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Returned structures

These are Lua snapshot tables. Optional fields are absent when unavailable, rather than populated with placeholders. Editing a table or its Vector members does not mutate the native data that produced it. Entity handles inside snapshots must still be revalidated when used later. Ordinary tables are mutable; descriptions of snapshots as immutable mean they are not live native views.

Scene node​

FieldTypeMeaning
originVectorAbsolute origin
rotationVectorAbsolute rotation
render_originVectorRender origin

Model​

FieldTypeMeaning
bone_countintegerNumber of bones
hitbox_setintegerActive hitbox set

Bone​

FieldTypeMeaning
indexintegerZero-based bone index
parentintegerNative parent index
flagsintegerNative bone flags
positionVectorWorld transform position
scalenumberTransform scale
rotationQuaternionTable with x, y, z, w numeric components

Hitbox​

FieldTypeMeaning
indexintegerNative hitbox index
groupintegerHitgroup
boneintegerAssociated bone index
minsVectorLocal bounds minimum
maxsVectorLocal bounds maximum
positionVectorWorld-space transformed center
radiusnumberCapsule radius

Weapon data​

FieldTypeMeaning
namestringNative weapon name
typeintegerNative weapon type
damageintegerBase damage
pelletsintegerBullets per shot
max_clipintegerPrimary clip capacity
rangenumberMaximum range
range_modifiernumberRange damage modifier
penetrationnumberPenetration value
headshot_multipliernumberHeadshot multiplier
armor_rationumberArmor ratio
max_speednumberUnscoped speed
scoped_max_speednumberScoped speed
cycle_timenumberShot cycle time
full_autobooleanAutomatic fire flag

Prediction state​

FieldTypeMeaning
pawnPawnLocal pawn handle
originVectorAbsolute origin
velocityVectorAbsolute velocity
recoilVectorRecoil angles
flagsintegerPawn flags
healthintegerPawn health
tick_baseintegerController tick base
weaponWeapon, optionalCurrent weapon handle
inaccuracynumber, optionalCurrent weapon inaccuracy
spreadnumber, optionalCurrent weapon spread
recoil_indexnumber, optionalCurrent weapon recoil index

Prediction ticks​

FieldTypeMeaning
client_tickintegerClient globals tick
server_tickintegerNetwork game client tick
acknowledged_slotintegerLast acknowledged command slot
tick_baseintegerController tick base or 0
in_predictionbooleanPrediction interface flag or false
prediction_errorsintegerPrediction interface error count or 0

Trace result​

FieldTypeMeaning
fractionnumberClamped fraction in [0, 1]
start_positionVectorStart position
positionVectorEnd/hit position
plane_normalVectorHit plane normal
start_solidbooleanStart was solid
all_solidbooleanWhole ray was solid
hit_worldbooleanHit world geometry
entityEntity, optionalTyped entity hit handle
hitboxinteger, optionalNative hitbox index
hitgroupinteger, optionalNative hitgroup

Penetration result​

FieldTypeMeaning
successbooleanNative computation success
damageintegerComputed damage
end_positionVectorResult end position
penetratedbooleanWhether penetration occurred
hitboxtable, optionalNested index and group integers when provided
targetPawn, optionalExplicit target handle when supplied

Subtick​

FieldTypeMeaning
button_maskintegerNative button mask
buttonstring, optionalShort button name when the mask matches one known button
pressedbooleanPress/release flag
whennumberSubtick timing fraction
forward_move_deltanumberForward movement delta
side_move_deltanumberSide movement delta
pitch_deltanumberPitch delta
yaw_deltanumberYaw delta

History entry​

FieldTypeMeaning
frame_numberintegerNative frame number
target_indexintegerTarget entity index
render_tickintegerRender tick
render_fractionnumberRender tick fraction
player_tickintegerPlayer tick
player_fractionnumberPlayer tick fraction
view_anglesVector, optionalCopied view command angles
shoot_positionVector, optionalCopied xyz shoot position

Button state​

FieldTypeMeaning
heldbooleanCurrent held bit
pressedbooleanHeld and toggled
releasedbooleanNot held and toggled
toggledbooleanToggled bit
scrolledbooleanScrolled bit

Shot​

FieldTypeMeaning
idintegerShot ID
targetintegerTarget entity index; not entity userdata
hit_chanceintegerRecorded hitchance
hitgroupintegerActual hitgroup when hit, otherwise wanted hitgroup
damageintegerActual damage when hurt received, otherwise wanted damage
backtracknumberCurrently 0
boostedbooleanCurrently false
high_prioritybooleanCurrently false
interpolatedbooleanCurrently false
extrapolatedbooleanCurrently false
teleportedbooleanCurrently false
tickintegerRecorded tick or 0
xnumberWanted aim point x
ynumberWanted aim point y
znumberWanted aim point z
reasonstringdeath, prediction error, spread, or ? from current shot state