âïļCallbacks
How to use
To create a callback you need to use one of the many names listed below to access them.
-- Callbacks CANNOT be local
-- "local function on_shot_fired" will not work
function on_shot_fired(shot_info)
print(string.format("Expected damage: %i", shot_info.client_damage)
end
function on_paint()
render.rect_filled(10, 10, 110, 110, render.color("#FFFFFF"))
end
Callbacks
on_paint
Called every frame.
Use to draw with the render namespace.
function on_paint()
render.rect_filled(10, 10, 110, 110, render.color("#FFFFFF"))
end
on_paint_traverse
Called every frame.
Use this to call surface functions with ffi.
function on_paint_traverse()
end
on_frame_stage_notify
Called when on a specific frame.
pre_original
boolean
whether or not frame_stage_notify has been called yet
function on_frame_stage_notify(stage, pre_original)
if stage == csgo.frame_render_start then
print("Rendering has started!")
end
end
on_setup_move
Called every game tick before the command is used internally.
Use to call movement-related things.
function on_setup_move(cmd)
cmd:set_move(xxx)
end
on_run_command
Called for every tick in a choked cycle the moment it is going to be sent to the server, after the cheat's anti-aim has run.
Use to change angles without cheat interference. All angle changes will be movement corrected.
function on_run_command(cmd)
cmd:set_view_angles(xxx)
end
on_create_move
Called every game tick after everything internally has finished.
Use to run something on a per-tick basis that does not modify commands.
function on_create_move(cmd, send_packet)
do_anti_aim()
end
on_input
Called on wndproc.
wParam
number
used to pass values with specific messages
lParam
number
used to pass values with specific messages
function on_input(msg, wParam, lParam)
end
on_console_input
input
string
console input
function on_console_input(input)
end
on_shutdown
Called when the script is unloaded.
function on_shutdown()
end
on_shot_registered
Called after a shot has been fired.
Use to get information about shots.
function on_shot_registered(shot_info)
print(string.format("Expected damage: %i", shot_info.client_damage))
end
on_level_init
Called after the map has loaded.
function on_level_init()
end
on_game_event
Called on any game event.
function on_game_event(event)
end
on_xxx
Called on a specific game event.
Read the list of events and prefix one with "on_" to set a callback to it.
function on_item_pickup(event)
end
on_do_post_screen_space_events
Called after post processing has finished.
function on_do_post_screen_space_events()
end
on_config_load
Called after a config is loaded.
function on_config_load()
end
on_config_save
Called after a config has been saved.
function on_config_save()
end
on_esp_flag
index
integer
index of player drawing
function on_esp_flag(index)
return
{
render.esp_flag("first extra flag", render.color("#FFFFFF")),
render.esp_flag("second extra flag", render.color("#FFFFFF")),
}
end
on_draw_model_execute
dme
function
calls dme (draws the model)
ent_index
integer
entity's index
model_name
string
model's name
function on_draw_model_execute(dme, ent_index, model_name)
-- How to do overlay cham
dme() -- call dme to draw the model with the normal material
mat.override_material(overlay_mat) -- set the overlay material
-- you do not need to call dme again. it is called after the callback
end
Player callbacks
on_player_connect
Called after a player has connected.
function on_player_connect(event)
print("player connected")
end
on_player_disconnect
Called after a player has disconnected.
function on_player_disconnect(event)
end
on_player_spawn
Called after a player has spawned.
function on_player_spawn(event)
end
on_player_hurt
Called after a player has been hurt.
function on_player_hurt(event)
end
on_player_death
Called after a player has died.
function on_player_death(event)
end
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