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Game Events

A game event is a named, one-shot notification the server broadcasts to clients and writes into a .dem recording: a round starting, a player dying, a bomb being planted. Every event travels as one instance of the same protobuf message, CMsgSource1LegacyGameEvent (wire id EBaseGameEvents.GE_Source1LegacyGameEvent = 207), whose event_name and eventid fields say which definition below applies and whose repeated keys field carries the event's own fields as typed key/value pairs (CMsgSource1LegacyGameEvent.key_t, one union entry per key). Before any event fires, the server sends the whole registry once as CMsgSource1LegacyGameEventList (wire id EBaseGameEvents.GE_Source1LegacyGameEventList = 205), which is how a client or a demo parser learns which numeric eventid maps to which of the 289 definitions below and what each key's declared type is.

CS2 build 25218825 · Steam date 2026-09-09 · platform windows-x86_64 · schema format 2.2

Field types

Each field below declares one of these types. Where the type is sent as one of key_t's union members, its numeric wire code is the member's own field number minus one (val_string is field 2, so type code 1; val_uint64 is field 8, so type code 7). player_controller_and_pawn is not one of the union members: it packs two indices into one plain integer sent as type code 3, decoded as controller_id = value & 0xFF, pawn_index = value >> 8.

Typekey_t codeDescriptionNote
bool6Unsigned int, 1 bit
byte5Unsigned int, 8 bit
ehandle3Entity handleSent as a plain integer, wire-coded the same as key_t.type 3 (long).
float2Float, 32 bit
int3Signed integer
local0Any data, not networkedNot carried in the key_t union; type 0 means no value is sent.
long3Signed int, 32 bit
none0Value is not networkedNot carried in the key_t union; type 0 means no value is sent.
player_controller3Player controller entity referenceSent as a plain integer, wire-coded the same as key_t.type 3 (long).
player_controller_and_pawn-Player controller + pawn entity referencePacks two indices into one integer: controller id in the low byte, pawn index in the bytes above it. Decode as controller_id = value & 0xFF, pawn_index = value >> 8. Not a distinct key_t code on its own.
player_pawn3Player pawn entity referenceSent as a plain integer, wire-coded the same as key_t.type 3 (long).
short4Signed int, 16 bit
string1A zero-terminated string
uint647Unsigned 64-bit integer (string-encoded)

Sources

Events come from 3 upstream .gameevents files: core.gameevents, game.gameevents, mod.gameevents. 15 event names are declared in more than one source (round_end is in all three); each declaration keeps its own anchor built from the name plus its source stem, e.g. player_death-core (the 2-field base engine stub) versus player_death-mod (the 22-field definition this game mode actually fires), so every declaration below is reachable on its own section instead of colliding on one shared anchor.

Index

Every event definition in this build. Type a name, source or description word into the filter box.

Showing 250 of 250

289 game event definitions
achievement_earnedcore2
achievement_earned_localmod2
achievement_eventcore3
achievement_info_loadedmod0
achievement_write_failedcore0
add_bullet_hit_markergame12
add_player_sonar_icongame4
ammo_pickupmod3
ammo_refillmod2
announce_phase_endmod0
begin_new_matchgame0
bomb_abortdefusemod1
bomb_abortplantmod2
bomb_beepmod1Fired on each beep of an armed C4. entindex references the CPlantedC4. Cadence accelerates as detonation approaches.
bomb_begindefusemod2
bomb_beginplantmod2Fired the moment a player begins the C4 plant animation. The plant can still be interrupted (player damaged, switches weapon, leaves site); listen for bomb_planted to confirm completion.
bomb_defusedmod3Fired when the C4 is successfully defused. userid is the defuser; site is the bombsite.
bomb_droppedmod2Fired when a player carrying the C4 drops it (death, voluntary drop, disconnect). entindex identifies the C4 world entity now sitting on the ground.
bomb_explodedmod3Fired when the C4 detonates (defuse failed / timer expired). userid is the original planter (the actor who armed it), not the player nearest the explosion.
bomb_pickupmod1Fired when a player picks up a dropped C4. userid here is a player_pawn (not player_controller_and_pawn) — only the pawn half is meaningful.
bomb_plantedmod3Fired when the C4 is successfully armed. site is the bombsite index (0=A, 1=B). At this point a CPlantedC4 entity exists and the 40-second countdown begins.
bonus_updatedcore4
bot_takeovercore5
break_breakablecore3
break_prop (core)core5
break_prop (game)game2
broken_breakablecore3
bullet_damagemod24Fired on every firearm-projectile hit landed on a player. Far richer than player_hurt: includes shot angles, aim-punch, inaccuracy components, penetration count, and lag-compensation type. This is the right event for ballistics analysis and cheat-detection heuristics.
bullet_impactmod4
buymenu_closemod1
buymenu_openmod0
buytime_endedmod0
cart_updatedcore0
choppers_incoming_warningmod1
client_disconnectmod0
client_loadout_changedgame0
clientside_lesson_closedcore1
clientside_reload_custom_econmod1
cs_game_disconnectedmod0
cs_intermissionmod0
cs_match_end_restartmod0
cs_pre_restartmod0
cs_prev_next_spectatormod1
cs_round_final_beepmod0Fired on the final pre-explosion beep of the planted C4. Useful for demo-parsing tooling that wants to mark "bomb is about to detonate" without polling m_flC4Blow on the C4 entity.
cs_round_start_beepmod0
cs_win_panel_matchmod0
cs_win_panel_roundmod9
decoy_detonatemod5Fired each time a decoy grenade fires its fake gunshot sound. Multiple per decoy lifetime.
decoy_firingmod5
decoy_startedmod5
defuser_droppedmod1
defuser_pickupmod2
demo_skipcore4
demo_startcore3
demo_stopcore0
difficulty_changedcore3
dm_bonus_weapon_startgame2
door_breakgame2
door_closecore2
door_closedgame2
door_movingmod2
door_opengame2
drone_above_roofmod2
drone_cargo_detachedmod3
drone_dispatchedmod3
dronegun_attackmod1
drop_rate_modifiedcore0
dynamic_shadow_light_changedcore0
dz_item_interactionmod3
enable_restart_votingmod1
endmatch_cmm_start_reveal_itemsgame0
endmatch_mapvote_selecting_mapgame11
enter_bombzonemod3
enter_buyzonemod2
enter_rescue_zonemod1
entity_killedcore4
entity_visible (core)core4
entity_visible (game)game4
event_ticket_modifiedcore0
exit_bombzonemod3
exit_buyzonemod2
exit_rescue_zonemod1
finale_startcore1
firstbombs_incoming_warningmod1
flare_ignite_npccore1
flashbang_detonatemod5Fired when a flashbang explodes. Per-player flash duration is *not* on this event — read m_flFlashDuration / m_flFlashMaxAlpha on each affected CCSPlayerPawn instead.
game_endgame1a game ended
game_initgame0sent when a new game is started
game_messagecore2a message send by game logic to everyone
game_newmap (core)core2send when new map is completely loaded
game_newmap (game)game1send when new map is completely loaded
game_phase_changedmod1
game_startgame4a new game starts
gameinstructor_drawcore0
gameinstructor_nodrawcore0
gameui_hiddengame0
gc_connectedcore0
gg_killed_enemymod5
grenade_bouncemod1
grenade_thrownmod2Fired when a grenade leaves a player's hand. Pair with the matching <type>_detonate event for landing/explosion location.
guardian_wave_restartmod0
hegrenade_detonatemod5Fired when an HE grenade explodes. x/y/z is the world position of the detonation; entityid is the projectile's entity index (now removed).
helicopter_grenade_punt_misscore0
hide_deathpanelmod0
hltv_cameramancore1a spectator/player is a cameraman
hltv_changed_modemod3
hltv_chasecore7shot of a single entity
hltv_chatcore2a HLTV chat msg sent by spectators
hltv_fixedcore8show from fixed view
hltv_messagecore1a HLTV message send by moderators
hltv_rank_cameracore3a camera ranking
hltv_rank_entitycore3an entity ranking
hltv_replaycore2
hltv_replay_statuscore1
hltv_statuscore4general HLTV status
hltv_titlecore1
hltv_versioninfocore1
hostage_call_for_helpmod1
hostage_followsmod2
hostage_hurtmod2
hostage_killedmod2Fired when a hostage entity is killed. CTs incur a money penalty; this event is the canonical hook for that bookkeeping. hostage is the hostage entity index, not the hostage definition.
hostage_rescuedmod3Fired when a hostage reaches a rescue zone. site is the rescue-zone index when a map carries more than one.
hostage_rescued_allmod0
hostage_stops_followingmod2
hostname_changedcore1
inferno_expiremod4
inferno_extinguishmod4
inferno_startburnmod4
inspect_weaponmod1
instructor_close_lessoncore2
instructor_server_hint_create (core)core27create a hint using data supplied entirely by the server/map. Intended for hints to smooth playtests before content is ready to make the hint unneccessary. NOT INTENDED AS A SHIPPABLE CRUTCH
instructor_server_hint_create (game)game20create a hint using data supplied entirely by the server/map. Intended for hints to smooth playtests before content is ready to make the hint unneccessary. NOT INTENDED AS A SHIPPABLE CRUTCH
instructor_server_hint_stop (core)core2destroys a server/map created hint
instructor_server_hint_stop (game)game1destroys a server/map created hint
instructor_start_lessoncore6
inventory_updated (core)core2
inventory_updated (game)game0
item_equipmod9Fired when a player switches to a different weapon or gear slot. Carries flags describing the equipped item (silencer, tracers, paint kit) so demo tooling doesn't need a second lookup.
item_pickupmod4Fired when a player picks up a weapon or piece of gear. item is the classname / definition string (tmp, hegrenade, nvgs, …); defindex is the Steam economy item definition index of the specific skin / version picked up.
item_pickup_failedmod4
item_pickup_slerpmod3
item_purchasemod4
item_removemod3
item_schema_initializedcore0
jointeam_failedmod2
local_player_controller_teamcore0
local_player_pawn_changedcore0
local_player_teamcore0
loot_crate_openedmod2
loot_crate_visiblemod3
map_shutdowncore0
map_transitioncore0
match_end_conditionsmod4
material_default_completemod0
mb_input_lock_cancelmod0
mb_input_lock_successmod0
molotov_detonatemod4Fired when a Molotov / Incendiary grenade ignites and begins laying fire. The resulting CInferno entity carries the per-fragment damage volumes.
nav_blockedmod2
nav_generatemod0
nextlevel_changedmod3a game event, name may be 32 characters long
open_crate_instrmod3
other_deathmod12
parachute_deploymod1
parachute_pickupmod1
physgun_pickupcore1
player_activatecore1
player_avenged_teammatemod2
player_blindmod4
player_changenamecore3
player_chat (core)core4a public player chat
player_chat (game)game3a public player chat
player_connectcore5a new client connected
player_connect_fullcore1player has sent final message in the connection sequence
player_death (core)core2Fired when a player dies. Carries userid (the victim) and attacker. Detailed kill information (weapon, headshot, assister, penetration count, no-scope flag, distance) lives on the legacy cs_gameevents.proto user-message CMsgSource1LegacyGameEvent payload — extract those keys when parsing demos.
player_death (mod)mod22Fired when a player dies. Carries userid (the victim) and attacker. Detailed kill information (weapon, headshot, assister, penetration count, no-scope flag, distance) lives on the legacy cs_gameevents.proto user-message CMsgSource1LegacyGameEvent payload — extract those keys when parsing demos.
player_decalgame1
player_disconnectcore7a client was disconnected
player_falldamagemod2
player_footstep (core)core1
player_footstep (mod)mod1
player_full_updatecore2
player_given_c4mod1
player_hintmessagecore1
player_hurt (core)core3Fired when a player takes damage from any source. The pre-CS2 weapon / dmg_armor / dmg_health / hitgroup fields were removed in CS2; for those, use bullet_damage (firearm damage) or correlate with the relevant grenade-detonation event.
player_hurt (mod)mod8Fired when a player takes damage from any source. The pre-CS2 weapon / dmg_armor / dmg_health / hitgroup fields were removed in CS2; for those, use bullet_damage (firearm damage) or correlate with the relevant grenade-detonation event.
player_infocore4a player changed his name
player_jumpmod1
player_pingmod6
player_ping_stopmod1
player_radiomod2
player_reset_votemod2
player_scoregame4players scores changed
player_shootgame3player shoot his weapon
player_soundmod4
player_spawncore1Fired when a player's pawn spawns (per-round). The controller persists across rounds; the pawn does not, so this event marks "new pawn is alive."
player_spawnedmod2
player_stats_updatedcore1
player_team (core)core7Fired when a player switches teams (T ↔ CT, or to/from Spectator). team is the new team; oldteam is the previous. disconnect=true indicates the team change was caused by the player leaving rather than a deliberate switch.
player_team (game)game6Fired when a player switches teams (T ↔ CT, or to/from Spectator). team is the new team; oldteam is the previous. disconnect=true indicates the team change was caused by the player leaving rather than a deliberate switch.
ragdoll_dissolvedcore1
read_game_titledatagame1read user titledata from profile
repost_xbox_achievementsmod1
reset_game_titledatagame1reset user titledata; do not automatically write profile
round_announce_finalgame0
round_announce_last_round_halfgame0
round_announce_match_pointgame0
round_announce_match_startgame0
round_announce_warmupgame0
round_end (core)core4Fired when a round concludes. Carries the winning team (winner), the reason for the win (reason, see RoundEndReason table below), and a human-readable message string.
round_end (game)game4Fired when a round concludes. Carries the winning team (winner), the reason for the win (reason, see RoundEndReason table below), and a human-readable message string.
round_end (mod)mod6Fired when a round concludes. Carries the winning team (winner), the reason for the win (reason, see RoundEndReason table below), and a human-readable message string.
round_end_upload_statsgame0
round_freeze_endcore0Fired when the buy/freeze period ends and live play begins. Players regain movement; this is the canonical "round live" tick for demo-parsing tooling and stat trackers.
round_mvpmod6Fired at the end of a round to announce the MVP and the music kit that played. reason enumerates why this player was selected (kills, defuse, plant, …); musickitid is the Steam item definition index of the MVP anthem.
round_officially_endedgame0
round_poststartmod0sent after all other round restart actions
round_prestartmod0sent before all other round restart actions
round_startcore3Fired by the game rules when a new round begins. Marks the start of the freeze (buy) period — players have just spawned and are frozen in place. Use this to reset per-round bookkeeping.
round_start_post_navcore0
round_start_pre_entitycore0
round_time_warninggame0
seasoncoin_levelupmod3
server_cvarcore2a server console var has changed
server_messagecore1a generic server message
server_pre_shutdowncore1server is about to be shut down
server_shutdowncore1server shut down
server_spawncore10send once a server starts
set_instructor_group_enabledcore2
sfuieventmod3
show_deathpanelmod7
show_survival_respawn_statusmod3
silencer_detachmod1
silencer_offmod1
silencer_onmod1
smoke_beacon_paradropmod2
smokegrenade_detonatemod5Fired when a smoke grenade pops and begins emitting smoke. Pair with smokegrenade_expired for the lifetime window.
smokegrenade_expiredmod5Fired when a smoke cloud fully dissipates.
spec_mode_updated (core)core1
spec_mode_updated (mod)mod1
spec_target_updatedcore2
start_halftimemod0
start_votemod3
store_pricesheet_updatedcore0
survival_announce_phasegame1
survival_no_respawns_finalmod1
survival_no_respawns_warningmod1
survival_paradrop_breakmod1
survival_paradrop_spawnmod1
survival_teammate_respawnmod1
switch_teammod5
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The first 250 of 289 rows are in the page; the rest load the first time you filter, sort or page the table. Without scripts, the full list is rows.json or the generated gameevents_schema.json.

Events

achievement_earned

Source: core.gameevents · Fields: 2

FieldTypeDescription
playerplayer_controllerentindex of the player
achievementshortachievement ID

achievement_earned_local

Source: mod.gameevents · Fields: 2

FieldTypeDescription
achievementshortachievement ID
splitscreenplayershortsplitscreen ID

achievement_event

Source: core.gameevents · Fields: 3

FieldTypeDescription
achievement_namestringnon-localized name of achievement
cur_valshort# of steps toward achievement
max_valshorttotal # of steps in achievement

achievement_info_loaded

Source: mod.gameevents · Fields: 0

This event carries no fields.

achievement_write_failed

Source: core.gameevents · Fields: 0

This event carries no fields.

add_bullet_hit_marker

Source: game.gameevents · Fields: 12

FieldTypeDescription
useridplayer_controller
boneshort
pos_xshort
pos_yshort
pos_zshort
ang_xshort
ang_yshort
ang_zshort
start_xshort
start_yshort
start_zshort
hitbool

add_player_sonar_icon

Source: game.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller
pos_xfloat
pos_yfloat
pos_zfloat

ammo_pickup

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
itemstringeither a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
indexlongthe weapon entindex

ammo_refill

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
successbool

announce_phase_end

Source: mod.gameevents · Fields: 0

This event carries no fields.

begin_new_match

Source: game.gameevents · Fields: 0

This event carries no fields.

bomb_abortdefuse

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawnplayer who was defusing

bomb_abortplant

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who is planting the bomb
siteshortbombsite index

bomb_beep

Fired on each beep of an armed C4. entindex references the CPlantedC4. Cadence accelerates as detonation approaches.

Source: mod.gameevents · Fields: 1

FieldTypeDescription
entindexlongc4 entity

bomb_begindefuse

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who is defusing
haskitbool

bomb_beginplant

Fired the moment a player begins the C4 plant animation. The plant can still be interrupted (player damaged, switches weapon, leaves site); listen for bomb_planted to confirm completion.

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who is planting the bomb
siteshortbombsite index

bomb_defused

Fired when the C4 is successfully defused. userid is the defuser; site is the bombsite.

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawnplayer who defused the bomb
siteshortbombsite index
c4short

bomb_dropped

Fired when a player carrying the C4 drops it (death, voluntary drop, disconnect). entindex identifies the C4 world entity now sitting on the ground.

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who dropped the bomb
entindexlong

bomb_exploded

Fired when the C4 detonates (defuse failed / timer expired). userid is the original planter (the actor who armed it), not the player nearest the explosion.

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawnplayer who planted the bomb
siteshortbombsite index
c4short

bomb_pickup

Fired when a player picks up a dropped C4. userid here is a player_pawn (not player_controller_and_pawn) — only the pawn half is meaningful.

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_pawnplayer pawn who picked up the bomb

bomb_planted

Fired when the C4 is successfully armed. site is the bombsite index (0=A, 1=B). At this point a CPlantedC4 entity exists and the 40-second countdown begins.

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawnplayer who planted the bomb
siteshortbombsite index
c4short

bonus_updated

Source: core.gameevents · Fields: 4

FieldTypeDescription
numadvancedshort
numbronzeshort
numsilvershort
numgoldshort

bot_takeover

Source: core.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller_and_pawn
botidplayer_controller
pfloat
yfloat
rfloat

break_breakable

Source: core.gameevents · Fields: 3

FieldTypeDescription
entindexlong
useridplayer_pawn
materialbyteBREAK_GLASS, BREAK_WOOD, etc

break_prop (core)

Source: core.gameevents · Fields: 5

FieldTypeDescription
entindexlong
useridplayer_pawn
player_heldbool
player_thrownbool
player_droppedbool

break_prop (game)

Source: game.gameevents · Fields: 2

FieldTypeDescription
entindexlong
useridplayer_pawn

broken_breakable

Source: core.gameevents · Fields: 3

FieldTypeDescription
entindexlong
useridplayer_pawn
materialbyteBREAK_GLASS, BREAK_WOOD, etc

bullet_damage

Fired on every firearm-projectile hit landed on a player. Far richer than player_hurt: includes shot angles, aim-punch, inaccuracy components, penetration count, and lag-compensation type. This is the right event for ballistics analysis and cheat-detection heuristics.

Source: mod.gameevents · Fields: 24

FieldTypeDescription
victimplayer_controller_and_pawnplayer index who was hurt
attackerplayer_controller_and_pawnplayer index who attacked
distancefloathow far the bullet travelled before it hit the player
damage_dir_xfloatdirection vector of the bullet
damage_dir_yfloatdirection vector of the bullet
damage_dir_zfloatdirection vector of the bullet
num_penetrationsbyteCount of solid surfaces the bullet passed through before hitting the victim.
no_scopeboolTrue if the attacker fired while not scoped on a sniper rifle.
in_airboolTrue if the attacker was airborne when the shot connected.
shoot_ang_xfloatshoot angle x
shoot_ang_yfloatshoot angle y
shoot_ang_zfloatshoot angle z
aim_punch_xfloataim punch x
aim_punch_yfloataim punch y
aim_punch_zfloataim punch z
attack_tick_countintattack tick
attack_tick_fracfloatattack frac
render_tick_countintrender tick
render_tick_fracfloatrender frac
inaccuracy_totalfloattotal inaccuracy
inaccuracy_movefloatmove inaccuracy
inaccuracy_airfloatair inaccuracy
recoil_indexfloatPosition in the weapon's recoil pattern. Float so the server-side prediction can interpolate.
typeintlag compensation type

bullet_impact

Source: mod.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller_and_pawn
xfloat
yfloat
zfloat

buymenu_close

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

buymenu_open

Source: mod.gameevents · Fields: 0

This event carries no fields.

buytime_ended

Source: mod.gameevents · Fields: 0

This event carries no fields.

cart_updated

Source: core.gameevents · Fields: 0

This event carries no fields.

choppers_incoming_warning

Source: mod.gameevents · Fields: 1

FieldTypeDescription
globalbool

client_disconnect

Source: mod.gameevents · Fields: 0

This event carries no fields.

client_loadout_changed

Source: game.gameevents · Fields: 0

This event carries no fields.

clientside_lesson_closed

Source: core.gameevents · Fields: 1

FieldTypeDescription
lesson_namestring

clientside_reload_custom_econ

Source: mod.gameevents · Fields: 1

FieldTypeDescription
steamidstring

cs_game_disconnected

Source: mod.gameevents · Fields: 0

This event carries no fields.

cs_intermission

Source: mod.gameevents · Fields: 0

This event carries no fields.

cs_match_end_restart

Source: mod.gameevents · Fields: 0

This event carries no fields.

cs_pre_restart

Source: mod.gameevents · Fields: 0

This event carries no fields.

cs_prev_next_spectator

Source: mod.gameevents · Fields: 1

FieldTypeDescription
nextbool

cs_round_final_beep

Fired on the final pre-explosion beep of the planted C4. Useful for demo-parsing tooling that wants to mark "bomb is about to detonate" without polling m_flC4Blow on the C4 entity.

Source: mod.gameevents · Fields: 0

This event carries no fields.

cs_round_start_beep

Source: mod.gameevents · Fields: 0

This event carries no fields.

cs_win_panel_match

Source: mod.gameevents · Fields: 0

This event carries no fields.

cs_win_panel_round

Source: mod.gameevents · Fields: 9

FieldTypeDescription
show_timer_defendbool
show_timer_attackbool
timer_timeshort
final_eventbytedefine in cs_gamerules.h
funfact_tokenstring
funfact_playerplayer_controller
funfact_data1long
funfact_data2long
funfact_data3long

decoy_detonate

Fired each time a decoy grenade fires its fake gunshot sound. Multiple per decoy lifetime.

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller_and_pawn
entityidshort
xfloat
yfloat
zfloat

decoy_firing

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller_and_pawn
entityidshort
xfloat
yfloat
zfloat

decoy_started

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_pawn
entityidshort
xfloat
yfloat
zfloat

defuser_dropped

Source: mod.gameevents · Fields: 1

FieldTypeDescription
entityidlongdefuser's entity ID

defuser_pickup

Source: mod.gameevents · Fields: 2

FieldTypeDescription
entityidlongdefuser's entity ID
useridplayer_controller_and_pawnplayer who picked up the defuser

demo_skip

Source: core.gameevents · Fields: 4

FieldTypeDescription
playback_ticklongcurrent playback tick
skipto_ticklongtick we're going to
user_message_listlocalCSVCMsgList_UserMessages
dota_hero_chase_listlocalCSVCMsgList_GameEvents

demo_start

Source: core.gameevents · Fields: 3

FieldTypeDescription
dota_combatlog_listlocalCSVCMsgList_GameEvents that are combat log events
dota_hero_chase_listlocalCSVCMsgList_GameEvents
dota_pick_hero_listlocalCSVCMsgList_GameEvents

demo_stop

Source: core.gameevents · Fields: 0

This event carries no fields.

difficulty_changed

Source: core.gameevents · Fields: 3

FieldTypeDescription
newDifficultyshort
oldDifficultyshort
strDifficultystringnew difficulty as string

dm_bonus_weapon_start

Source: game.gameevents · Fields: 2

FieldTypeDescription
timeshortThe length of time that this bonus lasts
PosshortLoadout position of the bonus weapon

door_break

Source: game.gameevents · Fields: 2

FieldTypeDescription
entindexlong
dmgstatelong

door_close

Source: core.gameevents · Fields: 2

FieldTypeDescription
useridplayer_pawnWho closed the door
checkpointboolIs the door a checkpoint door

door_closed

Source: game.gameevents · Fields: 2

FieldTypeDescription
useridplayer_pawnWho closed the door
entindexlong

door_moving

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawn
entindexlong

door_open

Source: game.gameevents · Fields: 2

FieldTypeDescription
useridplayer_pawnWho closed the door
entindexlong

drone_above_roof

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
cargoshort

drone_cargo_detached

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
cargoshort
deliveredbool

drone_dispatched

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
priorityshort
drone_dispatchedshort

dronegun_attack

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

drop_rate_modified

Source: core.gameevents · Fields: 0

This event carries no fields.

dynamic_shadow_light_changed

Source: core.gameevents · Fields: 0

This event carries no fields.

dz_item_interaction

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controllerplayer entindex
subjectshortcrate entindex
typestringtype of crate (metal, wood, or paradrop)

enable_restart_voting

Source: mod.gameevents · Fields: 1

FieldTypeDescription
enablebool

endmatch_cmm_start_reveal_items

Source: game.gameevents · Fields: 0

This event carries no fields.

endmatch_mapvote_selecting_map

Source: game.gameevents · Fields: 11

FieldTypeDescription
countbyteNumber of "ties"
slot1byte
slot2byte
slot3byte
slot4byte
slot5byte
slot6byte
slot7byte
slot8byte
slot9byte
slot10byte

enter_bombzone

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
hasbombbool
isplantedbool

enter_buyzone

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
canbuybool

enter_rescue_zone

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

entity_killed

Source: core.gameevents · Fields: 4

FieldTypeDescription
entindex_killedlong
entindex_attackerlong
entindex_inflictorlong
damagebitslong

entity_visible (core)

Source: core.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controllerThe player who sees the entity
subjectlongEntindex of the entity they see
classnamestringClassname of the entity they see
entitynamestringname of the entity they see

entity_visible (game)

Source: game.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controllerThe player who sees the entity
subjectshortEntindex of the entity they see
classnamestringClassname of the entity they see
entitynamestringname of the entity they see

event_ticket_modified

Source: core.gameevents · Fields: 0

This event carries no fields.

exit_bombzone

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
hasbombbool
isplantedbool

exit_buyzone

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
canbuybool

exit_rescue_zone

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

finale_start

Source: core.gameevents · Fields: 1

FieldTypeDescription
rushesshort

firstbombs_incoming_warning

Source: mod.gameevents · Fields: 1

FieldTypeDescription
globalbool

flare_ignite_npc

Source: core.gameevents · Fields: 1

FieldTypeDescription
entindexlongentity ignited

flashbang_detonate

Fired when a flashbang explodes. Per-player flash duration is *not* on this event — read m_flFlashDuration / m_flFlashMaxAlpha on each affected CCSPlayerPawn instead.

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller_and_pawn
entityidshort
xfloat
yfloat
zfloat

game_end

a game ended

Source: game.gameevents · Fields: 1

FieldTypeDescription
winnerbytewinner team/user id

game_init

sent when a new game is started

Source: game.gameevents · Fields: 0

This event carries no fields.

game_message

a message send by game logic to everyone

Source: core.gameevents · Fields: 2

FieldTypeDescription
targetbyte0 = console, 1 = HUD
textstringthe message text

game_newmap (core)

send when new map is completely loaded

Source: core.gameevents · Fields: 2

FieldTypeDescription
mapnamestringmap name
transitionbooltrue if this is a transition from one map to another

game_newmap (game)

send when new map is completely loaded

Source: game.gameevents · Fields: 1

FieldTypeDescription
mapnamestringmap name

game_phase_changed

Source: mod.gameevents · Fields: 1

FieldTypeDescription
new_phaseshort

game_start

a new game starts

Source: game.gameevents · Fields: 4

FieldTypeDescription
roundslimitlongmax round
timelimitlongtime limit
fraglimitlongfrag limit
objectivestringround objective

gameinstructor_draw

Source: core.gameevents · Fields: 0

This event carries no fields.

gameinstructor_nodraw

Source: core.gameevents · Fields: 0

This event carries no fields.

gameui_hidden

Source: game.gameevents · Fields: 0

This event carries no fields.

gc_connected

Source: core.gameevents · Fields: 0

This event carries no fields.

gg_killed_enemy

Source: mod.gameevents · Fields: 5

FieldTypeDescription
victimidplayer_controlleruser ID who died
attackeridplayer_controlleruser ID who killed
dominatedshortdid killer dominate victim with this kill
revengeshortdid killer get revenge on victim with this kill
bonusbooldid killer kill with a bonus weapon?

grenade_bounce

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

grenade_thrown

Fired when a grenade leaves a player's hand. Pair with the matching <type>_detonate event for landing/explosion location.

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawn
weaponstringweapon name used

guardian_wave_restart

Source: mod.gameevents · Fields: 0

This event carries no fields.

hegrenade_detonate

Fired when an HE grenade explodes. x/y/z is the world position of the detonation; entityid is the projectile's entity index (now removed).

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller_and_pawn
entityidshort
xfloat
yfloat
zfloat

helicopter_grenade_punt_miss

Source: core.gameevents · Fields: 0

This event carries no fields.

hide_deathpanel

Source: mod.gameevents · Fields: 0

This event carries no fields.

hltv_cameraman

a spectator/player is a cameraman

Source: core.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controllercamera man entity index

hltv_changed_mode

Source: mod.gameevents · Fields: 3

FieldTypeDescription
oldmodelong
newmodelong
obs_targetlong

hltv_chase

shot of a single entity

Source: core.gameevents · Fields: 7

FieldTypeDescription
target1player_controllerprimary traget index
target2player_controllersecondary traget index or 0
distanceshortcamera distance
thetashortview angle horizontal
phishortview angle vertical
inertiabytecamera inertia
ineyebytediretcor suggests to show ineye

hltv_chat

a HLTV chat msg sent by spectators

Source: core.gameevents · Fields: 2

FieldTypeDescription
textstring
steamIDuint64steam id

hltv_fixed

show from fixed view

Source: core.gameevents · Fields: 8

FieldTypeDescription
posxlongcamera position in world
posylong
poszlong
thetashortcamera angles
phishort
offsetshort
fovfloat
targetplayer_controllerfollow this player

hltv_message

a HLTV message send by moderators

Source: core.gameevents · Fields: 1

FieldTypeDescription
textstring

hltv_rank_camera

a camera ranking

Source: core.gameevents · Fields: 3

FieldTypeDescription
indexbytefixed camera index
rankfloatranking, how interesting is this camera view
targetplayer_controllerbest/closest target entity

hltv_rank_entity

an entity ranking

Source: core.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controllerplayer slot
rankfloatranking, how interesting is this entity to view
targetplayer_controllerbest/closest target entity

hltv_replay

Source: core.gameevents · Fields: 2

FieldTypeDescription
delaylongnumber of seconds in killer replay delay
reasonlongreason for replay (ReplayEventType_t)

hltv_replay_status

Source: core.gameevents · Fields: 1

FieldTypeDescription
reasonlongreason for hltv replay status change ()

hltv_status

general HLTV status

Source: core.gameevents · Fields: 4

FieldTypeDescription
clientslongnumber of HLTV spectators
slotslongnumber of HLTV slots
proxiesshortnumber of HLTV proxies
masterstringdisptach master IP:port

hltv_title

Source: core.gameevents · Fields: 1

FieldTypeDescription
textstring

hltv_versioninfo

Source: core.gameevents · Fields: 1

FieldTypeDescription
versionlong

hostage_call_for_help

Source: mod.gameevents · Fields: 1

FieldTypeDescription
hostageshorthostage entity index

hostage_follows

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who touched the hostage
hostageshorthostage entity index

hostage_hurt

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who hurt the hostage
hostageshorthostage entity index

hostage_killed

Fired when a hostage entity is killed. CTs incur a money penalty; this event is the canonical hook for that bookkeeping. hostage is the hostage entity index, not the hostage definition.

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who killed the hostage
hostageshorthostage entity index

hostage_rescued

Fired when a hostage reaches a rescue zone. site is the rescue-zone index when a map carries more than one.

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawnplayer who rescued the hostage
hostageshorthostage entity index
siteshortrescue site index

hostage_rescued_all

Source: mod.gameevents · Fields: 0

This event carries no fields.

hostage_stops_following

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnplayer who rescued the hostage
hostageshorthostage entity index

hostname_changed

Source: core.gameevents · Fields: 1

FieldTypeDescription
hostnamestring

inferno_expire

Source: mod.gameevents · Fields: 4

FieldTypeDescription
entityidshort
xfloat
yfloat
zfloat

inferno_extinguish

Source: mod.gameevents · Fields: 4

FieldTypeDescription
entityidshort
xfloat
yfloat
zfloat

inferno_startburn

Source: mod.gameevents · Fields: 4

FieldTypeDescription
entityidshort
xfloat
yfloat
zfloat

inspect_weapon

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

instructor_close_lesson

Source: core.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controllerThe player who this lesson is intended for
hint_namestringName of the lesson to start. Must match instructor_lesson.txt

instructor_server_hint_create (core)

create a hint using data supplied entirely by the server/map. Intended for hints to smooth playtests before content is ready to make the hint unneccessary. NOT INTENDED AS A SHIPPABLE CRUTCH

Source: core.gameevents · Fields: 27

FieldTypeDescription
useridplayer_controlleruser ID of the player that triggered the hint
hint_entindexlongentity id of the env_instructor_hint that fired the event
hint_namestringwhat to name the hint. For referencing it again later (e.g. a kill command for the hint instead of a timeout)
hint_replace_keystringtype name so that messages of the same type will replace each other
hint_targetlongentity id that the hint should display at
hint_activator_useridplayer_controllerplayerslot of the activator
hint_timeoutshorthow long in seconds until the hint automatically times out, 0 = never
hint_icon_onscreenstringthe hint icon to use when the hint is onscreen. e.g. "icon_alert_red"
hint_icon_offscreenstringthe hint icon to use when the hint is offscreen. e.g. "icon_alert"
hint_captionstringthe hint caption. e.g. "#ThisIsDangerous"
hint_activator_captionstringthe hint caption that only the activator sees e.g. "#YouPushedItGood"
hint_colorstringthe hint color in "r,g,b" format where each component is 0-255
hint_icon_offsetfloathow far on the z axis to offset the hint from entity origin
hint_rangefloatrange before the hint is culled
hint_flagslonghint flags
hint_bindingstringbindings to use when use_binding is the onscreen icon
hint_allow_nodraw_targetboolif false, the hint will dissappear if the target entity is invisible
hint_nooffscreenboolif true, the hint will not show when outside the player view
hint_forcecaptionboolif true, the hint caption will show even if the hint is occluded
hint_local_player_onlyboolif true, only the local player will see the hint
hint_start_soundstringGame sound to play
hint_layoutfilestringPath for Panorama layout file
hint_vr_panel_typeshortAttachment type for the Panorama panel
hint_vr_height_offsetfloatHeight offset for attached panels
hint_vr_offset_xfloatoffset for attached panels
hint_vr_offset_yfloatoffset for attached panels
hint_vr_offset_zfloatoffset for attached panels

instructor_server_hint_create (game)

create a hint using data supplied entirely by the server/map. Intended for hints to smooth playtests before content is ready to make the hint unneccessary. NOT INTENDED AS A SHIPPABLE CRUTCH

Source: game.gameevents · Fields: 20

FieldTypeDescription
useridplayer_controlleruser ID of the player that triggered the hint
hint_namestringwhat to name the hint. For referencing it again later (e.g. a kill command for the hint instead of a timeout)
hint_replace_keystringtype name so that messages of the same type will replace each other
hint_targetlongentity id that the hint should display at
hint_activator_useridplayer_controlleruserid id of the activator
hint_timeoutshorthow long in seconds until the hint automatically times out, 0 = never
hint_icon_onscreenstringthe hint icon to use when the hint is onscreen. e.g. "icon_alert_red"
hint_icon_offscreenstringthe hint icon to use when the hint is offscreen. e.g. "icon_alert"
hint_captionstringthe hint caption. e.g. "#ThisIsDangerous"
hint_activator_captionstringthe hint caption that only the activator sees e.g. "#YouPushedItGood"
hint_colorstringthe hint color in "r,g,b" format where each component is 0-255
hint_icon_offsetfloathow far on the z axis to offset the hint from entity origin
hint_rangefloatrange before the hint is culled
hint_flagslonghint flags
hint_bindingstringbindings to use when use_binding is the onscreen icon
hint_gamepad_bindingstringgamepad bindings to use when use_binding is the onscreen icon
hint_allow_nodraw_targetboolif false, the hint will dissappear if the target entity is invisible
hint_nooffscreenboolif true, the hint will not show when outside the player view
hint_forcecaptionboolif true, the hint caption will show even if the hint is occluded
hint_local_player_onlyboolif true, only the local player will see the hint

instructor_server_hint_stop (core)

destroys a server/map created hint

Source: core.gameevents · Fields: 2

FieldTypeDescription
hint_namestringThe hint to stop. Will stop ALL hints with this name
hint_entindexlongentity id of the env_instructor_hint that fired the event

instructor_server_hint_stop (game)

destroys a server/map created hint

Source: game.gameevents · Fields: 1

FieldTypeDescription
hint_namestringThe hint to stop. Will stop ALL hints with this name

instructor_start_lesson

Source: core.gameevents · Fields: 6

FieldTypeDescription
useridplayer_controllerThe player who this lesson is intended for
hint_namestringName of the lesson to start. Must match instructor_lesson.txt
hint_targetlongentity id that the hint should display at. Leave empty if controller target
vr_movement_typebyte
vr_single_controllerbool
vr_controller_typebyte

inventory_updated (core)

Source: core.gameevents · Fields: 2

FieldTypeDescription
itemdefshort
itemidlong

inventory_updated (game)

Source: game.gameevents · Fields: 0

This event carries no fields.

item_equip

Fired when a player switches to a different weapon or gear slot. Carries flags describing the equipped item (silencer, tracers, paint kit) so demo tooling doesn't need a second lookup.

Source: mod.gameevents · Fields: 9

FieldTypeDescription
useridplayer_controller
itemstringeither a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
defindexlong
canzoombool
hassilencerbool
issilencedbool
hastracersbool
weptypeshort
ispaintedbool

item_pickup

Fired when a player picks up a weapon or piece of gear. item is the classname / definition string (tmp, hegrenade, nvgs, …); defindex is the Steam economy item definition index of the specific skin / version picked up.

Source: mod.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller
itemstringeither a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
silentbool
defindexlong

item_pickup_failed

Source: mod.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller
itemstring
reasonshort
limitshort

item_pickup_slerp

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
indexshort
behaviorshort

item_purchase

Source: mod.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller
teamshort
loadoutshort
weaponstring

item_remove

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
itemstringeither a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
defindexlong

item_schema_initialized

Source: core.gameevents · Fields: 0

This event carries no fields.

jointeam_failed

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
reasonbyte0 = team_full

local_player_controller_team

Source: core.gameevents · Fields: 0

This event carries no fields.

local_player_pawn_changed

Source: core.gameevents · Fields: 0

This event carries no fields.

local_player_team

Source: core.gameevents · Fields: 0

This event carries no fields.

loot_crate_opened

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controllerplayer entindex
typestringtype of crate (metal, wood, or paradrop)

loot_crate_visible

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controllerplayer entindex
subjectshortcrate entindex
typestringtype of crate (metal, wood, or paradrop)

map_shutdown

Source: core.gameevents · Fields: 0

This event carries no fields.

map_transition

Source: core.gameevents · Fields: 0

This event carries no fields.

match_end_conditions

Source: mod.gameevents · Fields: 4

FieldTypeDescription
fragslong
max_roundslong
win_roundslong
timelong

material_default_complete

Source: mod.gameevents · Fields: 0

This event carries no fields.

mb_input_lock_cancel

Source: mod.gameevents · Fields: 0

This event carries no fields.

mb_input_lock_success

Source: mod.gameevents · Fields: 0

This event carries no fields.

molotov_detonate

Fired when a Molotov / Incendiary grenade ignites and begins laying fire. The resulting CInferno entity carries the per-fragment damage volumes.

Source: mod.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller_and_pawn
xfloat
yfloat
zfloat

Source: mod.gameevents · Fields: 2

FieldTypeDescription
arealong
blockedbool

Source: mod.gameevents · Fields: 0

This event carries no fields.

nextlevel_changed

a game event, name may be 32 characters long

Source: mod.gameevents · Fields: 3

FieldTypeDescription
nextlevelstring
mapgroupstring
skirmishmodestring

open_crate_instr

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controllerplayer entindex
subjectshortcrate entindex
typestringtype of crate (metal, wood, or paradrop)

other_death

Source: mod.gameevents · Fields: 12

FieldTypeDescription
otheridshortother entity ID who died
othertypestringother entity type
attackershortuser ID who killed
weaponstringweapon name killer used
weapon_itemidstringinventory item id of weapon killer used
weapon_fauxitemidstringfaux item id of weapon killer used
weapon_originalowner_xuidstring
headshotboolsingals a headshot
penetratedshortnumber of objects shot penetrated before killing target
noscopeboolkill happened without a scope, used for death notice icon
thrusmokeboolhitscan weapon went through smoke grenade
attackerblindboolattacker was blind from flashbang

parachute_deploy

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

parachute_pickup

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

physgun_pickup

Source: core.gameevents · Fields: 1

FieldTypeDescription
targetehandleentity picked up

player_activate

Source: core.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controlleruser ID on server

player_avenged_teammate

Source: mod.gameevents · Fields: 2

FieldTypeDescription
avenger_idplayer_controller
avenged_player_idplayer_controller

player_blind

Source: mod.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller
attackerplayer_controlleruser ID who threw the flash
entityidshortthe flashbang going off
blind_durationfloat

player_changename

Source: core.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controlleruser ID on server
oldnamestringplayers old (current) name
newnamestringplayers new name

player_chat (core)

a public player chat

Source: core.gameevents · Fields: 4

FieldTypeDescription
teamonlybooltrue if team only chat
useridplayer_controllerchatting player
playeridshortchatting player ID
textstringchat text

player_chat (game)

a public player chat

Source: game.gameevents · Fields: 3

FieldTypeDescription
teamonlybooltrue if team only chat
useridshortchatting player
textstringchat text

player_connect

a new client connected

Source: core.gameevents · Fields: 5

FieldTypeDescription
namestringplayer name
useridplayer_controlleruser ID on server (unique on server)
networkidstringplayer network (i.e steam) id
xuiduint64steam id
botbool

player_connect_full

player has sent final message in the connection sequence

Source: core.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controlleruser ID on server (unique on server)

player_death (core)

Fired when a player dies. Carries userid (the victim) and attacker. Detailed kill information (weapon, headshot, assister, penetration count, no-scope flag, distance) lives on the legacy cs_gameevents.proto user-message CMsgSource1LegacyGameEvent payload — extract those keys when parsing demos.

Source: core.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnuser ID who died
attackerplayer_controller_and_pawnuser ID who killed

player_death (mod)

Fired when a player dies. Carries userid (the victim) and attacker. Detailed kill information (weapon, headshot, assister, penetration count, no-scope flag, distance) lives on the legacy cs_gameevents.proto user-message CMsgSource1LegacyGameEvent payload — extract those keys when parsing demos.

Source: mod.gameevents · Fields: 22

FieldTypeDescription
useridplayer_controller_and_pawnuser who died
attackerplayer_controller_and_pawnplayer who killed
assisterplayer_controller_and_pawnplayer who assisted in the kill
assistedflashboolassister helped with a flash
weaponstringweapon name killer used
weapon_itemidstringinventory item id of weapon killer used
weapon_fauxitemidstringfaux item id of weapon killer used
weapon_originalowner_xuidstring
headshotboolsingals a headshot
dominatedshortdid killer dominate victim with this kill
revengeshortdid killer get revenge on victim with this kill
wipeshortis the kill resulting in squad wipe
penetratedshortnumber of objects shot penetrated before killing target
noreplayboolif replay data is unavailable, this will be present and set to false
noscopeboolkill happened without a scope, used for death notice icon
thrusmokeboolhitscan weapon went through smoke grenade
attackerblindboolattacker was blind from flashbang
distancefloatdistance to victim in meters
dmg_healthshortdamage done to health
dmg_armorbytedamage done to armor
hitgroupbytehitgroup that was damaged
attackerinairboolattacker was in midair

player_decal

Source: game.gameevents · Fields: 1

FieldTypeDescription
useridplayer_pawn

player_disconnect

a client was disconnected

Source: core.gameevents · Fields: 7

FieldTypeDescription
useridplayer_controlleruser ID on server
reasonshortsee networkdisconnect enum protobuf
namestringplayer name
networkidstringplayer network (i.e steam) id
xuiduint64steam id
PlayerIDshort
ever_fully_connectedboolWas the player ever fully connected?

player_falldamage

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawn
damagefloat

player_footstep (core)

Source: core.gameevents · Fields: 1

FieldTypeDescription
useridplayer_pawn

player_footstep (mod)

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

player_full_update

Source: core.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controlleruser ID on server
countshortNumber of this full update

player_given_c4

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controlleruser ID who received the c4

player_hintmessage

Source: core.gameevents · Fields: 1

FieldTypeDescription
hintmessagestringlocalizable string of a hint

player_hurt (core)

Fired when a player takes damage from any source. The pre-CS2 weapon / dmg_armor / dmg_health / hitgroup fields were removed in CS2; for those, use bullet_damage (firearm damage) or correlate with the relevant grenade-detonation event.

Source: core.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawnplayer who was hurt
attackerplayer_controller_and_pawnplayer who attacked
healthbyteremaining health points

player_hurt (mod)

Fired when a player takes damage from any source. The pre-CS2 weapon / dmg_armor / dmg_health / hitgroup fields were removed in CS2; for those, use bullet_damage (firearm damage) or correlate with the relevant grenade-detonation event.

Source: mod.gameevents · Fields: 8

FieldTypeDescription
useridplayer_controller_and_pawnplayer index who was hurt
attackerplayer_controller_and_pawnplayer index who attacked
healthbyteremaining health points
armorbyteremaining armor points
weaponstringweapon name attacker used, if not the world
dmg_healthshortdamage done to health
dmg_armorbytedamage done to armor
hitgroupbytehitgroup that was damaged

player_info

a player changed his name

Source: core.gameevents · Fields: 4

FieldTypeDescription
namestringplayer name
useridplayer_controlleruser ID on server (unique on server)
steamiduint64player network (i.e steam) id
botbooltrue if player is a AI bot

player_jump

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

player_ping

Source: mod.gameevents · Fields: 6

FieldTypeDescription
useridplayer_controller_and_pawn
entityidshort
xfloat
yfloat
zfloat
urgentbool

player_ping_stop

Source: mod.gameevents · Fields: 1

FieldTypeDescription
entityidshort

player_radio

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawn
slotshort

player_reset_vote

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
votebool

player_score

players scores changed

Source: game.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controlleruser ID on server
killsshort# of kills
deathsshort# of deaths
scoreshorttotal game score

player_shoot

player shoot his weapon

Source: game.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawnuser ID on server
weaponbyteweapon ID
modebyteweapon mode

player_sound

Source: mod.gameevents · Fields: 4

FieldTypeDescription
useridplayer_controller_and_pawn
radiusint
durationfloat
stepbool

player_spawn

Fired when a player's pawn spawns (per-round). The controller persists across rounds; the pawn does not, so this event marks "new pawn is alive."

Source: core.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

player_spawned

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawn
inrestartbooltrue if restart is pending

player_stats_updated

Source: core.gameevents · Fields: 1

FieldTypeDescription
forceuploadbool

player_team (core)

Fired when a player switches teams (T ↔ CT, or to/from Spectator). team is the new team; oldteam is the previous. disconnect=true indicates the team change was caused by the player leaving rather than a deliberate switch.

Source: core.gameevents · Fields: 7

FieldTypeDescription
useridplayer_controller_and_pawn
teambyteteam id
oldteambyteold team id
disconnectboolteam change because player disconnects
silentbool
namestring
isbotbool

player_team (game)

Fired when a player switches teams (T ↔ CT, or to/from Spectator). team is the new team; oldteam is the previous. disconnect=true indicates the team change was caused by the player leaving rather than a deliberate switch.

Source: game.gameevents · Fields: 6

FieldTypeDescription
useridplayer_controller_and_pawnplayer
teambyteteam id
oldteambyteold team id
disconnectboolteam change because player disconnects
silentbool
isbotbooltrue if player is a bot

ragdoll_dissolved

Source: core.gameevents · Fields: 1

FieldTypeDescription
entindexlong

read_game_titledata

read user titledata from profile

Source: game.gameevents · Fields: 1

FieldTypeDescription
controllerIdshortController id of user

repost_xbox_achievements

Source: mod.gameevents · Fields: 1

FieldTypeDescription
splitscreenplayershortsplitscreen ID

reset_game_titledata

reset user titledata; do not automatically write profile

Source: game.gameevents · Fields: 1

FieldTypeDescription
controllerIdshortController id of user

round_announce_final

Source: game.gameevents · Fields: 0

This event carries no fields.

round_announce_last_round_half

Source: game.gameevents · Fields: 0

This event carries no fields.

round_announce_match_point

Source: game.gameevents · Fields: 0

This event carries no fields.

round_announce_match_start

Source: game.gameevents · Fields: 0

This event carries no fields.

round_announce_warmup

Source: game.gameevents · Fields: 0

This event carries no fields.

round_end (core)

Fired when a round concludes. Carries the winning team (winner), the reason for the win (reason, see RoundEndReason table below), and a human-readable message string.

The winner value uses the same team-number scheme as the Team constant in well_known_constants.json (2=T, 3=CT, 0/1 for draw / unassigned). The reason byte enumerates win conditions: bomb detonation, defusal, time expiry, eliminations, surrender, etc. — full mapping is in public/cstrike15_gameconstants.h upstream.

Source: core.gameevents · Fields: 4

FieldTypeDescription
winnerbytewinner team/user i
reasonbytereson why team won
messagestringend round message
timefloat

round_end (game)

Fired when a round concludes. Carries the winning team (winner), the reason for the win (reason, see RoundEndReason table below), and a human-readable message string.

The winner value uses the same team-number scheme as the Team constant in well_known_constants.json (2=T, 3=CT, 0/1 for draw / unassigned). The reason byte enumerates win conditions: bomb detonation, defusal, time expiry, eliminations, surrender, etc. — full mapping is in public/cstrike15_gameconstants.h upstream.

Source: game.gameevents · Fields: 4

FieldTypeDescription
winnerbytewinner team/user i
reasonbytereson why team won
messagestringend round message
legacybyteserver-generated legacy value

round_end (mod)

Fired when a round concludes. Carries the winning team (winner), the reason for the win (reason, see RoundEndReason table below), and a human-readable message string.

The winner value uses the same team-number scheme as the Team constant in well_known_constants.json (2=T, 3=CT, 0/1 for draw / unassigned). The reason byte enumerates win conditions: bomb detonation, defusal, time expiry, eliminations, surrender, etc. — full mapping is in public/cstrike15_gameconstants.h upstream.

Source: mod.gameevents · Fields: 6

FieldTypeDescription
winnerbytewinner team/user i
reasonbytereson why team won
messagestringend round message
legacybyteserver-generated legacy value
player_countshorttotal number of players alive at the end of round, used for statistics gathering, computed on the server in the event client is in replay when receiving this message
nomusicbyteif set, don't play round end music, because action is still on-going

round_end_upload_stats

Source: game.gameevents · Fields: 0

This event carries no fields.

round_freeze_end

Fired when the buy/freeze period ends and live play begins. Players regain movement; this is the canonical "round live" tick for demo-parsing tooling and stat trackers.

Source: core.gameevents · Fields: 0

This event carries no fields.

round_mvp

Fired at the end of a round to announce the MVP and the music kit that played. reason enumerates why this player was selected (kills, defuse, plant, …); musickitid is the Steam item definition index of the MVP anthem.

Source: mod.gameevents · Fields: 6

FieldTypeDescription
useridplayer_controller
reasonshort
valuelong
musickitmvpslong
nomusicbyte
musickitidlong

round_officially_ended

Source: game.gameevents · Fields: 0

This event carries no fields.

round_poststart

sent after all other round restart actions

Source: mod.gameevents · Fields: 0

This event carries no fields.

round_prestart

sent before all other round restart actions

Source: mod.gameevents · Fields: 0

This event carries no fields.

round_start

Fired by the game rules when a new round begins. Marks the start of the freeze (buy) period — players have just spawned and are frozen in place. Use this to reset per-round bookkeeping.

Followed by round_freeze_end when the freeze period ends and live play begins.

Source: core.gameevents · Fields: 3

FieldTypeDescription
timelimitlonground time limit in seconds
fraglimitlongfrag limit in seconds
objectivestringround objective

round_start_post_nav

Source: core.gameevents · Fields: 0

This event carries no fields.

round_start_pre_entity

Source: core.gameevents · Fields: 0

This event carries no fields.

round_time_warning

Source: game.gameevents · Fields: 0

This event carries no fields.

seasoncoin_levelup

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
categoryshort
rankshort

server_cvar

a server console var has changed

Source: core.gameevents · Fields: 2

FieldTypeDescription
cvarnamestringcvar name, eg "mp_roundtime"
cvarvaluestringnew cvar value

server_message

a generic server message

Source: core.gameevents · Fields: 1

FieldTypeDescription
textstringthe message text

server_pre_shutdown

server is about to be shut down

Source: core.gameevents · Fields: 1

FieldTypeDescription
reasonstringreason why server is about to be shut down

server_shutdown

server shut down

Source: core.gameevents · Fields: 1

FieldTypeDescription
reasonstringreason why server was shut down

server_spawn

send once a server starts

Source: core.gameevents · Fields: 10

FieldTypeDescription
hostnamestringpublic host name
addressstringhostame, IP or DNS name
portshortserver port
gamestringgame dir
mapnamestringmap name
addonnamestringaddon name
maxplayerslongmax players
osstringWIN32, LINUX
dedicatedbooltrue if dedicated server
passwordbooltrue if password protected

set_instructor_group_enabled

Source: core.gameevents · Fields: 2

FieldTypeDescription
groupstring
enabledshort

sfuievent

Source: mod.gameevents · Fields: 3

FieldTypeDescription
actionstring
datastring
slotbyte

show_deathpanel

Source: mod.gameevents · Fields: 7

FieldTypeDescription
victimplayer_controller_and_pawnendindex of the one who was killed
killerehandleentindex of the killer entity
killer_controllerplayer_controller
hits_takenshort
damage_takenshort
hits_givenshort
damage_givenshort

show_survival_respawn_status

Source: mod.gameevents · Fields: 3

FieldTypeDescription
loc_tokenstring
durationlong
useridplayer_controller_and_pawn

silencer_detach

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

silencer_off

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

silencer_on

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

smoke_beacon_paradrop

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
paradropshort

smokegrenade_detonate

Fired when a smoke grenade pops and begins emitting smoke. Pair with smokegrenade_expired for the lifetime window.

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller_and_pawn
entityidshort
xfloat
yfloat
zfloat

smokegrenade_expired

Fired when a smoke cloud fully dissipates.

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller_and_pawn
entityidshort
xfloat
yfloat
zfloat

spec_mode_updated (core)

Source: core.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawnspectating player

spec_mode_updated (mod)

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controllerentindex of the player

spec_target_updated

Source: core.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawnspectating player
targetehandleehandle of the target

start_halftime

Source: mod.gameevents · Fields: 0

This event carries no fields.

start_vote

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller
typebyte
vote_parametershort

store_pricesheet_updated

Source: core.gameevents · Fields: 0

This event carries no fields.

survival_announce_phase

Source: game.gameevents · Fields: 1

FieldTypeDescription
phaseshortThe phase #

survival_no_respawns_final

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

survival_no_respawns_warning

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

survival_paradrop_break

Source: mod.gameevents · Fields: 1

FieldTypeDescription
entityidshort

survival_paradrop_spawn

Source: mod.gameevents · Fields: 1

FieldTypeDescription
entityidshort

survival_teammate_respawn

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller

switch_team

Source: mod.gameevents · Fields: 5

FieldTypeDescription
numPlayersshortnumber of active players on both T and CT
numSpectatorsshortnumber of spectators
avg_rankshortaverage rank of human players
numTSlotsFreeshort
numCTSlotsFreeshort

tagrenade_detonate

Source: mod.gameevents · Fields: 5

FieldTypeDescription
useridplayer_controller
entityidshort
xfloat
yfloat
zfloat

team_info

info about team

Source: core.gameevents · Fields: 2

FieldTypeDescription
teamidbyteunique team id
teamnamestringteam name eg "Team Blue"

team_intro_end

Source: mod.gameevents · Fields: 0

This event carries no fields.

team_intro_start

Source: mod.gameevents · Fields: 0

This event carries no fields.

team_score

team score changed

Source: core.gameevents · Fields: 2

FieldTypeDescription
teamidbyteteam id
scoreshorttotal team score

teamchange_pending

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller
toteambyte

teamplay_broadcast_audio

emits a sound to everyone on a team

Source: core.gameevents · Fields: 2

FieldTypeDescription
teambyteunique team id
soundstringname of the sound to emit

teamplay_round_start

round restart

Source: core.gameevents · Fields: 1

FieldTypeDescription
full_resetboolis this a full reset of the map

tournament_reward

Source: mod.gameevents · Fields: 3

FieldTypeDescription
defindexlong
totalrewardslong
accountidlong

trial_time_expired

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controllerplayer whose time has expired

ugc_file_download_finished

Source: game.gameevents · Fields: 1

FieldTypeDescription
hcontentuint64id of this specific content (may be image or map)

ugc_file_download_start

Source: game.gameevents · Fields: 2

FieldTypeDescription
hcontentuint64id of this specific content (may be image or map)
published_file_iduint64id of the associated content package

ugc_map_download_error

Source: game.gameevents · Fields: 2

FieldTypeDescription
published_file_iduint64
error_codelong

ugc_map_info_received

Source: game.gameevents · Fields: 1

FieldTypeDescription
published_file_iduint64

ugc_map_unsubscribed

Source: game.gameevents · Fields: 1

FieldTypeDescription
published_file_iduint64

update_matchmaking_stats

Source: mod.gameevents · Fields: 0

This event carries no fields.

user_data_downloaded

fired when achievements/stats are downloaded from Steam or XBox Live

Source: core.gameevents · Fields: 0

This event carries no fields.

vip_escaped

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controllerplayer who was the VIP

vip_killed

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controllerplayer who was the VIP
attackerplayer_controlleruser ID who killed the VIP

vote_cast

Source: game.gameevents · Fields: 3

FieldTypeDescription
vote_optionbytewhich option the player voted on
teamshort
useridplayer_controllerplayer who voted

vote_cast_no

Source: core.gameevents · Fields: 2

FieldTypeDescription
teambyte
entityidlongentity id of the voter

vote_cast_yes

Source: core.gameevents · Fields: 2

FieldTypeDescription
teambyte
entityidlongentity id of the voter

vote_changed (core)

Source: core.gameevents · Fields: 3

FieldTypeDescription
yesVotesbyte
noVotesbyte
potentialVotesbyte

vote_changed (game)

Source: game.gameevents · Fields: 6

FieldTypeDescription
vote_option1byte
vote_option2byte
vote_option3byte
vote_option4byte
vote_option5byte
potentialVotesbyte

vote_ended

Source: game.gameevents · Fields: 0

This event carries no fields.

vote_failed

Source: core.gameevents · Fields: 1

FieldTypeDescription
teambyte

vote_options

Source: game.gameevents · Fields: 6

FieldTypeDescription
countbyteNumber of options - up to MAX_VOTE_OPTIONS
option1string
option2string
option3string
option4string
option5string

vote_passed

Source: core.gameevents · Fields: 3

FieldTypeDescription
detailsstring
param1string
teambyte

vote_started (core)

Source: core.gameevents · Fields: 5

FieldTypeDescription
issuestring
param1string
votedatastring
teambyte
initiatorlongentity id of the player who initiated the vote

vote_started (game)

Source: game.gameevents · Fields: 4

FieldTypeDescription
issuestring
param1string
teambyte
initiatorlongentity id of the player who initiated the vote

warmup_end

Source: game.gameevents · Fields: 0

This event carries no fields.

weapon_fire

Fired each time a player pulls the trigger and a shot is taken. weapon is the lowercase classname (ak47, awp, knife, hegrenade, …). Use bullet_damage for the *hit* event counterpart.

Source: mod.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawn
weaponstringweapon name used
silencedboolis weapon silenced

weapon_fire_on_empty

Source: mod.gameevents · Fields: 2

FieldTypeDescription
useridplayer_controller_and_pawn
weaponstringweapon name used

weapon_reload

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

weapon_zoom

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

weapon_zoom_rifle

Source: mod.gameevents · Fields: 1

FieldTypeDescription
useridplayer_controller_and_pawn

weaponhud_selection

Source: game.gameevents · Fields: 3

FieldTypeDescription
useridplayer_controller_and_pawnPlayer who this event applies to
modebyteEWeaponHudSelectionMode (switch / pickup / drop)
entindexlongWeapon entity index

write_game_titledata

write user titledata in profile

Source: game.gameevents · Fields: 1

FieldTypeDescription
controllerIdshortController id of user

write_profile_data

Source: mod.gameevents · Fields: 0

This event carries no fields.