đEvents
List of cheat events that you can listen to using :set
List of game events:
In order to reference an event, index the events
namespace with an event name
List of events:
render
Fired every frame. Most functions from the render
namespace can only be used here.
render_glow
Fired every time the game prepares glow object manager. This event gives you the ability to render glow lines. Access the function by adding an argument to the callback.
ctx:render(from: vector, to: vector, thickness: number, flags: string, color: color)
Name | Type | Description |
---|---|---|
from |
| Start position in world space |
to |
| Final position in world space |
thickness |
| Line thickness as a number in the range [0.0, â] |
flags |
| Glow flags. |
color |
| Color of the line |
override_view
Fired every time the game prepares camera view.
Name | Type | Description |
---|---|---|
fov |
| Field of View |
view |
| Camera view angles |
camera |
| World position of the camera |
createmove
Fired every time the game prepares a move command. Use this to modify something before the aimbot or movement features. Use the parameter passed by the callback to access the UserCmd
.
đ struct UserCmd
UserCmd
Name | Type | Description |
---|---|---|
block_movement |
| Set to |
no_choke |
| Set to |
send_packet |
| Set to |
force_defensive |
| Set to |
jitter_move |
| Set to |
choked_commands |
| Amount of choked commands |
command_number |
| Current command number |
tickcount |
| Current command tickcount |
random_seed |
| Current command random seed |
view_angles |
| Player view angles |
move_yaw |
| Movement yaw angle |
forwardmove |
| Forward / backward speed |
sidemove |
| Left / right speed |
upmove |
| Up / down speed |
createmove_run
Fired every time the game runs a move command. Use the parameter passed by the callback to access the RunCommand
.
đ struct RunCommand
RunCommand
Name | Type | Description |
---|---|---|
choked_commands |
| Amount of choked commands |
command_number |
| Current command number |
tick_count |
| Current command tick count |
move_yaw |
| Movement yaw angle |
forwardmove |
| Forward / backward speed |
sidemove |
| Left / right speed |
upmove |
| Up / down speed |
aim_fire
Fired every time the aimbot shoots at a player.
Name | Type | Description |
---|---|---|
id |
| Shot ID |
target |
| Target entity |
damage |
| Estimated damage |
hitchance |
| Estimated hit chance |
hitgroup |
| Targeted hitgroup |
backtrack |
| Amount of ticks the player was backtracked |
aim |
| World position of the aim point |
angle |
| Aimbot shoot angles |
aim_ack
Name | Type | Description |
---|---|---|
id |
| Shot ID |
target |
| Target entity |
damage |
| Actual shot damage |
spread |
| Bullet spread angle if available |
hitchance |
| Actual shot hit chance |
hitgroup |
| Hitgroup that was hit |
backtrack |
| Amount of ticks the player was backtracked |
aim |
| World position of the aim point |
wanted_damage |
| Targeted damage |
wanted_hitgroup |
| Targeted hitgroup |
state |
| Reason the shot was missed or nil if the shot was hit. Available miss reasons: |
bullet_fire
Fired every time someone fires a bullet.
Name | Type | Description |
---|---|---|
entity |
| Entity that did the shot |
origin |
| Entity world position |
angles |
| Aim angle based on entity rotation |
sound |
| Sound type |
spread |
| Weapon spread |
inaccuracy |
| Weapon inaccuracy |
recoil_index |
| Weapon recoil index |
random_seed |
| Spread seed of the shot |
weapon_id |
| Weapon definition index |
weapon_mode |
| Weapon fire mode |
console_input
Fired every time the user runs a console command. Use the parameter passed by the callback to access the input string.
This can be used to implement custom console commands. Return false
to prevent the game from processing the command.
draw_model
Fired before a model is rendered. Use the parameter passed by the callback to access the model context. Return false
to prevent the game from rendering the original model.
Name | Type | Description |
---|---|---|
name |
| Name of the model. (e.g: |
entity |
| Entity that belongs to the model. |
draw |
| Draws the model with the specified material. Pass nil to the first argument to draw the model with the default material. |
level_init
Fired after fully connected to the server (first non-delta packet received). (SIGNONSTATE:FULL
)
pre_render
Fired before a frame is rendered. (FrameStageNotify:FRAME_RENDER_START
)
post_render
Fired after a frame is rendered. (FrameStageNotify:FRAME_RENDER_END
)
net_update_start
Fired before the game processes entity updates from the server. (FrameStageNotify:FRAME_NET_UPDATE_START
)
net_update_end
Fired after an entity update packet is received from the server. (FrameStageNotify:FRAME_NET_UPDATE_END
)
config_state
Fired every time config state is updated. The current state is accessible from the callback arguments as one of these strings: pre_save
, post_save
, pre_load
, post_load
.
mouse_input
Fired every time the mouse input occurs. Return false
to lock the mouse input.
shutdown
Fired when the script is about to unload.
pre_update_clientside_animation
Fired before C_CSPlayer::UpdateClientSideAnimation is called.
Name | Type | Description |
---|---|---|
player |
| ... |
post_update_clientside_animation
Fired after C_CSPlayer::UpdateClientSideAnimation is called.
Name | Type | Description |
---|---|---|
player |
| ... |
grenade_override_view
Invoked to override the input values for the grenade prediction. Contains detailed view parameters associated with the grenade trajectory prediction.
Name | Type | Description |
---|---|---|
angles |
| Input view angles |
src |
| Input starting position or origin |
velocity |
| Input velocity |
view_offset |
| Input view offset |
grenade_warning
Fired when the "Grenade Proximity Warning" is being rendered. Return false
to it from being rendered.
Name | Type | Description |
---|---|---|
entity |
| The game entity representing the grenade in proximity. |
origin |
| The current position of the grenade. |
closest_point |
| Represents the nearest point to the player where the grenade will cause damage. For example, in the case of a molotov, this point indicates where the flames would be most harmful. |
type |
| Specifies the type of the grenade, "Frag" or "Molly". |
damage |
| Predicts the potential damage that would be inflicted upon the local player if they remain at their current position when the grenade detonates. |
expire_time |
| Specifies the time when the grenade detonates or is no longer a threat. |
icon |
| A reference to the texture used in the warning. |
path |
| Table of 3D vectors representing the complete trajectory path of the grenade. |
grenade_prediction
Fired when the cheat is drawing the predicted grenade trajectory. Contains detailed information about the grenade's trajectory and impact.
Name | Type | Description |
---|---|---|
type |
| Identifies the type of the grenade, e.g., "Smoke", "Flash", "Frag". |
damage |
| Represents the amount of damage inflicted upon the |
fatal |
| Indicates whether the grenade's effect resulted in a lethal outcome for the |
path |
| Table of 3D vectors representing the complete trajectory path of the grenade. |
collisions |
| Table of 3D vectors containing all the collision points where the grenade interacts with an obstacle or wall. |
target |
| The game entity that the grenade directly impacts or affects. |
localplayer_transparency
Invoked to override the opacity of the local player's model. You can override it by returning a custom alpha value.
Name | Type | Description |
---|---|---|
current_alpha |
| The current alpha. Ranges from 0 (completely transparent) to 255 (completely opaque). |
List of complicated events:
voice_message
Fired every time the game receives a voice packet.
Name | Type | Description |
---|---|---|
entity |
| Entity that belongs to the voice packet. |
audible_mask |
| Audible mask |
xuid |
| Xuid |
proximity |
| Proximity |
format |
| Format |
sequence_bytes |
| Sequence bytes |
section_number |
| Section number |
uncompressed_sample_offset |
| Uncompressed sample offset |
buffer |
| Voice packet buffer |
is_nl |
| Packet was sent by the Neverlose |
đ struct bf_read
bf_read
Name | Type | Description |
---|---|---|
read_bits |
| Reads a number value from the buffer |
read_coord |
| Reads a floating number value from the buffer |
reset |
| Resets the pointer of the buffer to its original offset |
crypt |
| Encrypts/decrypts buffer |
đ struct bf_write
bf_write
Name | Type | Description |
---|---|---|
write_bits |
| Writes a number value to the buffer |
write_coord |
| Writes a floating number value to the buffer |
is_overflowed |
| Returns |
crypt |
| Encrypts/decrypts buffer |
đ Firing this event from the Lua will send a voice packet
events.voice_message(function: buffer)
[neverlose] received voice packet from Salvatore | pct_tickcount: 1200
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