đEvents
List of cheat events that you can listen to using :set
Last updated
List of cheat events that you can listen to using :set
Last updated
In order to reference an event, index the events
namespace with an event name
Fired every frame. Most functions from the render
namespace can only be used here.
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)
Fired every time the game prepares camera view.
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
.
UserCmd
Fired every time the game runs a move command. Use the parameter passed by the callback to access the RunCommand
.
RunCommand
Fired every time the aimbot shoots at a player.
Fired every time someone fires a bullet.
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.
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.
Fired after fully connected to the server (first non-delta packet received). (SIGNONSTATE:FULL
)
Fired before a frame is rendered. (FrameStageNotify:FRAME_RENDER_START
)
Fired after a frame is rendered. (FrameStageNotify:FRAME_RENDER_END
)
Fired before the game processes entity updates from the server. (FrameStageNotify:FRAME_NET_UPDATE_START
)
Fired after an entity update packet is received from the server. (FrameStageNotify:FRAME_NET_UPDATE_END
)
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
.
Fired every time the mouse input occurs. Return false
to lock the mouse input.
Fired when the script is about to unload.
Fired before C_CSPlayer::UpdateClientSideAnimation is called.
Fired after C_CSPlayer::UpdateClientSideAnimation is called.
Invoked to override the input values for the grenade prediction. Contains detailed view parameters associated with the grenade trajectory prediction.
Fired when the "Grenade Proximity Warning" is being rendered. Return false
to it from being rendered.
Fired when the cheat is drawing the predicted grenade trajectory. Contains detailed information about the grenade's trajectory and impact.
Invoked to override the opacity of the local player's model. You can override it by returning a custom alpha value.
Fired every time the game receives a voice packet.
bf_read
bf_write
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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