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
| Field | Type | Meaning |
|---|
origin | Vector | Absolute origin |
rotation | Vector | Absolute rotation |
render_origin | Vector | Render origin |
Model
| Field | Type | Meaning |
|---|
bone_count | integer | Number of bones |
hitbox_set | integer | Active hitbox set |
Bone
| Field | Type | Meaning |
|---|
index | integer | Zero-based bone index |
parent | integer | Native parent index |
flags | integer | Native bone flags |
position | Vector | World transform position |
scale | number | Transform scale |
rotation | Quaternion | Table with x, y, z, w numeric components |
Hitbox
| Field | Type | Meaning |
|---|
index | integer | Native hitbox index |
group | integer | Hitgroup |
bone | integer | Associated bone index |
mins | Vector | Local bounds minimum |
maxs | Vector | Local bounds maximum |
position | Vector | World-space transformed center |
radius | number | Capsule radius |
Weapon data
| Field | Type | Meaning |
|---|
name | string | Native weapon name |
type | integer | Native weapon type |
damage | integer | Base damage |
pellets | integer | Bullets per shot |
max_clip | integer | Primary clip capacity |
range | number | Maximum range |
range_modifier | number | Range damage modifier |
penetration | number | Penetration value |
headshot_multiplier | number | Headshot multiplier |
armor_ratio | number | Armor ratio |
max_speed | number | Unscoped speed |
scoped_max_speed | number | Scoped speed |
cycle_time | number | Shot cycle time |
full_auto | boolean | Automatic fire flag |
Prediction state
| Field | Type | Meaning |
|---|
pawn | Pawn | Local pawn handle |
origin | Vector | Absolute origin |
velocity | Vector | Absolute velocity |
recoil | Vector | Recoil angles |
flags | integer | Pawn flags |
health | integer | Pawn health |
tick_base | integer | Controller tick base |
weapon | Weapon, optional | Current weapon handle |
inaccuracy | number, optional | Current weapon inaccuracy |
spread | number, optional | Current weapon spread |
recoil_index | number, optional | Current weapon recoil index |
Prediction ticks
| Field | Type | Meaning |
|---|
client_tick | integer | Client globals tick |
server_tick | integer | Network game client tick |
acknowledged_slot | integer | Last acknowledged command slot |
tick_base | integer | Controller tick base or 0 |
in_prediction | boolean | Prediction interface flag or false |
prediction_errors | integer | Prediction interface error count or 0 |
Trace result
| Field | Type | Meaning |
|---|
fraction | number | Clamped fraction in [0, 1] |
start_position | Vector | Start position |
position | Vector | End/hit position |
plane_normal | Vector | Hit plane normal |
start_solid | boolean | Start was solid |
all_solid | boolean | Whole ray was solid |
hit_world | boolean | Hit world geometry |
entity | Entity, optional | Typed entity hit handle |
hitbox | integer, optional | Native hitbox index |
hitgroup | integer, optional | Native hitgroup |
Penetration result
| Field | Type | Meaning |
|---|
success | boolean | Native computation success |
damage | integer | Computed damage |
end_position | Vector | Result end position |
penetrated | boolean | Whether penetration occurred |
hitbox | table, optional | Nested index and group integers when provided |
target | Pawn, optional | Explicit target handle when supplied |
Subtick
| Field | Type | Meaning |
|---|
button_mask | integer | Native button mask |
button | string, optional | Short button name when the mask matches one known button |
pressed | boolean | Press/release flag |
when | number | Subtick timing fraction |
forward_move_delta | number | Forward movement delta |
side_move_delta | number | Side movement delta |
pitch_delta | number | Pitch delta |
yaw_delta | number | Yaw delta |
History entry
| Field | Type | Meaning |
|---|
frame_number | integer | Native frame number |
target_index | integer | Target entity index |
render_tick | integer | Render tick |
render_fraction | number | Render tick fraction |
player_tick | integer | Player tick |
player_fraction | number | Player tick fraction |
view_angles | Vector, optional | Copied view command angles |
shoot_position | Vector, optional | Copied xyz shoot position |
| Field | Type | Meaning |
|---|
held | boolean | Current held bit |
pressed | boolean | Held and toggled |
released | boolean | Not held and toggled |
toggled | boolean | Toggled bit |
scrolled | boolean | Scrolled bit |
Shot
| Field | Type | Meaning |
|---|
id | integer | Shot ID |
target | integer | Target entity index; not entity userdata |
hit_chance | integer | Recorded hitchance |
hitgroup | integer | Actual hitgroup when hit, otherwise wanted hitgroup |
damage | integer | Actual damage when hurt received, otherwise wanted damage |
backtrack | number | Currently 0 |
boosted | boolean | Currently false |
high_priority | boolean | Currently false |
interpolated | boolean | Currently false |
extrapolated | boolean | Currently false |
teleported | boolean | Currently false |
tick | integer | Recorded tick or 0 |
x | number | Wanted aim point x |
y | number | Wanted aim point y |
z | number | Wanted aim point z |
reason | string | death, prediction error, spread, or ? from current shot state |