gitbook.io/docs/developers/globals/globals) [json](https://gamesensical.gitbook.io/docs/developers/globals/json) [materialsystem](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem) [panorama](https://gamesensical.gitbook.io/docs/developers/globals/panorama) [plist](https://gamesensical.gitbook.io/docs/developers/globals/plist) [renderer](https://gamesensical.gitbook.io/docs/developers/globals/renderer) [ui](https://gamesensical.gitbook.io/docs/developers/globals/ui) [vector](https://gamesensical.gitbook.io/docs/developers/globals/vector) [PreviousCompiling lua scripts](https://gamesensical.gitbook.io/docs/developers/development/compiling) [Nextbit](https://gamesensical.gitbook.io/docs/developers/globals/bit) Last updated 4 years ago --- # config | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/config.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/config#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/config#config.export) config.export `config.export()` Returns the current config as a string #### [](https://gamesensical.gitbook.io/docs/developers/globals/config#config.load) config.load `config.load(name: string, tab: string, container: string)` Argument Type Description **name** string (menu item) Name of the config **tab** string (menu tab) Name of the tab **container** string (menu container) Name of the container To load the specified config: config.load('Config name here') To load a tab from the specified config: config.load('Config name here', 'Tab name here') To load a container from the specified config: config.load('Config name here', 'Tab name here', 'Container name here') [Previousclient](https://gamesensical.gitbook.io/docs/developers/globals/client) [Nextcvar](https://gamesensical.gitbook.io/docs/developers/globals/cvar) Last updated 4 years ago --- # database | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/database.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/database#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/database#database.read) database.read `database.read(key_name: string)`: any Argument Type Description **key\_name** string String used as a name of the key. Make sure to write to the same key\_name. Gets a value from the database #### [](https://gamesensical.gitbook.io/docs/developers/globals/database#database.write) database.write `database.write(key_name: string, value: any)` Argument Type Description **key\_name** string String used as a name of the key. **value** any Value the key should be set to. This can be anything that can be sanitized (no functions, userdata) Writes a value to the database. Avoid calling this often. For example, call read at script load, then call write during the 'shutdown' event ### [](https://gamesensical.gitbook.io/docs/developers/globals/database#examples) Examples: Copy local data = database.read("example-1") or {} data.load_count = (data.load_count or 0) + 1 client.log("this is the ", data.load_count, ". time you've loaded this script!") client.set_event_callback("player_death", function(e) if client.userid_to_entindex(e.attacker) == entity.get_local_player() then data.kill_count = (data.kill_count or 0) + 1 client.log("this is your ", data.kill_count, ". kill!") end end) client.set_event_callback("shutdown", function() database.write("example-1", data) end) [Previouscvar](https://gamesensical.gitbook.io/docs/developers/globals/cvar) [Nextentity](https://gamesensical.gitbook.io/docs/developers/globals/entity) Last updated 4 years ago * [Functions:](https://gamesensical.gitbook.io/docs/developers/globals/database#functions) * [Examples:](https://gamesensical.gitbook.io/docs/developers/globals/database#examples) --- # bit | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/bit.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.arshift) bit.arshift `bit.arshift(x: number, n: number)`: number Argument Type Description **x** number number **n** number number of bits Returns the bitwise arithmetic right-shift of its first argument by the number of bits given by the second argument. Arithmetic right-shift treats the most-significant bit as a sign bit and replicates it. Only the lower 5 bits of the shift count are used (reduces to the range \[0..31\]). #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.band) bit.band `bit.band(x1: number, x2: number[, ...])`: number Argument Type Description **x1** number number **x2** number number **...** Number(s) Returns the bitwise and of all of its arguments. Note that more than two arguments are allowed. #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.bnot) bit.bnot `bit.bnot(x: number)`: number Argument Type Description **x** number number Returns the bitwise not of its argument. #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.bor) bit.bor `bit.bor(x1: number, x2: number[, ...])`: number Argument Type Description **x1** number number **x2** number number **...** Number(s) Returns the bitwise or of all of its arguments. Note that more than two arguments are allowed. #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.bswap) bit.bswap `bit.bswap(x: number)`: number Argument Type Description **x** number number Swaps the bytes of its argument and returns it. This can be used to convert little-endian 32 bit numbers to big-endian 32 bit numbers or vice versa. #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.bxor) bit.bxor `bit.bxor(x1: number, [x2...]: number)`: number Argument Type Description **x1** number number **\[x2...\]** number number(s) Returns the bitwise xor of all of its arguments. Note that more than two arguments are allowed. #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.lshift) bit.lshift `bit.lshift(x: number, n: number)`: number Argument Type Description **x** number number **n** number number of bits Returns the bitwise logical left-shift of its first argument by the number of bits given by the second argument. Logical shifts treat the first argument as an unsigned number and shift in 0-bits. Only the lower 5 bits of the shift count are used (reduces to the range \[0..31\]). #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.rol) bit.rol `bit.rol(x: number, n: number)`: number Argument Type Description **x** number number **n** number number of bits Returns the bitwise left rotation of its first argument by the number of bits given by the second argument. Bits shifted out on one side are shifted back in on the other side. Only the lower 5 bits of the rotate count are used (reduces to the range \[0..31\]). #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.ror) bit.ror `bit.ror(x: number, n: number)`: number Argument Type Description **x** number number **n** number number of bits Returns the bitwise right rotation of its first argument by the number of bits given by the second argument. Bits shifted out on one side are shifted back in on the other side. Only the lower 5 bits of the rotate count are used (reduces to the range \[0..31\]). #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.rshift) bit.rshift `bit.rshift(x: number, n: number)`: number Argument Type Description **x** number number **n** number number of bits Returns the bitwise logical right-shift of its first argument by the number of bits given by the second argument. Logical shifts treat the first argument as an unsigned number and shift in 0-bits. Only the lower 5 bits of the shift count are used (reduces to the range \[0..31\]). #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.tobit) bit.tobit `bit.tobit(x: number)`: number Argument Type Description **x** number number to normalize Normalizes a number to the numeric range for bit operations and returns it. This function is usually not needed since all bit operations already normalize all of their input arguments. #### [](https://gamesensical.gitbook.io/docs/developers/globals/bit#bit.tohex) bit.tohex `bit.tohex(x: number, n: number)`: number Argument Type Description **x** number number to convert **n** number number of hex digits to return Converts its first argument to a hex string. The number of hex digits is given by the absolute value of the optional second argument. Positive numbers between 1 and 8 generate lowercase hex digits. Negative numbers generate uppercase hex digits. Only the least-significant 4\*|n| bits are used. The default is to generate 8 lowercase hex digits. [PreviousAPI Documentation](https://gamesensical.gitbook.io/docs/developers/globals) [Nextclient](https://gamesensical.gitbook.io/docs/developers/globals/client) Last updated 4 years ago --- # panorama | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/panorama.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/panorama#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/panorama#panorama.loadstring) panorama.loadstring `panorama.loadstring(js_code: string[, panel: string])` Argument Type Description **js\_code** string String containing JavaScript code **panel** string (panorama root panel) Panel name API to interact with CS:GO's panorama UI #### [](https://gamesensical.gitbook.io/docs/developers/globals/panorama#panorama.open) panorama.open `panorama.open([panel: string])` Argument Type Description **panel** string (panorama root panel) Panel name API to interact with CS:GO's panorama UI [Previousmaterialsystem](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem) [Nextplist](https://gamesensical.gitbook.io/docs/developers/globals/plist) Last updated 4 years ago --- # plist | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/plist.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/plist#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/plist#plist.get) plist.get `plist.get(entindex: number, field: string)` Argument Type Description **entindex** number (entindex) Player index **field** string (menu item) Name of the field Functions for interacting with the player list #### [](https://gamesensical.gitbook.io/docs/developers/globals/plist#plist.set) plist.set `plist.set(entindex: number, field: string, value: any)` Argument Type Description **entindex** number (entindex) Player index **field** string (menu item) Name of the field **value** any Value of the field Functions for interacting with the player list [Previouspanorama](https://gamesensical.gitbook.io/docs/developers/globals/panorama) [Nextrenderer](https://gamesensical.gitbook.io/docs/developers/globals/renderer) Last updated 4 years ago --- # globals | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/globals.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.absoluteframetime) globals.absoluteframetime `globals.absoluteframetime()`: number Returns the number of seconds elapsed during the last game frame. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.chokedcommands) globals.chokedcommands `globals.chokedcommands()`: number Returns the number of choked commands, i.e. the number of commands that haven't yet been sent to the server. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.commandack) globals.commandack `globals.commandack()`: number Returns the command number of the most recent server-acknowledged command. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.curtime) globals.curtime `globals.curtime()`: number Returns the game time in seconds. This number is synchronized with the server. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.framecount) globals.framecount `globals.framecount()`: number Returns the number of frames since the game started #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.frametime) globals.frametime `globals.frametime()`: number Returns the number of seconds elapsed during the last game frame. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.lastoutgoingcommand) globals.lastoutgoingcommand `globals.lastoutgoingcommand()`: number Returns the command number of the last outgoing command. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.mapname) globals.mapname `globals.mapname()`: string Returns the name of the loaded map, or nil if you are not in game. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.maxplayers) globals.maxplayers `globals.maxplayers()`: number Returns the maximum number of players in the server. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.oldcommandack) globals.oldcommandack `globals.oldcommandack()`: number Returns the command number of the previous server-acknowledged command. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.realtime) globals.realtime `globals.realtime()`: number Returns the local time in seconds. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.tickcount) globals.tickcount `globals.tickcount()`: number Returns the number of ticks elapsed in the server. #### [](https://gamesensical.gitbook.io/docs/developers/globals/globals#globals.tickinterval) globals.tickinterval `globals.tickinterval()`: number Returns the time elapsed in one game tick in seconds. [Previousentity](https://gamesensical.gitbook.io/docs/developers/globals/entity) [Nextjson](https://gamesensical.gitbook.io/docs/developers/globals/json) Last updated 4 years ago --- # Events | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/development/events.md) . ### [](https://gamesensical.gitbook.io/docs/developers/development/events#list-of-events) List of events: #### [](https://gamesensical.gitbook.io/docs/developers/development/events#paint) 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.\*](https://github.com/gamesensical/docs/blob/master/docs/developers/globals/renderer/README.md) functions [https://github.com/gamesensical/docs/blob/master/developers/globals/renderer/README.md](https://github.com/gamesensical/docs/blob/master/developers/globals/renderer/README.md) **Examples:** Copy client.set_event_callback("paint", function() renderer.text(15, 15, 255, 255, 255, 255, nil, 0, "hello world") end) #### [](https://gamesensical.gitbook.io/docs/developers/development/events#paint_ui) 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.\*](https://github.com/gamesensical/docs/blob/master/docs/developers/globals/renderer/README.md) functions [https://github.com/gamesensical/docs/blob/master/developers/globals/renderer/README.md](https://github.com/gamesensical/docs/blob/master/developers/globals/renderer/README.md) #### [](https://gamesensical.gitbook.io/docs/developers/development/events#run_command) 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 #### [](https://gamesensical.gitbook.io/docs/developers/development/events#setup_command) 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** #### [](https://gamesensical.gitbook.io/docs/developers/development/events#override_view) 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 #### [](https://gamesensical.gitbook.io/docs/developers/development/events#console_input) 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:** #### [](https://gamesensical.gitbook.io/docs/developers/development/events#output) 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 #### [](https://gamesensical.gitbook.io/docs/developers/development/events#indicator) 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 #### [](https://gamesensical.gitbook.io/docs/developers/development/events#player_chat) 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 #### [](https://gamesensical.gitbook.io/docs/developers/development/events#string_cmd) string\_cmd Fired before a string command (chat messages, weapon inspecting, buy commands) is sent to the server. Property 1 string command #### [](https://gamesensical.gitbook.io/docs/developers/development/events#net_update_start) 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 #### [](https://gamesensical.gitbook.io/docs/developers/development/events#net_update_end) net\_update\_end Fired after an entity update packet is received from the server. (`FrameStageNotify FRAME_NET_UPDATE_END`) #### [](https://gamesensical.gitbook.io/docs/developers/development/events#predict_command) 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 #### [](https://gamesensical.gitbook.io/docs/developers/development/events#pre_render) pre\_render Fired before a frame is rendered #### [](https://gamesensical.gitbook.io/docs/developers/development/events#post_render) post\_render Fired after a frame is rendered #### [](https://gamesensical.gitbook.io/docs/developers/development/events#aim_fire) 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:** #### [](https://gamesensical.gitbook.io/docs/developers/development/events#aim_hit) 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:** #### [](https://gamesensical.gitbook.io/docs/developers/development/events#aim_miss) 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:** #### [](https://gamesensical.gitbook.io/docs/developers/development/events#pre_config_load) pre\_config\_load Fired before a config will be loaded #### [](https://gamesensical.gitbook.io/docs/developers/development/events#post_config_load) post\_config\_load Fired after a config has been loaded #### [](https://gamesensical.gitbook.io/docs/developers/development/events#pre_config_save) pre\_config\_save Fired before a config will be saved #### [](https://gamesensical.gitbook.io/docs/developers/development/events#post_config_save) post\_config\_save Fired after a config has been saved [PreviousAtom](https://gamesensical.gitbook.io/docs/developers/development/editors/atom) [NextSnippets](https://gamesensical.gitbook.io/docs/developers/development/snippets) Last updated 4 years ago Copy client.set_event_callback("console_input", function(text) client.log("entered: '", text, "'") end) Copy 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) Copy 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) Copy 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) --- # cvar | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/cvar.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#get_float) :get\_float `cvar_object:get_float()`: number Returns nil if called on a ConCommand. #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#get_int) :get\_int `cvar_object:get_int()`: number Returns nil if called on a ConCommand. #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#get_string) :get\_string `cvar_object:get_string()`: string Returns nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#invoke_callback) :invoke\_callback `cvar_object:invoke_callback(...)` Argument Type Description **...** Arguments passed to the callback Executes a ConCommand or cvar callback, passing its arguments to it #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#set_float) :set\_float `cvar_object:set_float(value: number)` Argument Type Description **value** number (float) Float value Sets the int, float and string value to the passed float. Invokes the change callback #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#set_int) :set\_int `cvar_object:set_int(value: number)` Argument Type Description **value** number (integer) Integer value Sets the int, float and string value to the passed float. Invokes the change callback #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#set_raw_float) :set\_raw\_float `cvar_object:set_raw_float(value: number)` Argument Type Description **value** number (float) Float value This sets the float value without changing the integer and string values. #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#set_raw_int) :set\_raw\_int `cvar_object:set_raw_int(value: number)` Argument Type Description **value** number (integer) Integer value This sets the integer value without changing the float and string values. #### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#set_string) :set\_string `cvar_object:set_string(value: string)` Argument Type Description **value** string String value Sets the int, float and string value to the passed float. Invokes the change callback ### [](https://gamesensical.gitbook.io/docs/developers/globals/cvar#examples) Examples: [Previousconfig](https://gamesensical.gitbook.io/docs/developers/globals/config) [Nextdatabase](https://gamesensical.gitbook.io/docs/developers/globals/database) Last updated 4 years ago * [Functions:](https://gamesensical.gitbook.io/docs/developers/globals/cvar#functions) * [Examples:](https://gamesensical.gitbook.io/docs/developers/globals/cvar#examples) Copy local bxor = bit.bxor local cl_fullupdate = cvar.cl_fullupdate local developer = cvar.developer -- invoking callback of ConCommand cl_fullupdate:invoke_callback() -- toggle ConVar local oldval = developer.get_int() developer:set_raw_int(bxor(oldval, 1)) Copy local snd_setmixer = cvar.snd_setmixer -- Mutes ambient volume by setting the mixer "vol" option to 0 snd_setmixer:invoke_callback("Ambient", "vol", "0") --- # materialsystem | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#materialsystem.arms_material) materialsystem.arms\_material `materialsystem.arms_material()`: table (material object) Returns a reference to the arms material when 'Viewmodel arms' is enabled #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#materialsystem.chams_material) materialsystem.chams\_material `materialsystem.chams_material()`: table (material object) Returns a reference to the player chams material #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#materialsystem.find_material) materialsystem.find\_material `materialsystem.find_material(path: string[, force_load: boolean])`: table (material object) Argument Type Description **path** string Path to material including filename **force\_load** boolean Boolean. Load the material if it isn't loaded Returns a reference to the material #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#materialsystem.find_materials) materialsystem.find\_materials `materialsystem.find_materials(partial_path: string[, force_load: boolean])`: table (material objects) Argument Type Description **partial\_path** string Partial path to material **force\_load** boolean Boolean. Load each material if it isn't loaded Returns a table of references to materials that have partial\_path in their name #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#materialsystem.find_texture) materialsystem.find\_texture `materialsystem.find_texture(path: string)` Argument Type Description **path** string Path to texture including filename Returns a reference to the texture that can be used with set\_shader\_param #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#materialsystem.get_model_materials) materialsystem.get\_model\_materials `materialsystem.get_model_materials(entindex: number)`: table (material objects) Argument Type Description **entindex** number (entindex) Entity index Returns a table of references to materials used by the entity #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#materialsystem.override_material) materialsystem.override\_material `materialsystem.override_material(material: table, material_new: table)` Argument Type Description **material** table (material object) The material to override **material\_new** table (material object) The material to override it with Overrides all of a material properties with another material. #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#alpha_modulate) :alpha\_modulate `material_object:alpha_modulate(a: number)` Argument Type Description **a** number New alpha value of the material (0-255) Overrides the alpha of the material object it's called on. Doesn't work with some materials #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#color_modulate) :color\_modulate `material_object:color_modulate(r: number, g: number, b: number)` Argument Type Description **r** number New red value of the material (0-255) **g** number New green value of the material (0-255) **b** number New blue value of the material (0-255) Overrides the color of the material object it's called on. Doesn't work with some materials #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#get_material_var_flag) :get\_material\_var\_flag `material_object:get_material_var_flag(material_var_flag: number)`: boolean Argument Type Description **material\_var\_flag** number (material var flag) Material var flag as number Returns the boolean value of the material var flag #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#get_name) :get\_name `material_object:get_name()`: string Returns name of the material #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#get_shader_param) :get\_shader\_param `material_object:get_shader_param(shader_param: string)`: any Argument Type Description **shader\_param** string (shader param) Shader param name Returns the value of the shader param or nil #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#reload) :reload `material_object:reload()` Restores the original material properties of the material it's called on. #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#set_material_var_flag) :set\_material\_var\_flag `material_object:set_material_var_flag(material_var_flag: number, value: any)` Argument Type Description **material\_var\_flag** number (material var flag) Material var flag as number **value** any New boolean value of the material var flag Sets the value of the material var flag of the material #### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#set_shader_param) :set\_shader\_param `material_object:set_shader_param(shader_param: string, value: any)` Argument Type Description **shader\_param** string (shader param) Shader param name **value** any New value of the shader param Sets the value of the shader param of the material ### [](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#examples) Examples: [Previousjson](https://gamesensical.gitbook.io/docs/developers/globals/json) [Nextpanorama](https://gamesensical.gitbook.io/docs/developers/globals/panorama) Last updated 4 years ago * [Functions:](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#functions) * [Examples:](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem#examples) Copy -- materialsystem example here --- # entity | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/entity.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_all) entity.get\_all `entity.get_all([classname: string])`: table (entindex) Argument Type Description **classname** string (entity classname) String that specifies the class name of entities that will be added to the list, for example "CCSPlayer". Returns an array of entity indices. Pass no arguments for all entities. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_bounding_box) entity.get\_bounding\_box `entity.get_bounding_box(player: number)`: number, number, number, number, number Argument Type Description **player** number (entindex) Entity index of the player. Returns x1, y1, x2, y2, alpha\_multiplier. The contents of x1, y1, x2, y2 must be ignored when alpha\_multiplier is zero, which indicates that the bounding box is invalid and should not be drawn. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_classname) entity.get\_classname `entity.get_classname(ent: number)`: string Argument Type Description **ent** number (entindex) Entity index. Returns the name of the entity's class, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_esp_data) entity.get\_esp\_data `entity.get_esp_data(player: number)`: table Argument Type Description **player** number (entindex) Entity index Returns a table containing alpha, health, and weapon\_id, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_game_rules) entity.get\_game\_rules `entity.get_game_rules()`: number (entindex) Returns entity index of CCSGameRulesProxy instance, or nil if none exists. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_local_player) entity.get\_local\_player `entity.get_local_player()`: number (entindex) Returns the entity index for the local player, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_origin) entity.get\_origin `entity.get_origin(ent: number)`: number, number, number Argument Type Description **ent** number (entindex) Entity index Returns the x, y, z coordinates of the entity. Only works for non-dormant entities, except for players, where it will return the dormant esp origin #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_player_name) entity.get\_player\_name `entity.get_player_name(ent: number)`: string Argument Type Description **ent** number (entindex) Player entity index. Returns the player's name, or the string "unknown" on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_player_resource) entity.get\_player\_resource `entity.get_player_resource()`: number (entindex) Returns entity index of CCSPlayerResource instance, or nil if none exists. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_player_weapon) entity.get\_player\_weapon `entity.get_player_weapon(ent: number)`: number (entindex) Argument Type Description **ent** number (entindex) Player entity index. Returns the entity index of the player's active weapon, or nil if the player is not alive, dormant, etc. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_players) entity.get\_players `entity.get_players([enemies_only: boolean])`: table (entindex) Argument Type Description **enemies\_only** boolean If true then you and the players on your team will not be added to the list. Returns an array of player entity indices. Dormant and dead players will not be added to the list. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_prop) entity.get\_prop `entity.get_prop(ent: number, propname: string[, array_index: number])`: any Argument Type Description **ent** number (entindex) Entity index. **propname** string (netprop) Name of the networked property. **array\_index** number If propname is an array, the value at this array index will be returned. Returns the value of the property, or nil on failure. For vectors or angles, this returns three values. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.get_steam64) entity.get\_steam64 `entity.get_steam64(player: number)`: string Argument Type Description **player** number (entindex) Entity index of the player. Returns steamID3, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.hitbox_position) entity.hitbox\_position `entity.hitbox_position(player: number, hitbox: number)`: number, number, number Argument Type Description **player** number (entindex) Entity index of the player. **hitbox** number (hitbox id) Either a string of the hitbox name, or an integer index of the hitbox. Returns world coordinates x, y, z, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.is_alive) entity.is\_alive `entity.is_alive(ent: number)`: boolean Argument Type Description **ent** number (entindex) Entity index. Returns true if the player is not dead. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.is_dormant) entity.is\_dormant `entity.is_dormant(ent: number)`: boolean Argument Type Description **ent** number (entindex) Entity index. Returns true if the entity is dormant. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.is_enemy) entity.is\_enemy `entity.is_enemy(ent: number)`: boolean Argument Type Description **ent** number (entindex) Entity index. Returns true if the entity is on the other team. #### [](https://gamesensical.gitbook.io/docs/developers/globals/entity#entity.set_prop) entity.set\_prop `entity.set_prop(ent: number, propname: string, value: any[, array_index: number])` Argument Type Description **ent** number (entindex) Entity index. **propname** string (netprop) Name of the networked property. **value** any The property will be set to this value. For vectors or angles, separate the components by commas. **array\_index** number If propname is an array, the value at this array index will be set. Sets the value of the property. For vectors or angles, pass three values. [Previousdatabase](https://gamesensical.gitbook.io/docs/developers/globals/database) [Nextglobals](https://gamesensical.gitbook.io/docs/developers/globals/globals) Last updated 4 years ago --- # Netprops | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops.md) . [Important](https://gamesensical.gitbook.io/docs/developers/netprops/important) [Items](https://gamesensical.gitbook.io/docs/developers/netprops/items) [Projectiles](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles) [Environment](https://gamesensical.gitbook.io/docs/developers/netprops/environment) [Controllers](https://gamesensical.gitbook.io/docs/developers/netprops/controllers) [Temp Entities](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities) [Base Entities](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities) [Other](https://gamesensical.gitbook.io/docs/developers/netprops/other) [Previousvector](https://gamesensical.gitbook.io/docs/developers/globals/vector) [NextImportant](https://gamesensical.gitbook.io/docs/developers/netprops/important) Last updated 6 years ago --- # Important | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/important.md) . * * * [](https://gamesensical.gitbook.io/docs/developers/netprops/important#description-last-updated-at-16.01.2021) description: Last updated at 16.01.2021 ---------------------------------------------------------------------------------------------------------------------------------------------------------- [CCSGameRulesProxy](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsgamerulesproxy) [CCSPlayer](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayer) [CCSPlayerResource](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayerresource) [PreviousNetprops](https://gamesensical.gitbook.io/docs/developers/netprops) [NextCCSGameRulesProxy](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsgamerulesproxy) Last updated 4 years ago --- # CCSPlayerResource | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayerresource.md) . * `m_vecPlayerPatchEconIndices` (integer\[0-4\]) * `m_iKills` (integer\[0-64\]) * `m_iAssists` (integer\[0-64\]) * `m_iDeaths` (integer\[0-64\]) * `m_bConnected` (integer\[0-64\]) * `m_iTeam` (integer\[0-64\]) * `m_iPendingTeam` (integer\[0-64\]) * `m_bAlive` (integer\[0-64\]) * `m_iHealth` (integer\[0-64\]) * `m_iPing` (integer\[0-64\]) * `m_iCoachingTeam` (integer\[0-64\]) * `m_iPlayerC4` (integer) * `m_bHostageAlive` (integer\[0-11\]) * `m_isHostageFollowingSomeone` (integer\[0-11\]) * `m_iPlayerVIP` (integer) * `m_iHostageEntityIDs` (integer\[0-11\]) * `m_bombsiteCenterA` (vector) * `m_hostageRescueX` (integer\[0-3\]) * `m_hostageRescueY` (integer\[0-3\]) * `m_hostageRescueZ` (integer\[0-3\]) * `m_iMVPs` (integer\[0-64\]) * `m_iArmor` (integer\[0-64\]) * `m_bHasDefuser` (integer\[0-64\]) * `m_bHasHelmet` (integer\[0-64\]) * `m_iScore` (integer\[0-64\]) * `m_iCompetitiveRanking` (integer\[0-64\]) * `m_iCompetitiveWins` (integer\[0-64\]) * `m_iCompetitiveRankType` (integer\[0-64\]) * `m_iCompTeammateColor` (integer\[0-64\]) * `m_iLifetimeStart` (integer\[0-64\]) * `m_iLifetimeEnd` (integer\[0-64\]) * `m_bControllingBot` (integer\[0-64\]) * `m_iControlledPlayer` (integer\[0-64\]) * `m_iControlledByPlayer` (integer\[0-64\]) * `m_iBotDifficulty` (integer\[0-64\]) * `m_szClan` (string\[0-64\]) * `m_nCharacterDefIndex` (integer\[0-64\]) * `m_iTotalCashSpent` (integer\[0-64\]) * `m_iGunGameLevel` (integer\[0-64\]) * `m_iCashSpentThisRound` (integer\[0-64\]) * `m_bombsiteCenterB` (vector) * `m_nEndMatchNextMapVotes` (integer\[0-64\]) * `m_nActiveCoinRank` (integer\[0-64\]) * `m_nMusicID` (integer\[0-64\]) * `m_nPersonaDataPublicLevel` (integer\[0-64\]) * `m_nPersonaDataPublicCommendsLeader` (integer\[0-64\]) * `m_nPersonaDataPublicCommendsTeacher` (integer\[0-64\]) * `m_nPersonaDataPublicCommendsFriendly` (integer\[0-64\]) * `m_bHasCommunicationAbuseMute` (integer\[0-64\]) * `m_szCrosshairCodes` (string\[0-64\]) * `m_iMatchStats_Kills_Total` (integer\[0-64\]) * `m_iMatchStats_5k_Total` (integer\[0-64\]) * `m_iMatchStats_4k_Total` (integer\[0-64\]) * `m_iMatchStats_3k_Total` (integer\[0-64\]) * `m_iMatchStats_Damage_Total` (integer\[0-64\]) * `m_iMatchStats_EquipmentValue_Total` (integer\[0-64\]) * `m_iMatchStats_KillReward_Total` (integer\[0-64\]) * `m_iMatchStats_LiveTime_Total` (integer\[0-64\]) * `m_iMatchStats_Deaths_Total` (integer\[0-64\]) * `m_iMatchStats_Assists_Total` (integer\[0-64\]) * `m_iMatchStats_HeadShotKills_Total` (integer\[0-64\]) * `m_iMatchStats_Objective_Total` (integer\[0-64\]) * `m_iMatchStats_CashEarned_Total` (integer\[0-64\]) * `m_iMatchStats_UtilityDamage_Total` (integer\[0-64\]) * `m_bEndMatchNextMapAllVoted` (integer) [PreviousCCSPlayer](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayer) [NextItems](https://gamesensical.gitbook.io/docs/developers/netprops/items) Last updated 4 years ago --- # json | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/json.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/json#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.decode_invalid_numbers) json.decode\_invalid\_numbers `json.decode_invalid_numbers([setting: boolean])`: boolean Argument Type Description **setting** boolean Pass true to accept and decode invalid numbers or false to throw an error Lua CJSON may generate an error when trying to decode numbers not supported by the JSON specification. Invalid numbers are defined as: infinity, not-a-number (NaN) or hexadecimal. The current value wil always be returned. #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.decode_max_depth) json.decode\_max\_depth `json.decode_max_depth([setting: number])`: number Argument Type Description **setting** number Depth must be a positive integer. Default: 1000. Lua CJSON will generate an error when parsing deeply nested JSON once the maximum array/object depth has been exceeded. This check prevents unnecessarily complicated JSON from slowing down the application, or crashing the application due to lack of process stack space. #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.encode_invalid_numbers) json.encode\_invalid\_numbers `json.encode_invalid_numbers([setting: boolean])`: boolean Argument Type Description **setting** boolean Pass true to allow invalid numbers to be encoded. This will generate non-standard JSON, but this output is supported by some libraries. Lua CJSON may generate an error when encoding floating point numbers not supported by the JSON specification (invalid numbers): infinity, not-a-number (NaN) #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.encode_keep_buffer) json.encode\_keep\_buffer `json.encode_keep_buffer([setting: boolean])`: boolean Argument Type Description **setting** boolean The buffer will grow to the largest size required and is not freed until the Lua CJSON module is garbage collected when true is passed. Lua CJSON can reuse the JSON encoding buffer to improve performance. #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.encode_max_depth) json.encode\_max\_depth `json.encode_max_depth([depth: number])`: number Argument Type Description **depth** number Depth must be a positive integer. Default: 1000. Once the maximum table depth has been exceeded Lua CJSON will generate an error. This prevents a deeply nested or recursive data structure from crashing the application. #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.encode_number_precision) json.encode\_number\_precision `json.encode_number_precision([precision: number])`: number Argument Type Description **precision** number Precision must be an integer between 1 and 14. Default: 14. The amount of significant digits returned by Lua CJSON when encoding numbers can be changed to balance accuracy versus performance. For data structures containing many numbers, setting cjson.encode\_number\_precision to a smaller integer, for example 3, can improve encoding performance by up to 50%. #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.encode_sparse_array) json.encode\_sparse\_array `json.encode_sparse_array([convert: boolean] [, ratio: number] [, safe: number])`: boolean, number, number Argument Type Description **convert** boolean Convert must be a boolean. Default: false **ratio** number Ratio must be a positive integer. Default: 2. **safe** number Safe must be a positive integer. Default: 10. Lua CJSON classifies a Lua table into one of three kinds when encoding a JSON array. This is determined by the number of values missing from the Lua array as follows: #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.parse) json.parse `json.parse(json_text: string)`: any Argument Type Description **json\_text** string UTF-8 JSON text json.parse will deserialise any UTF-8 JSON string into a Lua value or table. null will be converted to a NULL lightuserdata value. This can be compared with cjson.null for convenience. #### [](https://gamesensical.gitbook.io/docs/developers/globals/json#json.stringify) json.stringify `json.stringify(value: any)`: string Argument Type Description **value** any A lua boolean, number, string, table or nil Will serialise a Lua value into a string containing the JSON representation. [Previousglobals](https://gamesensical.gitbook.io/docs/developers/globals/globals) [Nextmaterialsystem](https://gamesensical.gitbook.io/docs/developers/globals/materialsystem) Last updated 4 years ago --- # client | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/client.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/client#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.camera_angles) client.camera\_angles `client.camera_angles([pitch: number, yaw: number])` Argument Type Description **pitch** number (-90 - 90) Pitch **yaw** number (-180 - 180) Yaw Get or set camera angles #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.camera_position) client.camera\_position `client.camera_position()`: number, number, number Returns x, y, z world coordinates of the game's camera position, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.color_log) client.color\_log `client.color_log(r: number, g: number, b: number, msg: string[, ...])` Argument Type Description **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **msg** string The message **...** Comma-separated arguments to concatenate with msg. Logs a colored message to console. End the string with \\0 to prevent it from adding a newline. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.create_interface) client.create\_interface `client.create_interface(module_name: string, interface_name: string)`: userdata (ffi pointer) Argument Type Description **module\_name** string Filename of the module that contains the interface **interface\_name** string Name of the interface Returns a pointer to the interface, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.delay_call) client.delay\_call `client.delay_call(delay: number, callback: function[, ...])` Argument Type Description **delay** number Time in seconds to wait before calling callback. **callback** function The lua function that will be called after delay seconds. **...** Arguments that will be passed to the callback. Executes the callback after delay seconds, passing the arguments to it. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.draw_debug_text) client.draw\_debug\_text `client.draw_debug_text(x: number, y: number, z: number, line_offset: number, duration: number, r: number, g: number, b: number, a: number, ...)` Argument Type Description **x** number (world coordinate) Position in world space **y** number (world coordinate) Position in world space **z** number (world coordinate) Position in world space **line\_offset** number Used for vertical alignment, use 0 for the first line. **duration** number Time in seconds that the text will remain on the screen. **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) **...** The text that will be drawn Avoid calling this during the paint event. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.draw_hitboxes) client.draw\_hitboxes `client.draw_hitboxes(entindex: number, duration: number, hitboxes: number, r: number, g: number, b: number, a: number[, tick: number])` Argument Type Description **entindex** number (entindex) Entity index **duration** number Time in seconds **hitboxes** number (hitbox id) Either the hitbox index, an array of hitbox indices, or 19 for all hitboxes **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) **tick** number Integer Draws hitbox overlays. Avoid calling this during the paint event. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.error_log) client.error\_log `client.error_log(msg: string)` Argument Type Description **msg** string The error message General game- and cheat-related functions #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.exec) client.exec `client.exec(cmd: string[, ...])` Argument Type Description **cmd** string The console command(s) to execute. **...** Comma-separated arguments to concatenate with cmd. Executes a console command. Multiple commands can be combined with ';'. Be careful when passing user input (including usernames) to it. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.eye_position) client.eye\_position `client.eye_position()`: number, number, number Returns x, y, z world coordinates of the local player's eye position, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.find_signature) client.find\_signature `client.find_signature(module_name: string, pattern: string)`: userdata (ffi pointer) Argument Type Description **module\_name** string Filename of the module that contains the interface **pattern** string String of the signature. Escape with \\x, replace wildcards with \\xCC Finds the specified pattern and returns a pointer to it, or nil if not found. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.get_model_name) client.get\_model\_name `client.get_model_name(model_index: number)`: string Argument Type Description **model\_index** number (model index) Model index Returns model name, or nil on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.key_state) client.key\_state `client.key_state(key: number)`: boolean Argument Type Description **key** number Virtual key code of the key as integer. [List of virtual key codes](https://docs.microsoft.com/en-us/windows/desktop/inputdev/virtual-key-codes) Returns true if the key is pressed, or nil on failure #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.latency) client.latency `client.latency()`: number Returns your latency in seconds. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.log) client.log `client.log(msg: string[, ...])` Argument Type Description **msg** string The message **...** Comma-separated arguments to concatenate with msg. Logs a message to console in the \[gamesense\] format. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.random_float) client.random\_float `client.random_float(minimum: number, maximum: number)`: number Argument Type Description **minimum** number Lowest possible result **maximum** number Highest possible result Returns a random float between minimum and maximum. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.random_int) client.random\_int `client.random_int(minimum: number, maximum: number)`: number Argument Type Description **minimum** number Lowest possible result **maximum** number Highest possible result Returns a random integer between minimum and maximum. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.register_esp_flag) client.register\_esp\_flag `client.register_esp_flag(flag: string, r: number, g: number, b: number, callback: function)` Argument Type Description **flag** string String of text that will be shown when callback returns true **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **callback** function Function that will be called for each entity while drawing the ESP Requires "Flags" is enabled in Player ESP #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.reload_active_scripts) client.reload\_active\_scripts `client.reload_active_scripts()` Reloads all scripts the following frame. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.scale_damage) client.scale\_damage `client.scale_damage(entindex: number, hitgroup: number, damage: number)`: number Argument Type Description **entindex** number (entindex) Player entity index **hitgroup** number (hitgroup id) Hit group index **damage** number Damage Returns adjusted damage for the specified hitgroup #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.screen_size) client.screen\_size `client.screen_size()`: number, number Returns (width, height). #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.set_clan_tag) client.set\_clan\_tag `client.set_clan_tag(...)` Argument Type Description **...** The text that will be drawn The clan tag is removed if no argument is passed or if it is an empty string. Additional arguments will be concatenated similar to client.log. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.set_event_callback) client.set\_event\_callback `client.set_event_callback(event_name: string, callback: function)` Argument Type Description **event\_name** string Name of the event. **callback** function Lua function to call when this event occurs. Raises an error and prints a message in console upon failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.system_time) client.system\_time `client.system_time()`: number, number, number, number Returns windows time as (hours, minutes, seconds, milliseconds) #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.timestamp) client.timestamp `client.timestamp()`: number Returns high precision timestamp in milliseconds. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.trace_bullet) client.trace\_bullet `client.trace_bullet(from_player: number, from_x: number, from_y: number, from_z: number, to_x: number, to_y: number, to_z: number, skip_players: boolean)`: number, number Argument Type Description **from\_player** number (entindex) Entity index of the player whose weapon will be used for this trace **from\_x** number (world coordinate) Position in world space **from\_y** number (world coordinate) Position in world space **from\_z** number (world coordinate) Position in world space **to\_x** number (world coordinate) Position in world space **to\_y** number (world coordinate) Position in world space **to\_z** number (world coordinate) Position in world space **skip\_players** boolean Optional, pass true to skip expensive hitbox checks. Returns entindex, damage. Entindex is nil when no player is hit or if players are skipped. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.trace_line) client.trace\_line `client.trace_line(skip_entindex: number, from_x: number, from_y: number, from_z: number, to_x: number, to_y: number, to_z: number)`: number, number Argument Type Description **skip\_entindex** number (entindex) Ignore this entity while tracing **from\_x** number (world coordinate) Position in world space **from\_y** number (world coordinate) Position in world space **from\_z** number (world coordinate) Position in world space **to\_x** number (world coordinate) Position in world space **to\_y** number (world coordinate) Position in world space **to\_z** number (world coordinate) Position in world space Returns fraction, entindex. fraction is a percentage in the range \[0.0, 1.0\] that tells you how far the trace went before hitting something, so 1.0 means nothing was hit. entindex is the entity index that hit, or -1 if no entity was hit. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.unix_time) client.unix\_time `client.unix_time()`: number Returns current windows time as [unix time / epoch time](https://en.wikipedia.org/wiki/Unix_time) (seconds since 1 January 1970 00:00:00) #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.unset_event_callback) client.unset\_event\_callback `client.unset_event_callback(event_name: string, callback: function)` Argument Type Description **event\_name** string Name of the event **callback** function Lua function that was passed to set\_event\_callback Removes a callback that was previously set using set\_event\_callback #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.update_player_list) client.update\_player\_list `client.update_player_list()` Updates the player list tab without having to open it. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.userid_to_entindex) client.userid\_to\_entindex `client.userid_to_entindex(userid: number)`: number Argument Type Description **userid** number (user id) This is given by some game events. Returns the entity index, or 0 on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/client#client.visible) client.visible `client.visible(x: number, y: number, z: number)`: boolean Argument Type Description **x** number (world coordinate) Position in world space **y** number (world coordinate) Position in world space **z** number (world coordinate) Position in world space Returns true if the position is visible. For example, you could use a player's origin to see if they are visible. [Previousbit](https://gamesensical.gitbook.io/docs/developers/globals/bit) [Nextconfig](https://gamesensical.gitbook.io/docs/developers/globals/config) Last updated 4 years ago --- # vector | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/vector.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#vector) vector `vector(x: number, y: number, z: number)`: vector Argument Type Description **x** number X coordinate of 3D position **y** number Y coordinate of 3D position **z** number Z coordinate of 3D position Creates a new vector object. Please note that you need to load the built-in vector library with require "vector" #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#angles) :angles `vector_object:angles()`: number, number, number Converts the vector to an angle and returns the pitch, yaw and roll #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#dist2d) :dist2d `vector_object:dist2d(other: vector)`: number Argument Type Description **other** vector Other vector Returns the cross product / vector product of itself and another vector #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#dist) :dist `vector_object:dist(other: vector)`: number Argument Type Description **other** vector Vector to calculate the distance to Returns the 3d distance to another vector #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#dist-1) :dist `vector_object:dist(other: vector)`: number Argument Type Description **other** vector Vector to calculate the distance to Returns the 2d distance to another vector #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#dot) :dot `vector_object:dot()`: number Returns the dot product of the vector #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#init) :init `vector_object:init(x: number, y: number, z: number)`: vector Argument Type Description **x** number X coordinate of 3D position **y** number Y coordinate of 3D position **z** number Z coordinate of 3D position Overwrites the X, Y and Z coordinates of the vector object, returning itself #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#init_from_angles) :init\_from\_angles `vector_object:init_from_angles(pitch: number, yaw: number[, roll: number])`: vector Argument Type Description **pitch** number Pitch component of angle **yaw** number Yaw component of angle **roll** number Roll component of angle Converts the pitch, yaw and roll passed to a forward vector and overwrites the X, Y and Z coordinates with that. Returns itself #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#length) :length `vector_object:length()`: number Returns the length (magnitude) #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#length2d) :length2d `vector_object:length2d()`: number Returns the 2d length (X and Y components) #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#length2dsqr) :length2dsqr `vector_object:length2dsqr()`: number Returns the squared 2d length (X and Y components, faster than :length2d) #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#lengthsqr) :lengthsqr `vector_object:lengthsqr()`: number Returns the squared length (faster than :length) #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#lerp) :lerp `vector_object:lerp(to: vector, percentage: number)`: vector Argument Type Description **to** vector Vector to lerp to **percentage** number Interpolation percentage (0-1) Interpolates by the specified percentage between the 2 vectors. #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#normalize) :normalize `vector_object:normalize()` Normalizes the vector, dividing it by it's own length (resulting in a unit vector with length = 1) #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#normalized) :normalized `vector_object:normalized()`: vector Returns a new unit vector, divided it by it's own length #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#scale) :scale `vector_object:scale(scalar: number)` Argument Type Description **scalar** number Scalar value Scales the vector by the specified value. #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#scaled) :scaled `vector_object:scaled(scalar: number)`: vector Argument Type Description **scalar** number Scalar value Returns a new vector, scaled by the specified value. #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#to) :to `vector_object:to(other: vector)`: vector Argument Type Description **other** vector Other vector Returns the forward vector from itself to another vector #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#unpack) :unpack `vector_object:unpack()`: number, number, number Returns the X, Y and Z coordinate of the vector object. They can also be accessed by vec.x, vec.y, etc #### [](https://gamesensical.gitbook.io/docs/developers/globals/vector#vectors) :vectors `vector_object:vectors()`: vector, vector Returns the right and up vector of a forward vector [Previousui](https://gamesensical.gitbook.io/docs/developers/globals/ui) [NextNetprops](https://gamesensical.gitbook.io/docs/developers/netprops) Last updated 4 years ago --- # CCSGameRulesProxy | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsgamerulesproxy.md) . * `m_bFreezePeriod` (integer) * `m_bMatchWaitingForResume` (integer) * `m_bWarmupPeriod` (integer) * `m_fWarmupPeriodEnd` (float) * `m_fWarmupPeriodStart` (float) * `m_bTerroristTimeOutActive` (integer) * `m_bCTTimeOutActive` (integer) * `m_flTerroristTimeOutRemaining` (float) * `m_flCTTimeOutRemaining` (float) * `m_nTerroristTimeOuts` (integer) * `m_nCTTimeOuts` (integer) * `m_iRoundTime` (integer) * `m_gamePhase` (integer) * `m_totalRoundsPlayed` (integer) * `m_nOvertimePlaying` (integer) * `m_timeUntilNextPhaseStarts` (float) * `m_flCMMItemDropRevealStartTime` (float) * `m_flCMMItemDropRevealEndTime` (float) * `m_fRoundStartTime` (float) * `m_flRestartRoundTime` (float) * `m_bGameRestart` (integer) * `m_flGameStartTime` (float) * `m_iHostagesRemaining` (integer) * `m_bAnyHostageReached` (integer) * `m_bMapHasBombTarget` (integer) * `m_bMapHasRescueZone` (integer) * `m_bMapHasBuyZone` (integer) * `m_bIsQueuedMatchmaking` (integer) * `m_nQueuedMatchmakingMode` (integer) * `m_bIsValveDS` (integer) * `m_bIsQuestEligible` (integer) * `m_bLogoMap` (integer) * `m_bPlayAllStepSoundsOnServer` (integer) * `m_iNumGunGameProgressiveWeaponsCT` (integer) * `m_iNumGunGameProgressiveWeaponsT` (integer) * `m_iSpectatorSlotCount` (integer) * `m_bBombDropped` (integer) * `m_bBombPlanted` (integer) * `m_iRoundWinStatus` (integer) * `m_eRoundWinReason` (integer) * `m_flDMBonusStartTime` (float) * `m_flDMBonusTimeLength` (float) * `m_unDMBonusWeaponLoadoutSlot` (integer) * `m_bDMBonusActive` (integer) * `m_bTCantBuy` (integer) * `m_bCTCantBuy` (integer) * `m_iMatchStats_RoundResults` (integer\[0-29\]) * `m_iMatchStats_PlayersAlive_T` (integer\[0-29\]) * `m_iMatchStats_PlayersAlive_CT` (integer\[0-29\]) * `m_GGProgressiveWeaponOrderCT` (integer\[0-59\]) * `m_GGProgressiveWeaponOrderT` (integer\[0-59\]) * `m_GGProgressiveWeaponKillUpgradeOrderCT` (integer\[0-59\]) * `m_flGuardianBuyUntilTime` (float) * `m_GGProgressiveWeaponKillUpgradeOrderT` (integer\[0-59\]) * `m_MatchDevice` (integer) * `m_TeamRespawnWaveTimes` (float\[0-31\]) * `m_bHasMatchStarted` (integer) * `m_flNextRespawnWave` (float\[0-31\]) * `m_nEndMatchMapGroupVoteTypes` (integer\[0-9\]) * `m_nNextMapInMapgroup` (integer) * `m_nEndMatchMapGroupVoteOptions` (integer\[0-9\]) * `m_nEndMatchMapVoteWinner` (integer) * `m_bIsDroppingItems` (integer) * `m_iActiveAssassinationTargetMissionID` (integer) * `m_fMatchStartTime` (float) * `m_szTournamentEventName` (string) * `m_szTournamentEventStage` (string) * `m_szTournamentPredictionsTxt` (string) * `m_nTournamentPredictionsPct` (integer) * `m_szMatchStatTxt` (string) * `m_nGuardianModeWaveNumber` (integer) * `m_nGuardianModeSpecialKillsRemaining` (integer) * `m_nGuardianModeSpecialWeaponNeeded` (integer) * `m_nHalloweenMaskListSeed` (integer) * `m_numGlobalGiftsGiven` (integer) * `m_numGlobalGifters` (integer) * `m_arrFeaturedGiftersAccounts` (integer\[0-3\]) * `m_arrFeaturedGiftersGifts` (integer\[0-3\]) * `m_numGlobalGiftsPeriodSeconds` (integer) * `m_arrProhibitedItemIndices` (integer\[0-99\]) * `m_numBestOfMaps` (integer) * `m_arrTournamentActiveCasterAccounts` (integer\[0-3\]) * `m_iNumConsecutiveCTLoses` (integer) * `m_iNumConsecutiveTerroristLoses` (integer) * `m_vecPlayAreaMins` (vector) * `m_iPlayerSpawnHexIndices` (integer\[0-63\]) * `m_vecPlayAreaMaxs` (vector) * `m_SpawnTileState` (integer\[0-223\]) * `m_flSpawnSelectionTimeStart` (float) * `m_flSpawnSelectionTimeEnd` (float) * `m_flSpawnSelectionTimeLoadout` (float) * `m_spawnStage` (integer) * `m_flTabletHexOriginX` (float) * `m_flTabletHexOriginY` (float) * `m_roundData_playerXuids` (int64\[0-64\]) * `m_roundData_playerPositions` (integer\[0-64\]) * `m_roundData_playerTeams` (integer\[0-64\]) * `m_SurvivalGameRuleDecisionTypes` (integer\[0-15\]) * `m_flTabletHexSize` (float) * `m_SurvivalGameRuleDecisionValues` (integer\[0-15\]) * `m_flSurvivalStartTime` (float) * `m_bBlockersPresent` (integer) * `m_bRoundInProgress` (integer) * `m_iFirstSecondHalfRound` (integer) * `m_iBombSite` (integer) [PreviousImportant](https://gamesensical.gitbook.io/docs/developers/netprops/important) [NextCCSPlayer](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayer) Last updated 4 years ago --- # renderer | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/renderer.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.circle) renderer.circle `renderer.circle(x: number, y: number, r: number, g: number, b: number, a: number, radius: number, start_degrees: number, percentage: number)` Argument Type Description **x** number (screen coordinate) Screen coordinate **y** number (screen coordinate) Screen coordinate **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) **radius** number Radius of the circle in pixels. **start\_degrees** number (0 - 360) 0 is the right side, 90 is the bottom, 180 is the left, 270 is the top. **percentage** number (0 - 1) Must be within \[0.0-1.0\]. 1.0 is a full circle, 0.5 is a half circle, etc. This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.circle_outline) renderer.circle\_outline `renderer.circle_outline(x: number, y: number, r: number, g: number, b: number, a: number, radius: number, start_degrees: number, percentage: number, thickness: number)` Argument Type Description **x** number (screen coordinate) Screen coordinate **y** number (screen coordinate) Screen coordinate **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) **radius** number Radius of the circle in pixels. **start\_degrees** number (0 - 360) 0 is the right side, 90 is the bottom, 180 is the left, 270 is the top. **percentage** number (0 - 1) Must be within \[0.0-1.0\]. 1.0 is a full circle, 0.5 is a half circle, etc. **thickness** number (px) Thickness of the outline in pixels. This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.gradient) renderer.gradient `renderer.gradient(x: number, y: number, w: number, h: number, r1: number, g1: number, b1: number, a1: number, r2: number, g2: number, b2: number, a2: number, ltr: boolean)` Argument Type Description **x** number (screen coordinate) Screen coordinate **y** number (screen coordinate) Screen coordinate **w** number (px) Width in pixels **h** number (px) Height in pixels **r1** number Red (0-255) **g1** number Green (0-255) **b1** number Blue (0-255) **a1** number Alpha (0-255) **r2** number Red (0-255) **g2** number Green (0-255) **b2** number Blue (0-255) **a2** number Alpha (0-255) **ltr** boolean Left to right. Pass true for horizontal gradient, or false for vertical. This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.indicator) renderer.indicator `renderer.indicator(r: number, g: number, b: number, a: number, ...)`: number Argument Type Description **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) **...** The text that will be drawn Returns the Y screen coordinate (vertical offset) of the drawn text, or nil on failure. This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.line) renderer.line `renderer.line(xa: number, ya: number, xb: number, yb: number, r: number, g: number, b: number, a: number)` Argument Type Description **xa** number (screen coordinate) Screen coordinate of point A **ya** number (screen coordinate) Screen coordinate of point A **xb** number (screen coordinate) Screen coordinate of point B **yb** number (screen coordinate) Screen coordinate of point B **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.load_jpg) renderer.load\_jpg `renderer.load_jpg(contents: string, width: number, height: number)`: number (texture id) Argument Type Description **contents** string Raw JPG file contents **width** number (px) Image width **height** number (px) Image height Loads a texture from raw JPG contents (with file header). Returns a texture ID that can be used with renderer.texture, or nil on failure #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.load_png) renderer.load\_png `renderer.load_png(contents: string, width: number, height: number)`: number (texture id) Argument Type Description **contents** string Raw PNG file contents **width** number (px) Image width **height** number (px) Image height Loads a texture from raw png contents (with file header). Returns a texture ID that can be used with renderer.texture, or nil on failure #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.load_rgba) renderer.load\_rgba `renderer.load_rgba(contents: string, width: number, height: number)`: number (texture id) Argument Type Description **contents** string RGBA buffer (hex encoded - red = "\\xFF\\x00\\x00\\xFF") **width** number (px) Width **height** number (px) Height Loads a texture from a RGBA buffer. Returns a texture ID that can be used with renderer.texture, or nil on failure #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.load_svg) renderer.load\_svg `renderer.load_svg(contents: string, width: number, height: number)`: number (texture id) Argument Type Description **contents** string SVG file contents **width** number (px) Width **height** number (px) Height Returns a texture ID that can be used with renderer.texture, or nil on failure #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.measure_text) renderer.measure\_text `renderer.measure_text(flags: string, ...)`: number, number Argument Type Description **flags** string (text flags) "+" for large text, "-" for small text, or nil for normal sized text. **...** Text that will be measured Returns width, height. This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.rectangle) renderer.rectangle `renderer.rectangle(x: number, y: number, w: number, h: number, r: number, g: number, b: number, a: number)` Argument Type Description **x** number (screen coordinate) Screen coordinate **y** number (screen coordinate) Screen coordinate **w** number (px) Width in pixels **h** number (px) Height in pixels **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.text) renderer.text `renderer.text(x: number, y: number, r: number, g: number, b: number, a: number, flags: string, max_width: number, ...)` Argument Type Description **x** number (screen coordinate) Screen coordinate **y** number (screen coordinate) Screen coordinate **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) **flags** string (text flags) "+" for large text, "-" for small text, "c" for centered text, "r" for right-aligned text, "b" for bold text, "d" for high DPI support. "c" can be combined with other flags. nil can be specified for normal sized uncentered text. **max\_width** number Text will be clipped if it exceeds this width in pixels. Use 0 for no limit. **...** Text that will be drawn This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.texture) renderer.texture `renderer.texture(id: number, x: number, y: number, w: number, h: number, r: number, g: number, b: number, a: number[, mode: string])` Argument Type Description **id** number (texture id) Texture ID **x** number (screen coordinate) X screen coordinate **y** number (screen coordinate) Y screen coordinate **w** number (px) Width **h** number (px) Height **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) **mode** string String: "f" for fill, "r" for repeat, otherwise automatic Draws a texture from the texture id created from load\_rgba, load\_png, load\_jpg or load\_svg #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.triangle) renderer.triangle `renderer.triangle(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, r: number, g: number, b: number, a: number)` Argument Type Description **x0** number (screen coordinate) Screen coordinate X for point A **y0** number (screen coordinate) Screen coordinate Y for point A **x1** number (screen coordinate) Screen coordinate X for point B **y1** number (screen coordinate) Screen coordinate Y for point B **x2** number (screen coordinate) Screen coordinate X for point C **y2** number (screen coordinate) Screen coordinate Y for point C **r** number Red (0-255) **g** number Green (0-255) **b** number Blue (0-255) **a** number Alpha (0-255) This can only be called from the paint callback. #### [](https://gamesensical.gitbook.io/docs/developers/globals/renderer#renderer.world_to_screen) renderer.world\_to\_screen `renderer.world_to_screen(x: number, y: number, z: number)`: number, number, number Argument Type Description **x** number (world coordinate) Position in world space **y** number (world coordinate) Position in world space **z** number (world coordinate) Position in world space Returns two screen coordinates (x, y), or nil if the world position is not visible on your screen. This can only be called from the paint callback. [Previousplist](https://gamesensical.gitbook.io/docs/developers/globals/plist) [Nextui](https://gamesensical.gitbook.io/docs/developers/globals/ui) Last updated 4 years ago --- # Projectiles | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles.md) . * * * [](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles#description-last-updated-at-16.01.2021) description: Last updated at 16.01.2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ [CBaseCSGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbasecsgrenadeprojectile) [CBreachChargeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbreachchargeprojectile) [CBumpMineProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbumpmineprojectile) [CDecoyProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cdecoyprojectile) [CMolotovProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cmolotovprojectile) [CSensorGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csensorgrenadeprojectile) [CSmokeGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csmokegrenadeprojectile) [CSnowballProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csnowballprojectile) [PreviousParticleSmokeGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/particlesmokegrenade) [NextCBaseCSGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbasecsgrenadeprojectile) Last updated 4 years ago --- # ui | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/globals/ui.md) . ### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#functions) Functions: #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.get) ui.get `ui.get(item: number)`: any Argument Type Description **item** number (menu reference) The special value returned by ui.new\_checkbox, ui.new\_slider, ui.new\_combobox, ui.new\_hotkey, or ui.reference. For a checkbox, returns true or false. For a slider, returns an integer. For a combobox, returns a string. For a multiselect combobox, returns an array of strings. For a hotkey, returns true if the hotkey is active. For a color picker, returns r, g, b, a. Throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.is_menu_open) ui.is\_menu\_open `ui.is_menu_open()`: boolean Returns true if the menu is currently open. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.menu_position) ui.menu\_position `ui.menu_position()`: number, number Returns the x, y of the menu, even when closed. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.menu_size) ui.menu\_size `ui.menu_size()`: number, number Returns the width, height of the menu, even when closed. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.mouse_position) ui.mouse\_position `ui.mouse_position()`: number, number Returns current mouse coordinates x, y #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.name) ui.name `ui.name(item: number)`: string Argument Type Description **item** number (menu reference) The special value returned by ui.new\_checkbox, ui.new\_slider, ui.new\_combobox, ui.new\_hotkey, or ui.reference. Returns the display name #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_button) ui.new\_button `ui.new_button(tab: string, container: string, name: string, callback: function)`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this checkbox will be added. **name** string (menu item) The name of the button. **callback** function The lua function that will be called when the button is pressed. Throws an error on failure. The return value should not be used with ui.set or ui.get. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_checkbox) ui.new\_checkbox `ui.new_checkbox(tab: string, container: string, name: string)`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this control will be added. **name** string (menu item) The name of the checkbox. Returns a special value that can be passed to ui.get and ui.set, or throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_color_picker) ui.new\_color\_picker `ui.new_color_picker(tab: string, container: string, name: string[, r: number] [, g: number] [, b: number] [, a: number])`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this checkbox will be added. **name** string (menu item) The name of the color picker. This will not be shown, it is only used to identify this item in saved configs. **r** number Initial red value (0-255) **g** number Initial green value (0-255) **b** number Initial blue value (0-255) **a** number Initial alpha value (0-255) Throws an error on failure. The color picker is placed to the right of the previous menu item. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_combobox) ui.new\_combobox `ui.new_combobox(tab: string, container: string, name: string, ...)`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this control will be added. **name** string (menu item) The name of the combobox. **...** One or more comma separated string values that will be added to the combobox. Alternatively, a table of strings that will be added. Returns a special value that can be passed to ui.get and ui.set, or throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_hotkey) ui.new\_hotkey `ui.new_hotkey(tab: string, container: string, name: string[, inline: boolean] [, default_hotkey: number])`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this control will be added. **name** string (menu item) The name of the hotkey. **inline** boolean Boolean. If set to true, the hotkey will be placed to the right of the preceding menu item. **default\_hotkey** number (virtual key code) Virtual key Returns a special value that can be passed to ui.get to see if the hotkey is pressed, or throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_label) ui.new\_label `ui.new_label(tab: string, container: string, name: string)`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, CONFIG or LUA. **container** string (menu container) The name of the existing container to which this control will be added. **name** string (menu item) The name of the label. This can later be changed using ui.set. Creates a new label, this can be used to make otherwise attached menu items standalone or have interactive menus. Returns a special value that can be passed to ui.set, or throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_listbox) ui.new\_listbox `ui.new_listbox(tab: string, container: string, name: string[, items: table])`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA **container** string (menu container) The name of the existing container to which this listbox will be added **name** string (menu item) Name **items** table Table of items (strings) Throws an error on failure. Returns a special value that can be used with ui.get. Calling ui.get on a listbox will return the zero-based index of the currently selected string. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_multiselect) ui.new\_multiselect `ui.new_multiselect(tab: string, container: string, name: string, ...)`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this control will be added. **name** string (menu item) The name of the multiselect. **...** One or more comma separated string values that will be added to the combobox. Alternatively, a table of strings that will be added. Returns a special value that can be passed to ui.get and ui.set, or throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_slider) ui.new\_slider `ui.new_slider(tab: string, container: string, name: string, min: number, max: number[, init_value: number] [, show_tooltip: boolean] [, unit: string] [, scale: number] [, tooltips: table])`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this control will be added. **name** string (menu item) The name of the slider. **min** number The minimum value that can be set using the slider. **max** number The maximum value that can be set using the slider. **init\_value** number Integer. The initial value. If not provided, the initial value will be min. **show\_tooltip** boolean Boolean. true if the slider should display its current value. **unit** string String that is two characters or less. This will be appended to the display value. For example, "px" for pixels or "%" for a percentage. **scale** number The display value will be multiplied by this scale. For example, 0.1 will make a slider with the range \[0-1800\] show as 0.0-180.0 with one decimal place. **tooltips** table Table used to override the tooltip for the specified values. The key must be within min-max. The value is a string that will be shown instead of the numeric value whenever that value is selected. Returns a special value that can be passed to ui.get and ui.set, or throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_string) ui.new\_string `ui.new_string(name: string[, default_value: string])`: number (menu item) Argument Type Description **name** string (menu item) The name of the string element, make sure this is unique. **default\_value** string String that specifies the default value. Creates a string UI element, can be used to store arbitrary strings in configs. No menu item is created but it has the same semantics as other ui.new\_\* functions. Returns a special value that can be passed to ui.get and ui.set, or throws an error on failure. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.new_textbox) ui.new\_textbox `ui.new_textbox(tab: string, container: string, name: string)`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this textbox will be added. **name** string (menu item) The name of the textbox Throws an error on failure. Returns a special value that can be used with ui.get #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.reference) ui.reference `ui.reference(tab: string, container: string, name: string)`: number (menu item) Argument Type Description **tab** string (menu tab) The name of the tab: RAGE, AA, LEGIT, VISUALS, MISC, SKINS, PLAYERS, LUA. **container** string (menu container) The name of the existing container to which this checkbox will be added. **name** string (menu item) The name of the menu item. Avoid calling this from inside a function. Returns a reference that can be passed to ui.get and ui.set, or throws an error on failure. This allows you to access a built-in pre-existing menu items. This function returns multiple values when the specified menu item is followed by unnamed menu items, for example a color picker or a hotkey. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.set) ui.set `ui.set(item: number, value: any[, ...])` Argument Type Description **item** number (menu reference) The result of either ui.new\_\* or ui.reference **value** any The value to which the menu item will be set **...** For multiselect comboboxes, you may want to set more than one option. For checkboxes, pass true or false. For a slider, pass a number that is within the slider's minimum/maximum values. For a combobox, pass a string value. For a multiselect combobox, pass zero or more strings. For referenced buttons, value is ignored and the button's callback is invoked. For color pickers, pass the arguments r, g, b, a. #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.set_callback) ui.set\_callback `ui.set_callback(item: number, callback: function)` Argument Type Description **item** number (custom menu reference) The special value returned by ui.new\_\*. Do not try passing a reference to an existing menu item. **callback** function Lua function that will be called when the menu item changes values. For example, this will be called when the user checks or unchecks a checkbox. Sets the change callback of a custom menu item. It will be executed on change and passed the reference #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.set_visible) ui.set\_visible `ui.set_visible(item: number, visible: boolean)` Argument Type Description **item** number (menu reference) A menu item reference. **visible** boolean Boolean. Pass false to hide the control from the menu. Sets the visibility of the menu item #### [](https://gamesensical.gitbook.io/docs/developers/globals/ui#ui.update) ui.update `ui.update(item: number, value: any, ...)` Argument Type Description **item** number (menu reference) The special value returned by ui.new\_checkbox, ui.new\_slider, ui.new\_combobox, ui.new\_hotkey, or ui.reference. **value** any The value to which the menu item will be set **...** For multiselect comboboxes, you may want to set more than one option. Creates a string UI element, can be used to store arbitrary strings in configs. No menu item is created but it has the same semantics as other ui.new\_\* functions. Returns a special value that can be passed to ui.get and ui.set, or throws an error on failure. [Previousrenderer](https://gamesensical.gitbook.io/docs/developers/globals/renderer) [Nextvector](https://gamesensical.gitbook.io/docs/developers/globals/vector) Last updated 4 years ago --- # CCSPlayer | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayer.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_flNextAttack` (float) * `m_LastHitGroup` (integer) * `m_hActiveWeapon` (integer) * `m_flTimeOfLastInjury` (float) * `m_hMyWeapons` (integer\[0-63\]) * `m_hMyWearables` (integer\[0\]) * `m_nRelativeDirectionOfLastInjury` (integer) * `deadflag` (integer) * `m_afPhysicsFlags` (integer) * `m_hVehicle` (integer) * `m_hUseEntity` (integer) * `m_hGroundEntity` (integer) * `m_iHealth` (integer) * `m_lifeState` (integer) * `m_iAmmo` (integer\[0-31\]) * `m_iBonusProgress` (integer) * `m_iBonusChallenge` (integer) * `m_flMaxspeed` (float) * `m_fFlags` (integer) * `m_iObserverMode` (integer) * `m_bActiveCameraMan` (integer) * `m_bCameraManXRay` (integer) * `m_bCameraManOverview` (integer) * `m_bCameraManScoreBoard` (integer) * `m_uCameraManGraphs` (integer) * `m_iCoachingTeam` (integer) * `m_hObserverTarget` (integer) * `m_iFOV` (integer) * `m_iFOVStart` (integer) * `m_flFOVTime` (float) * `m_iDefaultFOV` (integer) * `m_hZoomOwner` (integer) * `m_hViewModel` (integer) * `m_hViewModel` (array) * `m_szLastPlaceName` (string) * `m_vecLadderNormal` (vector) * `m_ladderSurfaceProps` (integer) * `m_ubEFNoInterpParity` (integer) * `m_iDeathPostEffect` (integer) * `m_hPostProcessCtrl` (integer) * `m_hColorCorrectionCtrl` (integer) * `m_PlayerFog.m_hCtrl` (integer) * `m_vphysicsCollisionState` (integer) * `m_hViewEntity` (integer) * `m_bShouldDrawPlayerWhileUsingViewEntity` (integer) * `m_flDuckAmount` (float) * `m_flDuckSpeed` (float) * `m_chAreaBits` (integer\[0-31\]) * `m_nWaterLevel` (integer) * `m_chAreaPortalBits` (integer\[0-23\]) * `m_iHideHUD` (integer) * `m_flFOVRate` (float) * `m_bDucked` (integer) * `m_bDucking` (integer) * `m_flLastDuckTime` (float) * `m_bInDuckJump` (integer) * `m_nDuckTimeMsecs` (integer) * `m_nDuckJumpTimeMsecs` (integer) * `m_nJumpTimeMsecs` (integer) * `m_flFallVelocity` (float) * `m_viewPunchAngle` (vector) * `m_aimPunchAngle` (vector) * `m_aimPunchAngleVel` (vector) * `m_bDrawViewmodel` (integer) * `m_bWearingSuit` (integer) * `m_bPoisoned` (integer) * `m_flStepSize` (float) * `m_bAllowAutoMovement` (integer) * `m_skybox3d.scale` (integer) * `m_skybox3d.origin` (vector) * `m_skybox3d.area` (integer) * `m_skybox3d.fog.enable` (integer) * `m_skybox3d.fog.blend` (integer) * `m_skybox3d.fog.dirPrimary` (vector) * `m_skybox3d.fog.colorPrimary` (integer) * `m_skybox3d.fog.colorSecondary` (integer) * `m_skybox3d.fog.start` (float) * `m_skybox3d.fog.end` (float) * `m_skybox3d.fog.maxdensity` (float) * `m_skybox3d.fog.HDRColorScale` (float) * `m_audio.localSound[0]` (vector) * `m_audio.localSound[1]` (vector) * `m_audio.localSound[2]` (vector) * `m_audio.localSound[3]` (vector) * `m_audio.localSound[4]` (vector) * `m_audio.localSound[5]` (vector) * `m_audio.localSound[6]` (vector) * `m_audio.localSound[7]` (vector) * `m_audio.soundscapeIndex` (integer) * `m_audio.localBits` (integer) * `m_audio.entIndex` (integer) * `m_vecViewOffset[0]` (float) * `m_vecViewOffset[1]` (float) * `m_vecViewOffset[2]` (float) * `m_flFriction` (float) * `m_fOnTarget` (integer) * `m_nTickBase` (integer) * `m_nNextThinkTick` (integer) * `m_hLastWeapon` (integer) * `m_vecVelocity[0]` (float) * `m_vecVelocity[1]` (float) * `m_vecVelocity[2]` (float) * `m_vecBaseVelocity` (vector) * `m_hConstraintEntity` (integer) * `m_vecConstraintCenter` (vector) * `m_flConstraintRadius` (float) * `m_flConstraintWidth` (float) * `m_flConstraintSpeedFactor` (float) * `m_bConstraintPastRadius` (integer) * `m_flDeathTime` (float) * `m_flNextDecalTime` (float) * `m_fForceTeam` (float) * `m_flLaggedMovementValue` (float) * `m_hTonemapController` (integer) * `m_flPoseParameter` (integer) * `m_flPlaybackRate` (integer) * `m_nSequence` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_angRotation` (integer) * `m_vecOrigin` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_flCycle` (integer) * `m_flAnimTime` (integer) * `m_vecOrigin` (3) * `m_vecOrigin[2]` (float) * `m_flStamina` (float) * `m_iDirection` (integer) * `m_iShotsFired` (integer) * `m_nNumFastDucks` (integer) * `m_bDuckOverride` (integer) * `m_bPlayerDominated` (integer\[0-64\]) * `m_bPlayerDominatingMe` (integer\[0-64\]) * `m_flVelocityModifier` (float) * `m_iWeaponPurchasesThisRound` (integer\[0-255\]) * `m_unActiveQuestId` (integer) * `m_nQuestProgressReason` (integer) * `m_vecOrigin` (3) * `m_iWeaponPurchasesThisMatch` (integer\[0-255\]) * `m_vecOrigin[2]` (float) * `m_EquippedLoadoutItemDefIndices` (integer\[0-56\]) * `m_angEyeAngles[0]` (float) * `m_angEyeAngles[1]` (float) * `m_iAddonBits` (integer) * `m_iPrimaryAddon` (integer) * `m_iSecondaryAddon` (integer) * `m_iThrowGrenadeCounter` (integer) * `m_bWaitForNoAttack` (integer) * `m_bIsRespawningForDMBonus` (integer) * `m_iPlayerState` (integer) * `m_iAccount` (integer) * `m_iStartAccount` (integer) * `m_totalHitsOnServer` (integer) * `m_bInBombZone` (integer) * `m_bInBuyZone` (integer) * `m_bInNoDefuseArea` (integer) * `m_bKilledByTaser` (integer) * `m_iMoveState` (integer) * `m_iClass` (integer) * `m_ArmorValue` (integer) * `m_bHasDefuser` (integer) * `m_bNightVisionOn` (integer) * `m_bHasNightVision` (integer) * `m_bInHostageRescueZone` (integer) * `m_bIsDefusing` (integer) * `m_bIsGrabbingHostage` (integer) * `m_iBlockingUseActionInProgress` (integer) * `m_bIsScoped` (integer) * `m_bIsWalking` (integer) * `m_nIsAutoMounting` (integer) * `m_bResumeZoom` (integer) * `m_fImmuneToGunGameDamageTime` (float) * `m_bGunGameImmunity` (integer) * `m_bHasMovedSinceSpawn` (integer) * `m_bMadeFinalGunGameProgressiveKill` (integer) * `m_iGunGameProgressiveWeaponIndex` (integer) * `m_iNumGunGameTRKillPoints` (integer) * `m_iNumGunGameKillsWithCurrentWeapon` (integer) * `m_iNumRoundKills` (integer) * `m_fMolotovUseTime` (float) * `m_fMolotovDamageTime` (float) * `m_szArmsModel` (string) * `m_hCarriedHostage` (integer) * `m_hCarriedHostageProp` (integer) * `m_bIsRescuing` (integer) * `m_flGroundAccelLinearFracLastTime` (float) * `m_flGuardianTooFarDistFrac` (float) * `m_flDetectedByEnemySensorTime` (float) * `m_bCanMoveDuringFreezePeriod` (integer) * `m_isCurrentGunGameLeader` (integer) * `m_rank` (integer\[0-5\]) * `m_isCurrentGunGameTeamLeader` (integer) * `m_passiveItems` (integer\[0-3\]) * `m_unMusicID` (integer) * `m_bIsPlayerGhost` (integer) * `m_bHasHelmet` (integer) * `m_bHasHeavyArmor` (integer) * `m_nHeavyAssaultSuitCooldownRemaining` (integer) * `m_flFlashDuration` (float) * `m_flFlashMaxAlpha` (float) * `m_iProgressBarDuration` (integer) * `m_flProgressBarStartTime` (float) * `m_hRagdoll` (integer) * `m_hPlayerPing` (integer) * `m_cycleLatch` (integer) * `m_unCurrentEquipmentValue` (integer) * `m_unRoundStartEquipmentValue` (integer) * `m_unFreezetimeEndEquipmentValue` (integer) * `m_bIsControllingBot` (integer) * `m_bHasControlledBotThisRound` (integer) * `m_bCanControlObservedBot` (integer) * `m_iControlledBotEntIndex` (integer) * `m_bHud_MiniScoreHidden` (integer) * `m_bHud_RadarHidden` (integer) * `m_nLastKillerIndex` (integer) * `m_nLastConcurrentKilled` (integer) * `m_nDeathCamMusic` (integer) * `m_bIsLookingAtWeapon` (integer) * `m_bIsHoldingLookAtWeapon` (integer) * `m_iNumRoundKillsHeadshots` (integer) * `m_iMatchStats_Kills` (integer\[0-29\]) * `m_iMatchStats_Damage` (integer\[0-29\]) * `m_iMatchStats_EquipmentValue` (integer\[0-29\]) * `m_iMatchStats_MoneySaved` (integer\[0-29\]) * `m_iMatchStats_KillReward` (integer\[0-29\]) * `m_iMatchStats_LiveTime` (integer\[0-29\]) * `m_iMatchStats_Deaths` (integer\[0-29\]) * `m_iMatchStats_Assists` (integer\[0-29\]) * `m_iMatchStats_HeadShotKills` (integer\[0-29\]) * `m_iMatchStats_Objective` (integer\[0-29\]) * `m_iMatchStats_CashEarned` (integer\[0-29\]) * `m_iMatchStats_UtilityDamage` (integer\[0-29\]) * `m_unTotalRoundDamageDealt` (integer) * `m_iMatchStats_EnemiesFlashed` (integer\[0-29\]) * `m_flLowerBodyYawTarget` (float) * `m_bStrafing` (integer) * `m_flThirdpersonRecoil` (float) * `m_bHideTargetID` (integer) * `m_bIsSpawnRappelling` (integer) * `m_vecSpawnRappellingRopeOrigin` (vector) * `m_nSurvivalTeam` (integer) * `m_hSurvivalAssassinationTarget` (integer) * `m_vecAutomoveTargetEnd` (vector) * `m_flAutoMoveStartTime` (float) * `m_flAutoMoveTargetTime` (float) * `m_flHealthShotBoostExpirationTime` (float) * `m_flLastExoJumpTime` (float) [PreviousCCSGameRulesProxy](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsgamerulesproxy) [NextCCSPlayerResource](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayerresource) Last updated 4 years ago --- # CColorCorrection | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrection.md) . * `m_vecOrigin` (vector) * `m_MinFalloff` (float) * `m_MaxFalloff` (float) * `m_flCurWeight` (float) * `m_flMaxWeight` (float) * `m_flFadeInDuration` (float) * `m_flFadeOutDuration` (float) * `m_netlookupFilename` (string) * `m_bEnabled` (integer) * `m_bMaster` (integer) * `m_bClientSide` (integer) * `m_bExclusive` (integer) [PreviousEnvironment](https://gamesensical.gitbook.io/docs/developers/netprops/environment) [NextCColorCorrectionVolume](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrectionvolume) Last updated 4 years ago --- # Environment | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment.md) . * * * [](https://gamesensical.gitbook.io/docs/developers/netprops/environment#description-last-updated-at-16.01.2021) description: Last updated at 16.01.2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ [CColorCorrection](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrection) [CColorCorrectionVolume](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrectionvolume) [CEnvAmbientLight](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvambientlight) [CEnvDetailController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdetailcontroller) [CEnvDOFController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdofcontroller) [CEnvGasCanister](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvgascanister) [CEnvParticleScript](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvparticlescript) [CEnvProjectedTexture](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvprojectedtexture) [CEnvQuadraticBeam](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvquadraticbeam) [CEnvScreenEffect](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreeneffect) [CEnvScreenOverlay](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreenoverlay) [CEnvTonemapController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvtonemapcontroller) [CEnvWind](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvwind) [CSun](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csun) [CSunlightShadowControl](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csunlightshadowcontrol) [PreviousCSnowballProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csnowballprojectile) [NextCColorCorrection](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrection) Last updated 4 years ago --- # CColorCorrectionVolume | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrectionvolume.md) . * `m_Weight` (float) * `m_lookupFilename` (string) [PreviousCColorCorrection](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrection) [NextCEnvAmbientLight](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvambientlight) Last updated 4 years ago --- # CBreachChargeProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbreachchargeprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_bShouldExplode` (integer) * `m_weaponThatThrewMe` (integer) * `m_nParentBoneIndex` (integer) * `m_vecParentBonePos` (vector) [PreviousCBaseCSGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbasecsgrenadeprojectile) [NextCBumpMineProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbumpmineprojectile) Last updated 4 years ago --- # CEnvDetailController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdetailcontroller.md) . * `m_flFadeStartDist` (float) * `m_flFadeEndDist` (float) [PreviousCEnvAmbientLight](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvambientlight) [NextCEnvDOFController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdofcontroller) Last updated 4 years ago --- # Controllers | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers.md) . * * * [](https://gamesensical.gitbook.io/docs/developers/netprops/controllers#description-last-updated-at-16.01.2021) description: Last updated at 16.01.2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ [CDangerZoneController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cdangerzonecontroller) [CFogController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfogcontroller) [CFootstepControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfootstepcontrol) [CMapVetoPickController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmapvetopickcontroller) [CMaterialModifyControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmaterialmodifycontrol) [CPoseController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cposecontroller) [CPostProcessController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cpostprocesscontroller) [CShadowControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cshadowcontrol) [CTeam](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteam) [CTeamplayRoundBasedRulesProxy](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteamplayroundbasedrulesproxy) [CVoteController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cvotecontroller) [CWaterLODControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cwaterlodcontrol) [PreviousCSunlightShadowControl](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csunlightshadowcontrol) [NextCDangerZoneController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cdangerzonecontroller) Last updated 4 years ago --- # CEnvAmbientLight | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvambientlight.md) . * `m_vecOrigin` (vector) * `m_MinFalloff` (float) * `m_MaxFalloff` (float) * `m_flCurWeight` (float) * `m_bEnabled` (integer) * `m_vecColor` (vector) [PreviousCColorCorrectionVolume](https://gamesensical.gitbook.io/docs/developers/netprops/environment/ccolorcorrectionvolume) [NextCEnvDetailController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdetailcontroller) Last updated 4 years ago --- # CSun | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csun.md) . * `m_clrRender` (integer) * `m_clrOverlay` (integer) * `m_vDirection` (vector) * `m_bOn` (integer) * `m_nSize` (integer) * `m_nOverlaySize` (integer) * `m_nMaterial` (integer) * `m_nOverlayMaterial` (integer) * `HDRColorScale` (float) * `glowDistanceScale` (float) [PreviousCEnvWind](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvwind) [NextCSunlightShadowControl](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csunlightshadowcontrol) Last updated 4 years ago --- # CSensorGrenadeProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csensorgrenadeprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_vInitialVelocity` (vector) * `m_nBounces` (integer) * `m_nExplodeEffectIndex` (integer) * `m_nExplodeEffectTickBegin` (integer) * `m_vecExplodeEffectOrigin` (vector) [PreviousCMolotovProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cmolotovprojectile) [NextCSmokeGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csmokegrenadeprojectile) Last updated 4 years ago --- # CSunlightShadowControl | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csunlightshadowcontrol.md) . * `m_shadowDirection` (vector) * `m_bEnabled` (integer) * `m_TextureName` (string) * `m_LightColor` (integer) * `m_flColorTransitionTime` (float) * `m_flSunDistance` (float) * `m_flFOV` (float) * `m_flNearZ` (float) * `m_flNorthOffset` (float) * `m_bEnableShadows` (integer) [PreviousCSun](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csun) [NextControllers](https://gamesensical.gitbook.io/docs/developers/netprops/controllers) Last updated 4 years ago --- # CDecoyProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cdecoyprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_vInitialVelocity` (vector) * `m_nBounces` (integer) * `m_nExplodeEffectIndex` (integer) * `m_nExplodeEffectTickBegin` (integer) * `m_vecExplodeEffectOrigin` (vector) [PreviousCBumpMineProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbumpmineprojectile) [NextCMolotovProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cmolotovprojectile) Last updated 4 years ago --- # CSmokeGrenadeProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csmokegrenadeprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_vInitialVelocity` (vector) * `m_nBounces` (integer) * `m_nExplodeEffectIndex` (integer) * `m_nExplodeEffectTickBegin` (integer) * `m_vecExplodeEffectOrigin` (vector) * `m_bDidSmokeEffect` (integer) * `m_nSmokeEffectTickBegin` (integer) [PreviousCSensorGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csensorgrenadeprojectile) [NextCSnowballProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csnowballprojectile) Last updated 4 years ago --- # CWaterLODControl | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cwaterlodcontrol.md) . * `m_flCheapWaterStartDistance` (float) * `m_flCheapWaterEndDistance` (float) [PreviousCVoteController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cvotecontroller) [NextTemp Entities](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities) Last updated 4 years ago --- # CSnowballProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csnowballprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_vInitialVelocity` (vector) * `m_nBounces` (integer) * `m_nExplodeEffectIndex` (integer) * `m_nExplodeEffectTickBegin` (integer) * `m_vecExplodeEffectOrigin` (vector) [PreviousCSmokeGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csmokegrenadeprojectile) [NextEnvironment](https://gamesensical.gitbook.io/docs/developers/netprops/environment) Last updated 4 years ago --- # CEnvWind | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvwind.md) . * `m_iMinWind` (integer) * `m_iMaxWind` (integer) * `m_iMinGust` (integer) * `m_iMaxGust` (integer) * `m_flMinGustDelay` (float) * `m_flMaxGustDelay` (float) * `m_iGustDirChange` (integer) * `m_iWindSeed` (integer) * `m_iInitialWindDir` (integer) * `m_flInitialWindSpeed` (float) * `m_flStartTime` (float) * `m_flGustDuration` (float) [PreviousCEnvTonemapController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvtonemapcontroller) [NextCSun](https://gamesensical.gitbook.io/docs/developers/netprops/environment/csun) Last updated 4 years ago --- # CTeam | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteam.md) . * `m_iTeamNum` (integer) * `m_bSurrendered` (integer) * `m_scoreTotal` (integer) * `m_scoreFirstHalf` (integer) * `m_scoreSecondHalf` (integer) * `m_scoreOvertime` (integer) * `m_iClanID` (integer) * `m_szTeamname` (string) * `m_szClanTeamname` (string) * `m_szTeamFlagImage` (string) * `m_szTeamLogoImage` (string) * `m_szTeamMatchStat` (string) * `m_nGGLeaderEntIndex_CT` (integer) * `m_nGGLeaderEntIndex_T` (integer) * `m_numMapVictories` (integer) * `player_array_element` (integer) * `"player_array"` (array) [PreviousCShadowControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cshadowcontrol) [NextCTeamplayRoundBasedRulesProxy](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteamplayroundbasedrulesproxy) Last updated 4 years ago --- # CShadowControl | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cshadowcontrol.md) . * `m_shadowDirection` (vector) * `m_shadowColor` (integer) * `m_flShadowMaxDist` (float) * `m_bDisableShadows` (integer) * `m_bEnableLocalLightShadows` (integer) [PreviousCPostProcessController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cpostprocesscontroller) [NextCTeam](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteam) Last updated 4 years ago --- # CBumpMineProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbumpmineprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_nParentBoneIndex` (integer) * `m_vecParentBonePos` (vector) * `m_bArmed` (integer) [PreviousCBreachChargeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbreachchargeprojectile) [NextCDecoyProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cdecoyprojectile) Last updated 4 years ago --- # CTeamplayRoundBasedRulesProxy | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteamplayroundbasedrulesproxy.md) . * `m_iRoundState` (integer) * `m_bInWaitingForPlayers` (integer) * `m_iWinningTeam` (integer) * `m_bInOvertime` (integer) * `m_bInSetup` (integer) * `m_bSwitchedTeamsThisRound` (integer) * `m_bAwaitingReadyRestart` (integer) * `m_flRestartRoundTime` (float) * `m_flNextRespawnWave` (float\[0-31\]) * `m_TeamRespawnWaveTimes` (float\[0-31\]) * `m_flMapResetTime` (float) * `m_bTeamReady` (integer\[0-31\]) * `m_bStopWatch` (integer) [PreviousCTeam](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteam) [NextCVoteController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cvotecontroller) Last updated 4 years ago --- # CFogController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfogcontroller.md) . * `m_fog.enable` (integer) * `m_fog.blend` (integer) * `m_fog.dirPrimary` (vector) * `m_fog.colorPrimary` (integer) * `m_fog.colorSecondary` (integer) * `m_fog.start` (float) * `m_fog.end` (float) * `m_fog.maxdensity` (float) * `m_fog.farz` (float) * `m_fog.colorPrimaryLerpTo` (integer) * `m_fog.colorSecondaryLerpTo` (integer) * `m_fog.startLerpTo` (float) * `m_fog.endLerpTo` (float) * `m_fog.maxdensityLerpTo` (float) * `m_fog.lerptime` (float) * `m_fog.duration` (float) * `m_fog.HDRColorScale` (float) * `m_fog.ZoomFogScale` (float) [PreviousCDangerZoneController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cdangerzonecontroller) [NextCFootstepControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfootstepcontrol) Last updated 4 years ago --- # CMolotovProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cmolotovprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_vInitialVelocity` (vector) * `m_nBounces` (integer) * `m_nExplodeEffectIndex` (integer) * `m_nExplodeEffectTickBegin` (integer) * `m_vecExplodeEffectOrigin` (vector) * `m_bIsIncGrenade` (integer) [PreviousCDecoyProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cdecoyprojectile) [NextCSensorGrenadeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/csensorgrenadeprojectile) Last updated 4 years ago --- # CBaseCSGrenadeProjectile | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbasecsgrenadeprojectile.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) * `m_vInitialVelocity` (vector) * `m_nBounces` (integer) * `m_nExplodeEffectIndex` (integer) * `m_nExplodeEffectTickBegin` (integer) * `m_vecExplodeEffectOrigin` (vector) [PreviousProjectiles](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles) [NextCBreachChargeProjectile](https://gamesensical.gitbook.io/docs/developers/netprops/projectiles/cbreachchargeprojectile) Last updated 4 years ago --- # CEnvDOFController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdofcontroller.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_bDOFEnabled` (integer) * `m_flNearBlurDepth` (float) * `m_flNearFocusDepth` (float) * `m_flFarFocusDepth` (float) * `m_flFarBlurDepth` (float) * `m_flNearBlurRadius` (float) * `m_flFarBlurRadius` (float) [PreviousCEnvDetailController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdetailcontroller) [NextCEnvGasCanister](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvgascanister) Last updated 4 years ago --- # CDangerZoneController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cdangerzonecontroller.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_bDangerZoneControllerEnabled` (integer) * `m_bMissionControlledExplosions` (integer) * `m_flStartTime` (float) * `m_flFinalExpansionTime` (float) * `m_vecEndGameCircleStart` (vector) * `m_DangerZones` (integer\[0-41\]) * `m_vecEndGameCircleEnd` (vector) * `m_flWaveEndTimes` (float\[0-4\]) * `m_hTheFinalZone` (integer) [PreviousControllers](https://gamesensical.gitbook.io/docs/developers/netprops/controllers) [NextCFogController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfogcontroller) Last updated 4 years ago --- # CEnvScreenOverlay | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreenoverlay.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_iszOverlayNames` (string) * `m_iszOverlayNames` (array) * `m_flOverlayTimes` (float) * `m_flOverlayTimes` (array) * `m_flStartTime` (float) * `m_iDesiredOverlay` (integer) * `m_bIsActive` (integer) [PreviousCEnvScreenEffect](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreeneffect) [NextCEnvTonemapController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvtonemapcontroller) Last updated 4 years ago --- # CEnvScreenEffect | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreeneffect.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_flDuration` (float) * `m_nType` (integer) [PreviousCEnvQuadraticBeam](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvquadraticbeam) [NextCEnvScreenOverlay](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreenoverlay) Last updated 4 years ago --- # CPostProcessController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cpostprocesscontroller.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_flPostProcessParameters` (float\[0-10\]) * `m_bMaster` (integer) [PreviousCPoseController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cposecontroller) [NextCShadowControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cshadowcontrol) Last updated 4 years ago --- # CMapVetoPickController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmapvetopickcontroller.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nDraftType` (integer) * `m_nTeamWithFirstChoice` (integer\[0-63\]) * `m_nVoteMapIdsList` (integer\[0-6\]) * `m_nAccountIDs` (integer\[0-63\]) * `m_nMapId0` (integer\[0-63\]) * `m_nMapId1` (integer\[0-63\]) * `m_nMapId2` (integer\[0-63\]) * `m_nMapId3` (integer\[0-63\]) * `m_nMapId4` (integer\[0-63\]) * `m_nMapId5` (integer\[0-63\]) * `m_nTeamWinningCoinToss` (integer) * `m_nStartingSide0` (integer\[0-63\]) * `m_nCurrentPhase` (integer) * `m_nPhaseStartTick` (integer) * `m_nPhaseDurationTicks` (integer) [PreviousCFootstepControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfootstepcontrol) [NextCMaterialModifyControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmaterialmodifycontrol) Last updated 4 years ago --- # CFootstepControl | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfootstepcontrol.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_vecFinalDest` (vector) * `m_movementType` (integer) * `m_flMoveTargetTime` (float) * `m_bClientSidePredicted` (integer) * `m_spawnflags` (integer) * `m_source` (string) * `m_destination` (string) [PreviousCFogController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cfogcontroller) [NextCMapVetoPickController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmapvetopickcontroller) Last updated 4 years ago --- # CEnvQuadraticBeam | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvquadraticbeam.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_targetPosition` (vector) * `m_controlPosition` (vector) * `m_scrollRate` (float) * `m_flWidth` (float) [PreviousCEnvProjectedTexture](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvprojectedtexture) [NextCEnvScreenEffect](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreeneffect) Last updated 4 years ago --- # CEnvTonemapController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvtonemapcontroller.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_bUseCustomAutoExposureMin` (integer) * `m_bUseCustomAutoExposureMax` (integer) * `m_bUseCustomBloomScale` (integer) * `m_flCustomAutoExposureMin` (float) * `m_flCustomAutoExposureMax` (float) * `m_flCustomBloomScale` (float) * `m_flCustomBloomScaleMinimum` (float) * `m_flBloomExponent` (float) * `m_flBloomSaturation` (float) * `m_flTonemapPercentTarget` (float) * `m_flTonemapPercentBrightPixels` (float) * `m_flTonemapMinAvgLum` (float) * `m_flTonemapRate` (float) [PreviousCEnvScreenOverlay](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvscreenoverlay) [NextCEnvWind](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvwind) Last updated 4 years ago --- # CEnvParticleScript | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvparticlescript.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flSequenceScale` (float) [PreviousCEnvGasCanister](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvgascanister) [NextCEnvProjectedTexture](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvprojectedtexture) Last updated 4 years ago --- # CPoseController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cposecontroller.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_hProps` (integer\[0-3\]) * `m_bEligibleForScreenHighlight` (integer) * `m_chPoseIndex` (integer\[0-3\]) * `m_bPoseValueParity` (integer) * `m_fPoseValue` (float) * `m_fInterpolationTime` (float) * `m_bInterpolationWrap` (integer) * `m_fCycleFrequency` (float) * `m_nFModType` (integer) * `m_fFModTimeOffset` (float) * `m_fFModRate` (float) * `m_fFModAmplitude` (float) [PreviousCMaterialModifyControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmaterialmodifycontrol) [NextCPostProcessController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cpostprocesscontroller) Last updated 4 years ago --- # CEnvProjectedTexture | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvprojectedtexture.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_hTargetEntity` (integer) * `m_bState` (integer) * `m_bAlwaysUpdate` (integer) * `m_flLightFOV` (float) * `m_bEnableShadows` (integer) * `m_bSimpleProjection` (integer) * `m_bLightOnlyTarget` (integer) * `m_bLightWorld` (integer) * `m_bCameraSpace` (integer) * `m_flBrightnessScale` (float) * `m_LightColor` (integer) * `m_flColorTransitionTime` (float) * `m_flAmbient` (float) * `m_SpotlightTextureName` (string) * `m_nSpotlightTextureFrame` (integer) * `m_flNearZ` (float) * `m_flFarZ` (float) * `m_nShadowQuality` (integer) * `m_flProjectionSize` (float) * `m_flRotation` (float) * `m_iStyle` (integer) [PreviousCEnvParticleScript](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvparticlescript) [NextCEnvQuadraticBeam](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvquadraticbeam) Last updated 4 years ago --- # CVoteController | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cvotecontroller.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_iActiveIssueIndex` (integer) * `m_iOnlyTeamToVote` (integer) * `m_nVoteOptionCount` (integer\[0-4\]) * `m_nPotentialVotes` (integer) * `m_bIsYesNoVote` (integer) [PreviousCTeamplayRoundBasedRulesProxy](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cteamplayroundbasedrulesproxy) [NextCWaterLODControl](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cwaterlodcontrol) Last updated 4 years ago --- # CMaterialModifyControl | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmaterialmodifycontrol.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_szMaterialName` (string) * `m_szMaterialVar` (string) * `m_szMaterialVarValue` (string) * `m_iFrameStart` (integer) * `m_iFrameEnd` (integer) * `m_bWrap` (integer) * `m_flFramerate` (float) * `m_bNewAnimCommandsSemaphore` (integer) * `m_flFloatLerpStartValue` (float) * `m_flFloatLerpEndValue` (float) * `m_flFloatLerpTransitionTime` (float) * `m_nModifyMode` (integer) [PreviousCMapVetoPickController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cmapvetopickcontroller) [NextCPoseController](https://gamesensical.gitbook.io/docs/developers/netprops/controllers/cposecontroller) Last updated 4 years ago --- # CEnvGasCanister | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvgascanister.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flFlightSpeed` (float) * `m_flLaunchTime` (float) * `m_vecParabolaDirection` (vector) * `m_flFlightTime` (float) * `m_flWorldEnterTime` (float) * `m_flInitialZSpeed` (float) * `m_flZAcceleration` (float) * `m_flHorizSpeed` (float) * `m_bLaunchedFromWithinWorld` (integer) * `m_vecImpactPosition` (vector) * `m_vecStartPosition` (vector) * `m_vecEnterWorldPosition` (vector) * `m_vecDirection` (vector) * `m_vecStartAngles` (vector) * `m_vecSkyboxOrigin` (vector) * `m_flSkyboxScale` (float) * `m_bInSkybox` (integer) * `m_bDoImpactEffects` (integer) * `m_bLanded` (integer) * `m_hSkyboxCopy` (integer) * `m_nMyZoneIndex` (integer) * `m_vecOrigin` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (3) * `m_vecOrigin[2]` (float) [PreviousCEnvDOFController](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvdofcontroller) [NextCEnvParticleScript](https://gamesensical.gitbook.io/docs/developers/netprops/environment/cenvparticlescript) Last updated 4 years ago --- # Items | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items.md) . * * * [](https://gamesensical.gitbook.io/docs/developers/netprops/items#description-last-updated-at-16.01.2021) description: Last updated at 16.01.2021 ------------------------------------------------------------------------------------------------------------------------------------------------------ [CAK47](https://gamesensical.gitbook.io/docs/developers/netprops/items/cak47) [CBaseCSGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasecsgrenade) [CBaseGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasegrenade) [CBreachCharge](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbreachcharge) [CBumpMine](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbumpmine) [CC4](https://gamesensical.gitbook.io/docs/developers/netprops/items/cc4) [CDEagle](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdeagle) [CDecoyGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdecoygrenade) [CEconEntity](https://gamesensical.gitbook.io/docs/developers/netprops/items/ceconentity) [CFists](https://gamesensical.gitbook.io/docs/developers/netprops/items/cfists) [CFlashbang](https://gamesensical.gitbook.io/docs/developers/netprops/items/cflashbang) [CHEGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/chegrenade) [CIncendiaryGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cincendiarygrenade) [CItem\_Healthshot](https://gamesensical.gitbook.io/docs/developers/netprops/items/citem_healthshot) [CItemCash](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemcash) [CItemDogtags](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemdogtags) [CKnife](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknife) [CKnifeGG](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknifegg) [CMelee](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmelee) [CMolotovGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmolotovgrenade) [CSCAR17](https://gamesensical.gitbook.io/docs/developers/netprops/items/cscar17) [CSensorGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/csensorgrenade) [CSmokeGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/csmokegrenade) [CSnowball](https://gamesensical.gitbook.io/docs/developers/netprops/items/csnowball) [CTablet](https://gamesensical.gitbook.io/docs/developers/netprops/items/ctablet) [CWeaponAug](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponaug) [CWeaponAWP](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponawp) [CWeaponBaseItem](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbaseitem) [CWeaponBizon](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbizon) [CWeaponCSBase](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbase) [CWeaponCSBaseGun](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbasegun) [CWeaponCycler](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcycler) [CWeaponElite](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponelite) [CWeaponFamas](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfamas) [CWeaponFiveSeven](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfiveseven) [CWeaponG3SG1](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapong3sg1) [CWeaponGalil](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapongalil) [CWeaponGalilAR](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapongalilar) [CWeaponGlock](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponglock) [CWeaponHKP2000](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponhkp2000) [CWeaponM249](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm249) [CWeaponM3](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm3) [CWeaponM4A1](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm4a1) [CWeaponMAC10](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmac10) [CWeaponMag7](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmag7) [CWeaponMP5Navy](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmp5navy) [CWeaponMP7](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmp7) [CWeaponMP9](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmp9) [CWeaponNegev](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponnegev) [CWeaponNOVA](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponnova) [CWeaponP228](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponp228) [CWeaponP250](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponp250) [CWeaponP90](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponp90) [CWeaponSawedoff](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponsawedoff) [CWeaponSCAR20](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponscar20) [CWeaponScout](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponscout) [CWeaponSG550](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponsg550) [CWeaponSG552](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponsg552) [CWeaponSG556](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponsg556) [CWeaponShield](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponshield) [CWeaponSSG08](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponssg08) [CWeaponTaser](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapontaser) [CWeaponTec9](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapontec9) [CWeaponTMP](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapontmp) [CWeaponUMP45](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponump45) [CWeaponUSP](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponusp) [CWeaponXM1014](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponxm1014) [CWeaponZoneRepulsor](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponzonerepulsor) [ParticleSmokeGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/particlesmokegrenade) [PreviousCCSPlayerResource](https://gamesensical.gitbook.io/docs/developers/netprops/important/ccsplayerresource) [NextCAK47](https://gamesensical.gitbook.io/docs/developers/netprops/items/cak47) Last updated 4 years ago --- # CBaseGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasegrenade.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `m_flDamage` (float) * `m_DmgRadius` (float) * `m_bIsLive` (integer) * `m_hThrower` (integer) * `m_flAnimTime` (integer) * `m_vecVelocity` (vector) * `m_fFlags` (integer) [PreviousCBaseCSGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasecsgrenade) [NextCBreachCharge](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbreachcharge) Last updated 4 years ago --- # CEconEntity | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/ceconentity.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) [PreviousCDecoyGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdecoygrenade) [NextCFists](https://gamesensical.gitbook.io/docs/developers/netprops/items/cfists) Last updated 4 years ago --- # CItemCash | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemcash.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) [PreviousCItem\_Healthshot](https://gamesensical.gitbook.io/docs/developers/netprops/items/citem_healthshot) [NextCItemDogtags](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemdogtags) Last updated 4 years ago --- # CItemDogtags | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemdogtags.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) [PreviousCItemCash](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemcash) [NextCKnife](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknife) Last updated 4 years ago --- # CBreachCharge | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbreachcharge.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) [PreviousCBaseGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasegrenade) [NextCBumpMine](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbumpmine) Last updated 4 years ago --- # CDEagle | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdeagle.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCC4](https://gamesensical.gitbook.io/docs/developers/netprops/items/cc4) [NextCDecoyGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdecoygrenade) Last updated 4 years ago --- # CBumpMine | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbumpmine.md) . * `m_RawPanelBitVec` (integer\[0-255\]) * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) [PreviousCBreachCharge](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbreachcharge) [NextCC4](https://gamesensical.gitbook.io/docs/developers/netprops/items/cc4) Last updated 4 years ago --- # CBaseCSGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasecsgrenade.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCAK47](https://gamesensical.gitbook.io/docs/developers/netprops/items/cak47) [NextCBaseGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasegrenade) Last updated 4 years ago --- # CFists | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cfists.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bPlayingUninterruptableAct` (integer) [PreviousCEconEntity](https://gamesensical.gitbook.io/docs/developers/netprops/items/ceconentity) [NextCFlashbang](https://gamesensical.gitbook.io/docs/developers/netprops/items/cflashbang) Last updated 4 years ago --- # CAK47 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cak47.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousItems](https://gamesensical.gitbook.io/docs/developers/netprops/items) [NextCBaseCSGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbasecsgrenade) Last updated 4 years ago --- # CC4 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cc4.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bStartedArming` (integer) * `m_bBombPlacedAnimation` (integer) * `m_fArmedTime` (float) * `m_bShowC4LED` (integer) * `m_bIsPlantingViaUse` (integer) [PreviousCBumpMine](https://gamesensical.gitbook.io/docs/developers/netprops/items/cbumpmine) [NextCDEagle](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdeagle) Last updated 4 years ago --- # CHEGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/chegrenade.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCFlashbang](https://gamesensical.gitbook.io/docs/developers/netprops/items/cflashbang) [NextCIncendiaryGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cincendiarygrenade) Last updated 4 years ago --- # CDecoyGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdecoygrenade.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCDEagle](https://gamesensical.gitbook.io/docs/developers/netprops/items/cdeagle) [NextCEconEntity](https://gamesensical.gitbook.io/docs/developers/netprops/items/ceconentity) Last updated 4 years ago --- # CItem_Healthshot | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/citem_healthshot.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) [PreviousCIncendiaryGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cincendiarygrenade) [NextCItemCash](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemcash) Last updated 4 years ago --- # CIncendiaryGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cincendiarygrenade.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCHEGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/chegrenade) [NextCItem\_Healthshot](https://gamesensical.gitbook.io/docs/developers/netprops/items/citem_healthshot) Last updated 4 years ago --- # CFlashbang | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cflashbang.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCFists](https://gamesensical.gitbook.io/docs/developers/netprops/items/cfists) [NextCHEGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/chegrenade) Last updated 4 years ago --- # CMolotovGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmolotovgrenade.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCMelee](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmelee) [NextCSCAR17](https://gamesensical.gitbook.io/docs/developers/netprops/items/cscar17) Last updated 4 years ago --- # CWeaponCSBase | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbase.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) [PreviousCWeaponBizon](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbizon) [NextCWeaponCSBaseGun](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbasegun) Last updated 4 years ago --- # CMelee | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmelee.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_flThrowAt` (float) [PreviousCKnifeGG](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknifegg) [NextCMolotovGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmolotovgrenade) Last updated 4 years ago --- # CKnifeGG | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknifegg.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) [PreviousCKnife](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknife) [NextCMelee](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmelee) Last updated 4 years ago --- # CSnowball | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/csnowball.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCSmokeGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/csmokegrenade) [NextCTablet](https://gamesensical.gitbook.io/docs/developers/netprops/items/ctablet) Last updated 4 years ago --- # CWeaponCycler | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcycler.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) [PreviousCWeaponCSBaseGun](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbasegun) [NextCWeaponElite](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponelite) Last updated 4 years ago --- # CWeaponAug | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponaug.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCTablet](https://gamesensical.gitbook.io/docs/developers/netprops/items/ctablet) [NextCWeaponAWP](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponawp) Last updated 4 years ago --- # CWeaponBaseItem | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbaseitem.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) [PreviousCWeaponAWP](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponawp) [NextCWeaponBizon](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbizon) Last updated 4 years ago --- # CSensorGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/csensorgrenade.md) . * `lengthproxy` (integer\[0-15\]) * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCSCAR17](https://gamesensical.gitbook.io/docs/developers/netprops/items/cscar17) [NextCSmokeGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/csmokegrenade) Last updated 4 years ago --- # CWeaponCSBaseGun | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbasegun.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponCSBase](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbase) [NextCWeaponCycler](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcycler) Last updated 4 years ago --- # CWeaponAWP | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponawp.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponAug](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponaug) [NextCWeaponBaseItem](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbaseitem) Last updated 4 years ago --- # CSCAR17 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cscar17.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCMolotovGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/cmolotovgrenade) [NextCSensorGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/csensorgrenade) Last updated 4 years ago --- # CWeaponBizon | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbizon.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponBaseItem](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponbaseitem) [NextCWeaponCSBase](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcsbase) Last updated 4 years ago --- # CTablet | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/ctablet.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_flUpgradeExpirationTime` (float) * `m_flUpgradeExpirationTime` (array) * `m_vecLocalHexFlags` (integer) * `m_vecLocalHexFlags` (array) * `m_nContractKillGridIndex` (integer) * `m_nContractKillGridHighResIndex` (integer) * `m_bTabletReceptionIsBlocked` (integer) * `m_flScanProgress` (float) * `m_flBootTime` (float) * `m_flShowMapTime` (float) * `m_vecNotificationIds` (integer) * `m_vecNotificationIds` (array) * `m_vecNotificationTimestamps` (float) * `m_vecNotificationTimestamps` (array) * `m_vecPlayerPositionHistory` (vector) * `m_vecPlayerPositionHistory` (array) * `m_nLastPurchaseIndex` (integer) * `m_vecNearestMetalCratePos` (vector) [PreviousCSnowball](https://gamesensical.gitbook.io/docs/developers/netprops/items/csnowball) [NextCWeaponAug](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponaug) Last updated 4 years ago --- # CSmokeGrenade | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/csmokegrenade.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_bRedraw` (integer) * `m_bIsHeldByPlayer` (integer) * `m_bPinPulled` (integer) * `m_fThrowTime` (float) * `m_bLoopingSoundPlaying` (integer) * `m_flThrowStrength` (float) [PreviousCSensorGrenade](https://gamesensical.gitbook.io/docs/developers/netprops/items/csensorgrenade) [NextCSnowball](https://gamesensical.gitbook.io/docs/developers/netprops/items/csnowball) Last updated 4 years ago --- # CKnife | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknife.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) [PreviousCItemDogtags](https://gamesensical.gitbook.io/docs/developers/netprops/items/citemdogtags) [NextCKnifeGG](https://gamesensical.gitbook.io/docs/developers/netprops/items/cknifegg) Last updated 4 years ago --- # Base Entities | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities.md) . * * * [](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities#description-last-updated-at-16.01.2021) description: Last updated at 16.01.2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------- [CBaseAnimating](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseanimating) [CBaseAnimatingOverlay](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseanimatingoverlay) [CBaseAttributableItem](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseattributableitem) [CBaseButton](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasebutton) [CBaseCombatCharacter](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasecombatcharacter) [CBaseCombatWeapon](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasecombatweapon) [CBaseDoor](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasedoor) [CBaseEntity](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseentity) [CBaseFlex](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseflex) [CBaseParticleEntity](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseparticleentity) [CBasePlayer](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseplayer) [CBasePropDoor](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasepropdoor) [CBaseTeamObjectiveResource](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseteamobjectiveresource) [CBaseTempEntity](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasetempentity) [CBaseToggle](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasetoggle) [CBaseTrigger](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasetrigger) [CBaseViewModel](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseviewmodel) [CBaseVPhysicsTrigger](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasevphysicstrigger) [CBaseWeaponWorldModel](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseweaponworldmodel) [PreviousCTEWorldDecal](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/cteworlddecal) [NextCBaseAnimating](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseanimating) Last updated 4 years ago --- # CBaseTempEntity | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasetempentity.md) . [PreviousCBaseTeamObjectiveResource](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseteamobjectiveresource) [NextCBaseToggle](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasetoggle) Last updated 4 years ago --- # CWeaponFiveSeven | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfiveseven.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponFamas](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfamas) [NextCWeaponG3SG1](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapong3sg1) Last updated 4 years ago --- # CBaseWeaponWorldModel | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseweaponworldmodel.md) . * `m_nModelIndex` (integer) * `m_nBody` (integer) * `m_fEffects` (integer) * `moveparent` (integer) * `m_hCombatWeaponParent` (integer) [PreviousCBaseVPhysicsTrigger](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasevphysicstrigger) [NextOther](https://gamesensical.gitbook.io/docs/developers/netprops/other) Last updated 4 years ago --- # CWeaponG3SG1 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapong3sg1.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponFiveSeven](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfiveseven) [NextCWeaponGalil](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapongalil) Last updated 4 years ago --- # CWeaponMag7 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmag7.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponMAC10](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmac10) [NextCWeaponMP5Navy](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmp5navy) Last updated 4 years ago --- # CWeaponElite | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponelite.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponCycler](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponcycler) [NextCWeaponFamas](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfamas) Last updated 4 years ago --- # CWeaponM249 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm249.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponHKP2000](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponhkp2000) [NextCWeaponM3](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm3) Last updated 4 years ago --- # CWeaponGalilAR | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapongalilar.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponGalil](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapongalil) [NextCWeaponGlock](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponglock) Last updated 4 years ago --- # CWeaponM4A1 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm4a1.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponM3](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm3) [NextCWeaponMAC10](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmac10) Last updated 4 years ago --- # CTEBaseBeam | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctebasebeam.md) . * `m_nModelIndex` (integer) * `m_nHaloIndex` (integer) * `m_nStartFrame` (integer) * `m_nFrameRate` (integer) * `m_fLife` (float) * `m_fWidth` (float) * `m_fEndWidth` (float) * `m_nFadeLength` (integer) * `m_fAmplitude` (float) * `m_nSpeed` (integer) * `r` (integer) * `g` (integer) * `b` (integer) * `a` (integer) * `m_nFlags` (integer) [PreviousCTEArmorRicochet](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctearmorricochet) [NextCTEBeamEntPoint](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctebeamentpoint) Last updated 4 years ago --- # CBaseTeamObjectiveResource | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseteamobjectiveresource.md) . * `m_iTimerToShowInHUD` (integer) * `m_iStopWatchTimer` (integer) * `m_iNumControlPoints` (integer) * `m_bPlayingMiniRounds` (integer) * `m_bControlPointsReset` (integer) * `m_iUpdateCapHudParity` (integer) * `m_vCPPositions` (vector) * `m_bCPIsVisible` (integer\[0-7\]) * `m_flLazyCapPerc` (float\[0-7\]) * `m_iTeamIcons` (integer\[0-63\]) * `m_iTeamOverlays` (integer\[0-63\]) * `m_iTeamReqCappers` (integer\[0-63\]) * `m_flTeamCapTime` (float\[0-63\]) * `m_iPreviousPoints` (integer\[0-191\]) * `m_bTeamCanCap` (integer\[0-63\]) * `m_iTeamBaseIcons` (integer\[0-31\]) * `m_iBaseControlPoints` (integer\[0-31\]) * `m_bInMiniRound` (integer\[0-7\]) * `m_vCPPositions` (array) * `m_iWarnOnCap` (integer\[0-7\]) * `m_iszWarnSound` (string) * `m_flPathDistance` (float\[0-7\]) * `m_iNumTeamMembers` (integer\[0-63\]) * `m_iCappingTeam` (integer\[0-7\]) * `m_iTeamInZone` (integer\[0-7\]) * `m_bBlocked` (integer\[0-7\]) * `m_iszWarnSound` (array) * `m_iOwner` (integer\[0-7\]) * `m_pszCapLayoutInHUD` (string) [PreviousCBasePropDoor](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasepropdoor) [NextCBaseTempEntity](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasetempentity) Last updated 4 years ago --- # CBaseViewModel | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbaseviewmodel.md) . * `m_nModelIndex` (integer) * `m_hWeapon` (integer) * `m_nBody` (integer) * `m_nSkin` (integer) * `m_nSequence` (integer) * `m_nViewModelIndex` (integer) * `m_flPlaybackRate` (float) * `m_fEffects` (integer) * `m_nAnimationParity` (integer) * `m_hOwner` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_bShouldIgnoreOffsetAndAccuracy` (integer) [PreviousCBaseTrigger](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasetrigger) [NextCBaseVPhysicsTrigger](https://gamesensical.gitbook.io/docs/developers/netprops/baseentities/cbasevphysicstrigger) Last updated 4 years ago --- # CWeaponFamas | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfamas.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponElite](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponelite) [NextCWeaponFiveSeven](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponfiveseven) Last updated 4 years ago --- # CWeaponHKP2000 | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponhkp2000.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponGlock](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponglock) [NextCWeaponM249](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponm249) Last updated 4 years ago --- # CWeaponGlock | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponglock.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponGalilAR](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweapongalilar) [NextCWeaponHKP2000](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponhkp2000) Last updated 4 years ago --- # CWeaponMP5Navy | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmp5navy.md) . * `m_flAnimTime` (integer) * `m_flSimulationTime` (integer) * `m_cellbits` (integer) * `m_cellX` (integer) * `m_cellY` (integer) * `m_cellZ` (integer) * `m_vecOrigin` (vector) * `m_nModelIndex` (integer) * `m_vecMins` (vector) * `m_vecMaxs` (vector) * `m_nSolidType` (integer) * `m_usSolidFlags` (integer) * `m_nSurroundType` (integer) * `m_triggerBloat` (integer) * `m_vecSpecifiedSurroundingMins` (vector) * `m_vecSpecifiedSurroundingMaxs` (vector) * `m_nRenderFX` (integer) * `m_nRenderMode` (integer) * `m_fEffects` (integer) * `m_clrRender` (integer) * `m_iTeamNum` (integer) * `m_iPendingTeamNum` (integer) * `m_CollisionGroup` (integer) * `m_flElasticity` (float) * `m_flShadowCastDistance` (float) * `m_hOwnerEntity` (integer) * `m_hEffectEntity` (integer) * `moveparent` (integer) * `m_iParentAttachment` (integer) * `m_iName` (string) * `movetype` (integer) * `movecollide` (integer) * `m_angRotation` (vector) * `m_iTextureFrameIndex` (integer) * `m_bSimulatedEveryTick` (integer) * `m_bAnimatedEveryTick` (integer) * `m_bAlternateSorting` (integer) * `m_bSpotted` (integer) * `m_bSpottedByMask` (integer\[0-1\]) * `m_bIsAutoaimTarget` (integer) * `m_fadeMinDist` (float) * `m_fadeMaxDist` (float) * `m_flFadeScale` (float) * `m_nMinCPULevel` (integer) * `m_nMaxCPULevel` (integer) * `m_nMinGPULevel` (integer) * `m_nMaxGPULevel` (integer) * `m_flUseLookAtAngle` (float) * `m_flLastMadeNoiseTime` (float) * `m_flMaxFallVelocity` (float) * `m_bEligibleForScreenHighlight` (integer) * `m_nForceBone` (integer) * `m_vecForce` (vector) * `m_nSkin` (integer) * `m_nBody` (integer) * `m_nHitboxSet` (integer) * `m_flModelScale` (float) * `m_flPoseParameter` (float\[0-23\]) * `m_nSequence` (integer) * `m_flPlaybackRate` (float) * `m_flEncodedController` (float\[0-3\]) * `m_bClientSideAnimation` (integer) * `m_bClientSideFrameReset` (integer) * `m_bClientSideRagdoll` (integer) * `m_nNewSequenceParity` (integer) * `m_nResetEventsParity` (integer) * `m_nMuzzleFlashParity` (integer) * `m_hLightingOrigin` (integer) * `m_flCycle` (float) * `m_flFrozen` (float) * `m_ScaleType` (integer) * `m_bSuppressAnimSounds` (integer) * `m_nHighlightColorR` (integer) * `m_nHighlightColorG` (integer) * `m_nHighlightColorB` (integer) * `lengthprop15` (integer) * `m_flexWeight` (float\[0-95\]) * `m_blinktoggle` (integer) * `m_viewtarget` (vector) * `m_hOuter` (integer) * `m_ProviderType` (integer) * `m_iReapplyProvisionParity` (integer) * `m_iItemDefinitionIndex` (integer) * `m_iEntityLevel` (integer) * `m_iItemIDHigh` (integer) * `m_iItemIDLow` (integer) * `m_iAccountID` (integer) * `m_iEntityQuality` (integer) * `m_bInitialized` (integer) * `m_szCustomName` (string) * `lengthprop32` (integer) * `m_iPrimaryAmmoType` (integer) * `m_iSecondaryAmmoType` (integer) * `m_nViewModelIndex` (integer) * `m_bFlipViewModel` (integer) * `m_iWeaponOrigin` (integer) * `m_iWeaponModule` (integer) * `m_flNextPrimaryAttack` (float) * `m_flNextSecondaryAttack` (float) * `m_nNextThinkTick` (integer) * `m_flTimeWeaponIdle` (float) * `m_iViewModelIndex` (integer) * `m_iWorldModelIndex` (integer) * `m_iWorldDroppedModelIndex` (integer) * `m_iState` (integer) * `m_hOwner` (integer) * `m_iClip1` (integer) * `m_iClip2` (integer) * `m_iPrimaryReserveAmmoCount` (integer) * `m_iSecondaryReserveAmmoCount` (integer) * `m_hWeaponWorldModel` (integer) * `m_iNumEmptyAttacks` (integer) * `m_weaponMode` (integer) * `m_fAccuracyPenalty` (float) * `m_fLastShotTime` (float) * `m_flRecoilIndex` (float) * `m_flAnimTime` (integer) * `m_nSequence` (integer) * `m_hPrevOwner` (integer) * `m_bBurstMode` (integer) * `m_flPostponeFireReadyTime` (float) * `m_bReloadVisuallyComplete` (integer) * `m_bSilencerOn` (integer) * `m_flDoneSwitchingSilencer` (float) * `m_iOriginalTeamNumber` (integer) * `m_iIronSightMode` (integer) * `m_zoomLevel` (integer) * `m_iBurstShotsRemaining` (integer) [PreviousCWeaponMag7](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmag7) [NextCWeaponMP7](https://gamesensical.gitbook.io/docs/developers/netprops/items/cweaponmp7) Last updated 4 years ago --- # CTEArmorRicochet | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctearmorricochet.md) . * `m_vecPos` (vector) * `m_vecDir` (vector) [PreviousTemp Entities](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities) [NextCTEBaseBeam](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctebasebeam) Last updated 4 years ago --- # CTEBeamSpline | gamesense-lua For the complete documentation index, see [llms.txt](https://gamesensical.gitbook.io/docs/llms.txt) . This page is also available as [Markdown](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctebeamspline.md) . * `m_nPoints` (integer) * `m_vecPoints` (vector) * `m_vecPoints` (array) [PreviousCTEBeamRingPoint](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctebeamringpoint) [NextCTEBloodSprite](https://gamesensical.gitbook.io/docs/developers/netprops/tempentities/ctebloodsprite) Last updated 4 years ago ---