Event manager. Use this mod if you want to listen to more in-game events.
Creating scripts
Welcome to the basics of scripting with our API.
Fatality’s API is designed to mirror the software’s internal structure, giving you substantial control over its subsystems. Some features that could cause instability or damage are restricted.
Basic Concepts
Our scripting engine uses LuaJIT 2.1 (with minor customizations). It’s fully compatible with Lua 5.1 and includes some Lua 5.2 enhancements.
The standard libraries baselib, bit, ffi, math, string and table are available. Note that the ffi library is only available if the Allow insecure option is enabled. Refer to for more details.
If we ever modify any standard functions, we will document those changes to keep you informed.
Throughout the API reference, you’ll encounter various labels used to describe a certain method or a field.
Field: this label indicates that the item is a standard field. It's type will be explained just below the name.
Function: this label indicates that the item is a function, which you call using a dot syntax (obj.fn()).
Arguments and return values are listed in the exact order you must supply or capture them. For instance, if a parameter is shown first, it is to be passed as the first argument to the function. The same goes for return values: the first listed value will be placed in the first variable you declare, and so on.
Some type descriptions have special symbols in place:
type? means that the type might be nil.
type<other> means that inner methods or fields will use other type.
To keep your scripts safe and easy to use, we have quite a lot of safety measures in place. But, due to how specific stuff works, we are unable to fully make it as safe as possible. Therefore, here are some notes you should know before writing scripts:
You may replace or override API functions, but you’re responsible for maintaining stable behavior. If you encounter any bugs in the default API (excluding FFI), please report them so we can address the issue.
Using FFI grants you extensive freedom. Keep in mind that scripts which could harm users in any way are disallowed and will be removed. Whenever possible, rely on the provided API or request additional functionality if you need something not currently offered. Custom “script loaders” are strictly disallowed.
Avoid hiding unrelated UI elements, obstructing user input, or interfering with the overall user experience. Scripts that disrupt functionality or harass users risk removal from the Workshop.
This enum is used to determine the outline mode for outlined shapes.
INSET
Field
Inset outlining. This means that the outline will be inside the shape (+1px from top-left, -1px from bottom-right).
OUTSET
Field
Outset outlining. This means that the outline will be outside of the shape (-1px from top-left, +1px from bottom-right).
Field
Center outlining. This means that the outline will match the shape size.
Overview
Official lua API documentation for
Creating Libraries
Libraries allow users to write pre-written, reusable code that can be imported anywhere, at any time. This is useful if you often reuse portions of your code in multiple scripts, or if you wish to compartmentalize your scripts and have a cleaner code base.
In Fatality, libraries are divided into two categories: Local libraries and Cloud libraries. Local libraries are located in your fatality/scripts/lib folder and may only be used by other local scripts, meanwhile cloud libraries are similar to cloud scripts and can be shared and imported by any other cloud script through the workshop. Despite that difference, libraries follow the same code structure:
You may then import said library from another file using either its file name or identifier.
Counter control
In our Lua API, we give users the ability to make their own custom menu controls. Here's an example on how to make a simple counter:
With that, you'll have an extremely simple counter that you can click on to increment.
Getting Started
Workshop allows you to publish, advertise, and earn from your items. It provides a broad set of features for both publishers and end users, making the storefront easy to use and reliable to manage.
Before publishing, it's important to understand the key concepts used in Workshop:
Storefront - the main Workshop UI where users search, view, subscribe to, or purchase items;
Publishing Tool - the area where item authors create, update, and manage their entries in the storefront;
Branches
Branches let you create separate versions of your items so users can test upcoming builds before they are pushed to the live Default branch.
Open the Branches tab to manage existing branches or create new ones:
Click Add branch, enter a branch title, and confirm.
You can create as many branches as you need.
After a branch is created, you can:
Event_t
Event usertype. An instance of this type can be found in .
Method
Adds a callback to the event.
Arguments
Name
Type
Description
CGameUIFuncs
Usage: game.gameUIFuncs:{method}
This type represents the game's UI functions.
Method
Returns the binding name for a button code.
CCSGOInput
Usage: game.input.{field_or_method}
This type represents the game's command input system.
FieldRead only
CCVar
Usage:
Usage: game.cvar:{method}
This type represents the game's cvar system.
Method
LuaTraceFilter_t
Defines a custom filter for TraceRay.
Field
Type: boolean
Ignores all player entities when true.
Ray_t
Describes the ray type used by the tracing methods.
Method
Changes the shape of the ray to a box/hull, using the specified mins and maxs.
Arguments
PenResult_t
This type encapsulates all penetration data returned from FireBullet.
Field
The damage done by the weapon.
Field
The hitgroup that was hit. May be invalid.
Events_t
Usage: mods.events.{method}
This module lets you manage custom in-game event listener.
Method
Adds a game event to the listener.
FontFlags
This enum determines which flags a font object should possess. Setting those flags is only possible during type construction.
Field
Adds a 1px shadow to font glyphs.
ShadowDir
This enum is used to determine shadow direction for add_shadow_line method.
Field
The darkest side of the shadow will be at the bottom.
Examples
In this section, you'll find Lua examples that you can use to learn about our API. Please note that these examples don't cover the entirety of the API itself, so you'll have to do some exploration by yourself!
Bundled Assets
If you want to include additional files with your script (e.g. sounds, images, or data), you can bundle them inside a ZIP archive with a defined structure.
The archive must contain a script.lua file in the root.
The archive must not contain a scripts/remote/ directory or any files inside it.
Types
In this section, the most common renderer types are listed, that are not particularly bound to a specific part of the renderer.
RenderMode
This enum is used to toggle rendering modes.
Field
Normal, opaque rendering. All polygons will get filled with color, and texture sampling will be fully supported. This is the default mode to render shapes in layer.
Types
In this section, the most common gui types are listed, that are not particularly bound to a specific part of the gui.
CSWeaponMode
This enum represents the firing mode for a weapon.
Field
Primary mode (usually left mouse button).
Field
CFiringMode
Firing mode information.
FieldRead only
Type: <type>
All bundled assets are automatically installed to a directory chosen by the API engine. See ws for usage details.
flags
value
CENTER
Hello, fellow developer!
Use the left menu (or hamburger menu on mobile) to navigate between types.
Field
Wireframe rendering. This means that the polygons will no longer be filled with color, nor texture sampling will ever work.
NORMAL
WIREFRAME
Use the left menu (or hamburger menu, if you are on mobile) to navigate between types.
Secondary mode (usually right mouse button).
PRIMARY_MODE
SECONDARY_MODE
Values.
values_arr
Method: this label indicates that the item is a method, which is also a function, but it's advised to call it with the colon syntax (obj:fn()).
Constructor: this label indicates that the item is a constructor definition. You don't have to call any field in particular, but instead you must invoke the type itself (example: vector has __call, meaning you should invoke it like this: vector()).
Read Only: this label indicates that the item is read only, and it's value cannot be changed. Typically, this restriction does not extend to any child elements.
Insecure only: this label indicates that the item is only available if the insecure mode is turned on.
Overridable: this label indicates that the method, can be overridden by the developer and its parent type will inherit any functionalities.
<other> means that the type will be either other, or any of its child types.
Enable antialiasing on font glyphs. This flag only works on GDI fonts.
Field
Disable DPI scaling on this font. By default, font glyphs will be scaled in accordance to the global DPI scale.
Field
Disable glyph kerning on this font.
Field
Enables a strong hinting algorithm for rasterization. Only works on FreeType fonts.
Field
Enables a light hinting algorithm for rasterization. Only works on FreeType fonts.
SHADOW
OUTLINE
ANTI_ALIAS
NO_DPI
NO_KERN
MONO
LIGHT
Field
The darkest side of the shadow will be at the top.
Field
The darkest side of the shadow will be on the left side.
Field
The darkest side of the shadow will be on the right side.
UP
DOWN
LEFT
RIGHT
-- Usually, a 'module' table is created and all of your libraries contents go into it.
local M = {}
-- You can export functions.
function M.MyFunction()
print('Call from my library')
end
-- Or constants.
M.MyValue = 979
-- Or any other value.
M.MenuElement = gui.Checkbox('external_checkbox')
-- At the end of every library, make sure to return the contents you wanna export!
return M
-- In another file.
local my_library = require('library')
my_library.MyFunction() -- Prints 'Call from my library'
print(my_library.MyValue) -- Prints '979'
gui.ctx:Find('lua>elements a'):Add(my_library.MenuElement) -- Adds a new checkbox
This resource only goes over the basics of library development. If you wish to learn more about libraries, please go here.
local Counter = {} do
-- Create the metatable for this control.
Counter.__index = gui.LuaControlProto()
-- Specify any initial data. This is propagated to any LuaControl initialized with this metatable.
Counter.__index.initialData = {
counter = 0
}
-- Override any methods you wish.
function Counter.__index:onRender(contents, scrollbar, mins, maxs)
contents:AddRectFilled(draw.Rect(mins, maxs), draw.color.White())
contents.font = draw.fonts['gui_bold']
contents:AddText(mins + draw.Vec2(5, 5), tostring(self.data.counter), draw.color.Black())
contents.font = nil
end
function Counter.__index:onMouseDown(key)
if key == gui.MouseButton.LEFT then
self.data.counter = self.data.counter + 1
self:LockInput() -- Makes sure you can't drag the menu while clicking.
end
end
function Counter.__index:onMouseUp(key)
if key == gui.MouseButton.LEFT then
self:UnlockInput() -- Makes sure you can drag menu again after clicking.
end
end
function Counter.create(id, initialValue)
local control = gui.LuaControl(id, Counter.__index, draw.Vec2(), draw.Vec2(0, 24)) do
control.sizeToParentW = true -- Resizes the control to the width of the container.
control.data.counter = initialValue or 0
control.margin = draw.Rect(3, 7, 3, 7) -- Default control margin
end
return control
end
end
gui.ctx:find('lua>elements a'):add(Counter.create('counter'))
fn
function
Callback function. Arguments that are accepted by the function are dictated by the event instance.
Returns
Nothing.
Example
Method
Removes a callback from the event.
Arguments
Name
Type
Description
fn
function
Callback function, that was earlier passed to the add() function.
Please note that the game server knows which events you are listening to. Internally, we only listen to events that will get sent to the client anyway in one way or another. If you decide to listen to something the server generally does not expect, it may cause issues on official servers.
AddListener
Internally we listen to the following events:
bullet_impact
weapon_fire
bomb_beginplant
bomb_abortplant
bomb_planted
bomb_defused
bomb_exploded
round_start
game_newmap
map_shutdown
Adding those events to the listener is not needed.
events.presentQueue:Add(function ()
-- will be called every time game queues a frame for rendering
end);
local function on_present()
if some_condition then
events.presentQueue:Remove(on_present)
end
end
events.presentQueue:Add(on_present)
local bind = game.gameUIFuncs:GetBindingForButtonCode(code);
local filter = LuaTraceFilter_t()
filter.ignoreWorld = true
filter.ignoreEntity = entities.GetLocalPawn()
mods.events:AddListener('round_end');
Add users (they’ll be allowed to opt in).
Set a price (makes the branch public so anyone can purchase it).
Branches can hold any builds - both verified and unverified.
To assign a build to a branch:
Go to the Builds tab.
Find the build you want to assign.
Click Set branch.
Select the branch and submit.
This immediately makes that build available to anyone using the branch.
Creating a branch
Note: Adding users does not automatically enable the branch for them. It only gives them the option to join.
Managing Builds
Type: bool
true if currently in third person from the game.
FieldRead only
Type: bool
true if third person is currently being simulated.
Method
Returns current camera view angles.
Arguments
None.
Returns
Type
Description
View angles.
Example
Method
Sets new camera view angles.
Arguments
Name
Type
Description
ang
View angles.
Returns
Nothing.
Example
m_bInThirdPerson
local ang = game.input:GetViewAngles();
game.input:SetViewAngles(math.Vec3(0, 0, 0));
m_bInThirdPersonOverride
GetViewAngles
SetViewAngles
Get the game's cvar under this name.
Arguments
Name
Type
Description
name
string
Var name.
Returns
Type
Description
Convar object.
Example
Find
local sv_quantize_movement_input = game.cvar:Find('sv_quantize_movement_input')
if not sv_quantize_movement_input then
error('sv_quantize_movement_input not found')
end
Description
mins
The minimum bounding of the box
maxs
The maximum bounding of the box
Returns
Nothing.
Example
Method
Changes the shape of the ray to a sphere, using the specified center position and radius.
Arguments
Name
Type
Description
center
The center of the sphere
radius
number
Returns
Nothing.
Example
Name
SetHull
Type
local ray = Ray_t()
ray:SetHull(Vector(-4, -4, -4), Vector(4, 4, 4)) -- Traces a cube (8x8x8).
local ray = Ray_t()
ray:SetSphere(Vector(0, 0, 0), 10) -- Traces a sphere.
SetSphere
Method
Returns one of the bullet impacts.
Arguments
Name
Type
Description
index
number
The hit position index
Returns
Type
Description
?
The bullet impact, nil if index >= GetHitPosCount() .
Example
Method
Returns how many bullet impacts there is.
Arguments
None.
Returns
Type
Description
number
The bullet impact count
Example
damage
hitgroup
local positions = {}
for i = 1, pen_result:GetHitPosCount() do
positions[i] = pen_result:GetHitPos(i - 1)
end
local amount = pen_result:GetHitPosCount()
GetHitPos
GetHitPosCount
Adding UI
Adding UI
Now that you know the basics, let’s extend our script by allowing the user to toggle the text. We can do this by adding a control to the menu.
Creating a control
Let’s start by creating a simple checkbox:
local cb = gui.Checkbox('my_checkbox');
Each control has a unique ID, which the UI framework uses to distinguish controls within containers. It’s very important that your control’s ID doesn’t conflict with others, as that could result in a broken state or worse.
To create the ID, call gui.ControlID and pass the desired ID, or just pass a simple string instead.
Then, create the checkbox by calling gui.Checkbox and passing the ID you've chosen.
Constructing the row
By default, controls are typically placed in rows - layouts that stack elements in a specific manner. We provide a simple helper function - gui.MakeControl.
You may also create both the control and the checkbox, or any other menu element, at the same time using gui.MakeControlEasy !
With the control and row ready, let’s add them to a group.
In this example, we'll use the lua>elements a group. First, locate that group in the global context:
Then call its Add method to include your row:
That's it!
Next, let’s modify our previous script so the text only appears if the checkbox is checked. Wrap your drawing code in an if statement before rendering the text:
and close it after.
The final script should look something like this:
And here's the result:
CGlobalVarsBase
Usage:
game.globalVars.{field}
Usage: game.globalVars.{field}
An instance of this type provides a way to read several global variables that are used by the game. Changing any of the values is not and will never be supported.
m_flRealTime
Field
Type: float
Time passed since the game start, in seconds.
Field
Type: int
Amount of frames rendered since the game start.
Field
Type: float
Absolute (averaged) frame time. It is calculated over a set of previous frame times, and should not be used for anything that requires accurate frame time like animation.
Field
Type: int
Maximum amount of clients on the current server.
Field
Type: int
Amount of ticks passed during the currently rendered frame. Any value above 1 might indicate a stall during rendering.
Field
Type: float
Time, in which a previous frame was rendered. May be used for animation or by any other means that require accurate frame time.
Field
Type: float
Time passed since the server's game start. This does not indicate the accurate time on the server, although in several events it might be synced by the software.
Field
Type: float
Current tick's fractional value.
Field
Type: int
Ticks passed since the server's game start.
Field
Type: string
Relative path to current loaded map's file.
Field
Type: string
Name of the currently loaded map.
Rounding
Rounding
Last modified: 03 January 2025
This enum is used to determine the rounding for rounded shapes.
TL
Field
Round top-left corner.
TR
Field
Round top-right corner.
Field
Round bottom-left corner.
Field
Round bottom-right corner.
Field
Round both of the top corners. This produces the same result as using bit.bor(draw.Rounding.TL, draw.Rounding.TR).
Field
Round both of the left corners. This produces the same result as using bit.bor(draw.Rounding.TL, draw.Rounding.BL).
Field
Round both of the right corners. This produces the same result as using bit.bor(draw.Rounding.TR, draw.Rounding.BR).
Field
Round both of the bottom corners. This produces the same result as using bit.bor(draw.Rounding.BL, draw.Rounding.BR).
Field
Round all corners. This produces the same result as using bit.bor(draw.Rounding.TL, draw.Rounding.TR, draw.Rounding.BL, draw.Rounding.BR).
CInputSystem
Usage: game.input_system:{method}
This type represents the game's control input system.
VKToButtonCode
Method
Converts a virtual key to button code.
Arguments
Name
Type
Description
Returns
Type
Description
Example
EntityEntry_t
Represents an entity entry.
entity
Field
Type: <type>
Entity instance. Type depends on the list you get it from.
hadDataUpdate
Field
Type: bool
true if the client had received any updates to this entity at least once.
Field
Type:
Entity's handle. You may store this elsewhere if you need to have global access to an entity.
Field
Type:
Player's profile picture. Will be nil if was yet to be initialized.
Field
Type: PlayerEntryVisualData
Player's ESP information.
Updating Items
In order to update an item you need to follow these steps:
Upload a new build & wait for approval
Check on how to upload a build.
Set build active
Navigate to Builds and find the approved build.
Click Set to branch
Select Default branch
Click Save
After these actions are complete, your new build will be available for users instantly.
Additionally, you may want to test upcoming builds before they hit the Live item. For that, we recommend looking into .
Guidelines
All items published on the Storefront must follow these guidelines to keep the Workshop safe, usable, and fair for everyone.
1. Provide meaningful descriptions
Your description should clearly explain what the item does, what it requires, and any limitations it may have. Do not use vague, misleading, or clickbait-style descriptions. End users should know exactly what they are getting before they subscribe to or purchase an item.
2. Make meaningful and unique items
Trivial one-line scripts, spam items, commonly made items that don't provide anything new or submissions with no truly meaningful functionality are not allowed. Workshop content should be fresh and interesting for the users, so all items must undergo a quality assurance to ensure they're not polluting the workshop with junk content.
3. Respect capability requests
Always use the provided APIs and tools in a way that respects user choice of permissions. Do not attempt to bypass or override capability restrictions. If your item does not need filesystem access, for example, you must not request it.
4. Practice fair market behavior
Artificial price dumping, manipulative pricing strategies, or exploitative sales tactics are not allowed. The Workshop should remain a healthy, competitive, and sustainable marketplace for all developers.
5. Do not publish malicious code
This includes malware, exploits, spyware, or any script designed to harm users or their systems. While beta branches exist for unverified testing, all items submitted to live must be safe and secure. Any attempt to sneak in harmful code will result in removal and possible bans.
Scripts and configs must not intentionally disrupt core software features, other Workshop items, or the overall stability of the platform. If your item modifies functionality, it must do so safely and predictably.
Item names, descriptions, scripts, and configs must not contain harassment, hate speech, targeted attacks, or inappropriate material. All content must follow the same standards as the forum and community guidelines.
If your script or config breaks due to updates in the core software or APIs, you are responsible for updating it. If you choose to stop maintaining an item, you must clearly mark it as deprecated so users are not misled.
Paid items must disclose exactly what features are included. You may not hide critical functionality behind unexpected paywalls or release crippled versions that require additional payment to work as advertised.
If your item uses external code, libraries, or assets, you are responsible for ensuring that you follow their licensing terms. Proper credit must be given where required, and you may not repackage or sell work you do not have rights to.
EntityList_t
This type represents an entity list.
Never save any entities you get from this list if you don't know what you are doing! You may be left with dangling pointers, which will inevitably lead to a crash.
ForEach
Method
Loops the entities.
Arguments
Returns
Nothing.
Example
Method
Loops the entities in the reverse order.
Arguments
Returns
Nothing.
Example
ControlID
This type represents a control ID.
This type is mostly deprecated and can be replaced by strings on all control constructors.
__call
Constructor
Constructs the ID structure.
Arguments
Returns
Example
FieldRead only
Type: int
Hashed representation of the ID.
FieldRead only
Type: string
Normal representation of the ID.
Managed
This type represents a managed object. You cannot create an instance of this type directly.
Every object, that inherits from this type, must be Created before use. The rendering system will only create them automatically, if you happen to lose a device object (e.g. minimize the game window, and then restore it) and only if you add your objects to manage table in draw.
obj
FieldRead only
Type:
Pointer to a GPU object. If this object is not created, this field will be nil. You can use the value of this field to pass it to directly for example, or if you (for whatever reason we don't recommend you doing) want to have a direct control over the pointer - cast it to FFI's cdata.
Method
Creates a managed object in GPU memory.
Arguments
None.
Returns
Nothing.
Example
Method
Destroys a managed object in GPU memory.
Arguments
None.
Returns
Nothing.
Example
CSWeaponCategory
This enum represents the category classification for weapons in the game.
OTHER
Field
Represents weapons or items that don't fit into any specific category.
MELEE
Field
Represents melee weapons, such as knives or other close-combat tools.
Field
Represents secondary weapons, such as pistols.
Field
Represents submachine guns (SMGs).
Field
Represents rifles, including assault rifles and sniper rifles.
Field
Represents heavy weapons, such as machine guns and shotguns.
Libraries & Dependencies
Libraries are specialized items that are not visible in the Storefront. Instead, they are available for other publishers to reference inside their scripts.
Creating a Library
Creating a library works the same way as creating a script (seeStep By Step Guide).
The only difference is that a library requires a Library ID.
The Library ID is a unique identifier used by scripts to reference your library.
Without it, other publishers cannot include your library as a dependency.
You can create and assign a Library ID in the General tab:
Once published and approved, your library becomes available for others to use as a dependency.
When your script references a library, the library is automatically loaded alongside your script at runtime.
To add a library dependency:
Go to the Dependencies tab.
Click Add dependency.
Find the library you want to reference and click Add.
It is recommended to reference a specific version of a library rather than always pulling the latest. This ensures your script continues to work even if the library author publishes breaking changes later.
TextAlignment
This enum determines how to align the text when drawing it.
left and top, as well as right and bottom are interchangeable. It means that if you use left for vertical alignment, it will produce exactly the same result as using top, and vice versa. top/bottom are here only for the sake of convenience and readability.
LEFT
Field
Align left. It will mean that the text position's X coordinate is located at the left side of the text area.
CENTER
Field
Align center. It will mean that the text position's X (or Y) coordinate is located at the center of the text area.
Field
Align right. It will mean that the text position's X coordinate is located at the right side of the text area.
Field
Align top. It will mean that the text position's Y coordinate is located at the top side of the text area.
Field
Align bottom. It will mean that the text position's Y coordinate is located at the bottom side of the text area.
Below is a list of all global functions. By “global”, we mean these functions do not require a preceding namespace - so you can call them directly, unlike other functions.
Function
Prints text to game's console. Automatically inserts a space between parameters.
Name
Type
Description
CGameTrace
Encapsulates all tracing information returned by the tracing methods.
FieldRead only
Type:
FieldRead only
Accessor
Last modified: 03 January 2025
This type represents a safe way to access maps.
Function
Returns an object by key.
Arguments
FontGDI
This type represents a font object. Internally, this type uses GDI library to rasterize font glyphs.
Constructor
Constructs a font object.
Arguments
Adapter
This type represents a rendering adapter used within the rendering system.
Method
Returns a back buffer texture. May return a blank or outdated texture, if the back buffer texture was not updated.
Arguments
None.
Returns
C_CSWeaponBase
This type represents a CCSWeaponBase entity.
Method
Returns the weapon definition index.
Arguments
None.
HitGroup_t
This enum represents the unique identifier for all player hitgroups. Not to be confused with EHitBox.
Field
Field
Context
This type represents the GUI context.
Method
Finds a control by ID.
Arguments
MouseButton
This enum represents mouse buttons.
Field
Left mouse button.
Field
ObserverMode_t
This enum represents the observer modes available in the game.
Field
Represents no observer mode (not spectating anyone).
NotificationSystem
This type represents a notification system.
Method
Adds a notification to the list.
Arguments
m_iFrameCount
m_flAbsFrameTime
m_iMaxClients
m_iTicksThisFrame
m_flRenderFrameTime
m_flCurTime
m_flTickFraction
m_iTickCount
m_szMapPath
m_szMapName
BL
BR
T
L
R
B
ALL
6. Ensure compatibility with existing features
7. Keep content respectful
8. Maintain and update your items
9. Be transparent with monetization
10. Respect licensing and attribution
SECONDARY
SMG
RIFLE
HEAVY
RIGHT
TOP
BOTTOM
username
handle
avatar
This field is only available on entries that use C_CSPlayerController type.
visuals
This field is only available on entries that use C_CSPlayerPawn type. Use only inside the playerInfoPre and playerInfoPost callbacks, otherwise you may access outdated or invalid data.
You should Create() an object only once. Invoking this method after the object was created will be meaningless.
Destroy
Never destroy a GPU object if it is being used in rendering (for example, when you have pushed some shape that uses a texture, and then destroyed that texture). This will lead to undefined behavior, and most likely, **crash the game **.
local cb, row = gui.MakeControlEasy('my_checkbox', 'My checkbox', 'checkbox')
local group = gui.ctx:Find('lua>elements a');
group:Add(row);
if cb:GetValue():Get() then
local cb, row = gui.MakeControlEasy('my_checkbox', 'Checkbox', 'checkbox');
local group = gui.ctx:Find('lua>elements a');
group:Add(row);
local function onPresentQueue()
if cb:GetValue():Get() then
local d = draw.surface;
d.font = draw.fonts['gui_main'];
d:AddText(draw.Vec2(50, 50),
'Hello drawing! My first script speaking.',
draw.color.White()
);
end
end
events.presentQueue:Add(onPresentQueue);
local button = game.input_system:VKToButtonCode(0x41); -- 'A'
local cb = gui.Checkbox('my_checkbox_id') -- Auto converts into ControlID
...
...
Values to print in the console.
Example
Function
Prints an error text to game's console, and shuts down the script. Try to avoid using this function - use it only if an error happens which you can't recover from.
Name
Type
Description
text
string
Read for documentation.
Example
Function
Unpacks a table of elements.
Name
Type
Description
tbl
table
Any table
Example
Function
Delays a callback by a certain amount of time, in seconds.
Name
Type
Description
delay
number
Delay, in seconds
callback
function
Callback
Example
Function
Special function, it's called whenever the script unloads. Isn't called in case of errors.
None.
Example
print
Arguments
print('Hello world!', 123); -- prints out "Hello world! 123" to the console
error('Can't recover from this one! Error: ' .. tostring(123));
Delay(0.5, function()
print('Print after 0.5 seconds')
end)
function __shutdown()
print('Script was unloaded successfully.')
end
error
Arguments
unpack
Arguments
Delay
Arguments
__shutdown
Arguments
Name
Type
Description
key
string
Object key.
Returns
Type
Description
<type>
Object.
Example
Function
Sets an object by key.
Arguments
Name
Type
Description
key
string
Object key.
obj
<type>
Returns
Nothing.
Example
accessor
Note that <type> indicates the specific type this instance holds. Accessor<Texture> for example means that Get will return an instance of Texture, and Set will only accept the type Texture as it's obj parameter.
__index
local main_font = draw.fonts['gui_main'];
-- this also works
local main_font_2 = draw.fonts.gui_main;
draw.fonts['my_font'] = my_font;
-- this also works
draw.fonts.my_font = my_font;
__newindex
Type
Description
name
string
System font name (example: 'Arial').
size
float
Font height, in pixels.
fl
Font flags. Use bit library to construct them. Defaults to 0.
mi
int
Starting codepoint. Defaults to 0.
ma
int
Ending codepoint. Defaults to 255 (entire ASCII code page).
weight
int
Font weight. Defaults to 400 (regular).
Returns
Type
Description
FontGDI
Font object.
Example
This type inherits FontBase type. All of its base methods and fields are also available in this type.
__call
Name
local sys_font = draw.FontGDI('Calibri', 14);
Type
Description
Back buffer texture pointer.
Example
Method
Returns a 4x down sampled version of the back buffer texture.
Arguments
None.
Returns
Type
Description
Downsampled back buffer texture pointer.
Example
Method
Returns a shared texture. This texture usually replicates the down sampled back buffer texture, although it is updated automatically ONCE before the rendering on the layer starts.
Arguments
None.
Returns
Type
Description
Shared texture pointer.
Example
GetBackBuffer
local bb = adapter:GetBackBuffer();
local ds = adapter:GetBackBufferDownsampled();
local shared = adapter:GetSharedTexture();
GetBackBufferDownsampled
GetSharedTexture
Returns
Type
Description
Weapon ID.
Example
Method
Returns the weapon type.
Arguments
None.
Returns
Type
Description
Weapon type.
Example
Method
Returns the weapon static data.
Arguments
None.
Returns
Type
Description
Weapon data.
Example
This type inherits C_BaseEntity type. All of its base methods and fields are also available in this type.
GetDefIndex
local wep_id = wep:GetDefIndex();
local type = wep:GetType();
local data = wep:GetData();
GetType
GetData
Type
Description
id
string
Control ID.
Returns
Type
Description
<>?
Casted control. Returns nil if the control was not found, or casting failed.
Builds are NOT automatically set to the Default branch upon approval! Once you get the notification that your build has been approved, proceed to set its branch to Default.
Local scripts are located here: <CS2_Directory>/game/csgo/fatality/scripts. You may notice there's also a lib directory, but we’ll get to that later.
Create a new file ending with .lua, and begin your work on the script.
.ljbc format cannot be loaded from local sources.
Writing your first script
A typical “Hello world!” example can be a bit trivial, so let’s try something slightly more advanced instead.
local function onPresentQueue()
local d = draw.surface;
d.font = draw.fonts['gui_main'];
d:AddText(draw.Vec2(50, 50),
'Hello drawing! My first script speaking.',
draw.Color.White()
);
end
events.presentQueue:Add(onPresentQueue);
Now, let's break down this example script:
Most of your scripting will run within we provide. Each event has its own signature, so pay attention to the parameters your callback function should accept. presentQueue doesn’t provide any parameters, so our function doesn’t need any either.
With the callback function defined, let’s actually render something on the screen!
To do this, you first need to access the . We provide a single drawing layer that’s safe to use within the game thread. Due to how the game functions internally, it’s strongly discouraged to call game functions in other threads. Luckily all of our events run in the game thread.
This setup allows you not only to draw but also to query information on player health or other entities.
To access the layer, simply reference the surface field in the draw table:
After retrieving the layer, you must set a font object before drawing any text on the screen. This is purely for performance reasons, so you don’t have to pass a heavy font object every time you draw text.
All fonts are stored in . To access a font, either use dot syntax, or treat it like a dictionary:
With the font set, it’s time to draw some text.
Invoke the method on the layer. Notice that it’s called using the colon syntax: obj:fn(), because it’s a method.
Now that you’ve created your first callback, you need to register it so Fatality knows to invoke it. This is done by calling the method on .
That's it! If you've done everything correctly, you should see something like this:
game
Usage: game.{interface_or_function}
This table exposes various internal services and global objects used by Fatality, and also provides a way to retrieve any additional services you need.
globalVars
Field
Type: CGlobalVarsBase
This service exposes global variables used by the game, such as frame time or current server time.
Field
Type: CEngineClient
This service exposes the engine client, which includes commonly used engine-related functions.
Field
Type: CCSGOInput
This service exposes the command input system.
Field
Type: CInputSystem
This service exposes the control input system.
Field
Type: CGameUIFuncs
This service exposes the game's UI functions.
Field
Type: CPhysicsQueryInterface
This service exposes the game's tracing functions.
Field
Type: CGameEntitySystem
This service exposes some of the game's entity list functions.
Method
Plays a game sound.
Arguments
Name
Type
Description
Returns
Nothing.
Example
Method
Creates a particle effect.
attachment and owner are optional.
Arguments
Name
Type
Description
Returns
Type
Description
Example
CEngineClient
Usage: game.engine:{method}
An instance of this type provides a way to interface with Source 2's Engine-to-Client service.
GetLastTimestamp
Method
Returns last timestamp, in seconds.
Arguments
None.
Returns
Type
Description
Example
Method
Returns last server tick number.
Arguments
None.
Returns
Type
Description
Example
Method
Returns whether the client is currently in game.
Arguments
None.
Returns
Type
Description
Example
Method
Returns whether the client is currently connected to a game server.
Arguments
None.
Returns
Type
Description
Example
Method
Returns the Network Channel used for network communication.
Arguments
None.
Returns
Type
Description
Example
Method
Executes a client-sided console command.
Arguments
Name
Type
Description
Returns
Nothing.
Example
Method
Returns client window screen size.
Arguments
None.
Returns
Type
Description
Example
GlowParts
This enum is used to determine which parts of the glow around the shape should get rendered.
TL
Field
Draw top-left corner.
TR
Field
Draw top-right corner.
Field
Draw bottom-left corner.
Field
Draw bottom-right corner.
Field
Draw top line.
Field
Draw left line.
Field
Draw right line.
Field
Draw bottom line.
Field
Draw all the left side shapes. This includes both left corners and the line.
Field
Draw all the right side shapes. This includes both right corners and the line.
Field
Draw all the top side shapes. This includes both top corners and the line.
Field
Draw all the bottom side shapes. This includes both bottom corners and the line.
Field
Draw the entire glow around the shape.
Field
Draw glow except for the bottom line.
Field
Draw glow except for the top line.
Field
Draw glow except for the right line.
Field
Draw glow except for the left line.
CGameEntitySystem
Usage:
Usage: game.gameEntitySystem:{method}
This type encapsulates some entity querying functionalities. If you wish to loop for players, controllers, dropped items or projectiles, go here.
ForEachByClass
Function
Loops for all entities with a given class.
Arguments
Returns
Nothing.
Example
Function
Finds and returns the first entity from a specific class.
Arguments
Returns
Example
EHitBox
This enum represents the unique identifier for all player hitboxes.
HEAD
Field
NECK
Field
UPPER_CHEST
Field
Field
Field
Field
Field
Field
Field
Field
Field
Field
Field
Field
Field
Field
Field
Field
CHandle
This type represents an entity handle.
You can also compare this type using a == operator.
index
Field
Type: number
Get
Method
Returns the entity, or nil if nothing found.
Arguments
None.
Returns
Example
Method
Returns true if the handle is valid.
Arguments
None.
Returns
Example
Method
Returns true if the handle links to a client-side entity.
This type inherits C_BaseEntity type. All of its base methods and fields are also available in this type.
GetGrenadeType
local last_time = game.engine:GetLastTimestamp();
local server_tick = game.engine:GetLastServerTick();
if game.engine:InGame() then
print("I'm in game!");
end
if game.engine:IsConnected() then
print("I'm connected!");
end
local chan = game.engine:GetNetChan();
game.engine:ClientCmd('say Hello!');
local w, h = game.engine:GetScreenSize();
game.gameEntitySystem:ForEachByClass('C_C4', function(entity)
if entity.m_bStartedArming:Get() then
print('Someone is planting!')
end
end)
local proxy = game.gameEntitySystem:GetFirstByClass('C_CSGameRulesProxy')
local game_rules = proxy.m_pGameRules:GetAs('client.dll', 'C_CSGameRules')
if not game_rules then
error('Not found')
end
print(game_rules.m_bWarmupPeriod:Get())
local ent = handle:Get();
if handle:Valid() then
-- ...
end
if handle:IsClientSide() then
-- ...
end
local type = gren:GetGrenadeType();
attachment
?
Optional attachment mode.
owner
*?
Optional owner entity.
sound
string
Path to the sound, e.g. sounds/ui/weapon_cant_buy
volume
number
Volume from 0 to 1, if passed -1 it uses the game's volume.
local price = wpn_data.m_nPrice;
local price = wpn_data['m_nPrice']; -- this also works
local function onPresentQueue()
end
local d = draw.surface;
d.font = draw.fonts['gui_main'];
d:AddText(draw.Vec2(50, 50),
'Hello drawing! My first script speaking brev.',
draw.Color.White()
);
events.presentQueue:add(onPresentQueue);
Defining a callback function
Defining something local is optional, although recommended for clearer scope management.
Accessing drawing layer
You don't have to store it in a variable, but it would be nicer if you don't have to type out draw.surface every time, right?
Setting a font
Drawing text
You can also invoke methods with a dot syntax, as long as you provide the object in the first argument. Both calls: obj:fn() and obj.fn(obj) are identical.
This type inherits type. All of its base methods and fields are also available in this type.
Supported texture formats are:
JPEG (.jpg, .jpeg) - 12 bpc/arithmetic are not supported.
__call
Constructor
Constructs an instance of this type.
Passing an invalid pointer, a or memory region that is smaller than the size will result in a crash.
Arguments
1. From file.
2. From memory.
3. From RGBA data.
Returns
Example
FieldRead only
Type: bool
Set to true if this is an instance of .
Method
Returns size of this texture.
Arguments
None.
Returns
Example
AnimatedTexture
This type is an animated texture. This texture type only supports animated GIF types, and does not support APNG.
This type inherits type. All of its base methods and fields are also available in this type.
If you pass an unsupported type, it will instead work exactly like type, meaning controlling frames and looping will be meaningless.
Using this type for texture atlases is possible, although highly unrecommended. It will produce extra texture objects in memory, and overall will be much slower. Instead, it is advised to construct an actual texture atlas, use type, and use texture mapping.
__call
Constructor
Constructs animated texture.
Passing an invalid pointer, a or memory region that is smaller than the size will result in a crash.
Arguments
1. From file.
2. From memory.
Returns
Example
Field
Type: bool
If set to false, will not loop the animation automatically. Defaults to true.
Method
Reset loop to run from the first frame.
Arguments
None.
Returns
Nothing.
Example
Method
Set a specific frame on the animation. If looping is enabled, will continue the cycle from the passed frame. Otherwise, will display a specific frame of the animation.
Arguments
Returns
Nothing.
Example
Method
Returns amount of frames in the animation.
Arguments
None.
Returns
Example
Font
This type represents a font object. Internally, this type uses FreeType library to rasterize font glyphs.
This type inherits type. All of its base methods and fields are also available in this type.
__call
Constructor
Constructs a font object.
Passing an invalid pointer, a or memory region that is smaller than the size will result in a crash.
Arguments
1. From file.
1. From memory.
1. From memory, with codepoint pairs.
Returns
Example
SvgTexture
This type represents an SVG texture object.
This type inherits type. All of its base methods and fields are also available in this type.
Passing invalid SVG data to the constructor will cause a crash. We will fix this issue in future updates.
__call
Constructor
Constructs an SVG texture.
Arguments
Returns
Example
CBaseAnimGraph
This type represents a CBaseAnimGraph class.
This type inherits type. All of its base methods and fields are also available in this type.
CPhysicsQueryInterface
Usage:
Usage: game.physicsQueryInterface:{method}
This type encapsulates all tracing functionalities.
Command
This type is used to change render command parameters.
Field
Type:
Texture pointer. You can get one from an instance of type by accessing obj field. Passing invalid data to this field WILL result in a crash. For a safer way, please use .
If filter is omitted, the default filter ignores the local player.
Arguments
Name
Type
Description
ray
The ray or shape
from
The starting position
Returns
Type
Description
The resulting trace object
Example
Function
Performs a trace ray call using the player movement mask. Skips local player.
Arguments
Name
Type
Description
ray
The ray/shape
from
The starting position
Returns
Type
Description
The resulting trace object
Example
Function
Performs a trace call using the grenade mask, as a line. Doesn't use a custom ray.
Arguments
Name
Type
Description
from
The starting position
to
The ending position
Returns
Type
Description
The resulting trace object
Function
Performs a trace call using the grenade mask, as a hull. Doesn't use a custom ray.
Arguments
Name
Type
Description
from
The starting position
to
The ending position
Returns
Type
Description
The resulting trace object
TraceRay
local filter = LuaTraceFilter_t()
filter.ignoreWorld = true
filter.ignoreEntity = entities.GetLocalPawn()
local ray = Ray_t()
local from = Vector(0, 0, 0)
local to = Vector(100, 100, 100)
local trace = game.physicsQueryInterface:TraceRay(ray, from, to, filter)
local player = entities.GetLocalPawn()
local ray = Ray_t() do
local collision = player.m_pCollision:GetAs('client.dll', 'CCollisionProperty')
ray:set_hull(collision.m_vecMins:Get(), collision.m_vecMaxs:Get())
end
local from = player:GetAbsOrigin()
local to = player:GetAbsOrigin() + player:GetAbsVelocity()
local trace = game.physicsQueryInterface:TraceMovement(ray, from, to)
Fragment shader (aka Pixel Shader in DirectX terms) pointer. You can get one from an instance of Shader type by accessing obj field. Passing invalid data to this field WILL result in a crash. For a safer way, please use SetShader.
UV rect used for texture mapping. If this field is set to nil, will use 0, 0, 1, 1 rectangle to map the texture. You can learn more about texture mapping in the tutorial section.
Field
Type: float
Global opacity override. Defaults to 1, but if you set anything else - will modulate opacity of every next shape you will render.
Field
Type: float
Shape rotation. Not all shapes support this field. The value is set in degrees, not radians.
Field
Type: bool
If set to true, will apply tesselation to shapes.
Field
Type: bool
If set to true, will ignore global DPI scale. This is set to true by default, but you are free to change it to false if you are trying to render some custom UI elements.
Field
Type: bool
Only useful when using shaders. If set to true, will not update back buffer texture. This can be used if you need the very same texture data, as when applying several shaders to the back buffer.
Field
Type: bool
If set to true, will capture back buffer (as long as chainedCall is set to false). The name of this field is quite misleading due to the fact that in the CS:GO version of Fatality, it was used to configure if the rendering system should also downsample the captured backbuffer into another texture. In DirectX11, this operation is much faster, so it is done regardless.
Field
Type: bool
An alias to onlyDownsampled.
Field
Type: bool
If set to true, will use a separate texture sampler that supports tiling. By default, all textures are stretched, but if you enable this option - their tiling and stretch will be fully configurable by the uv_rect field.
Rendering mode. You can read more about it in the type's documentation.
Method
Sets a texture in a safe manner.
Arguments
Name
Type
Description
tex
?
Texture object.
Returns
Nothing.
Example
Method
Sets a fragment shader in a safe manner.
Arguments
Name
Type
Description
sh
?
Shader object.
Returns
Nothing.
Example
Be cautious when changing stuff in an instance of this type. Passing invalid data to texture or frag_shader, or not restoring some changes after you're done drawing can lead to undefined behavior, and more likely, a crash. If you are not sure how to operate this type, take a look into examples.
It is advised to instead use layer's override_clip_rect method. While you can pass custom rect to this field, you will lose information about previous clip rects set before. Using that method will make sure to intersect the previous rect with the one you pass and produce a probably more expected result.
uvRect
alpha
rotation
antiAlias
As of now, not every shape supports tesselation, but it is advised to have it enabled at all times anyway. It will produce much better result anyway.
ignoreScaling
chainedCall
Please note that capturing back buffer is a rather slow operation. It is better to not capture it too often. Back buffer is automatically captured to the only layer you can use anyway, and it is better to use that one instead, to make sure rendering happens as fast as it is possible.
local blur = draw.Shader([[
// define constant buffer.
cbuffer cb : register(b0) {
float4x4 mvp;
float2 tex;
float time;
float alpha;
};
// define input.
struct PS_INPUT {
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
// use texture sampler and texture.
sampler sampler0;
Texture2D texture0;
float4 main(PS_INPUT inp) : SV_Target {
float radius = 2.0; // blur radius
float2 inv_size = 1.0 / tex.xy; // inversed size of the texture
float weight = 0.0; // total weight
float4 color = 0.0; // total color
// perform a gaussian blur
for (float x = -radius; x <= radius; x += 1.0)
{
for (float y = -radius; y <= radius; y += 1.0)
{
float2 coord = inp.uv + float2(x, y) * inv_size;
color += texture0.Sample(sampler0, coord) * exp(-((x * x + y * y) / (2.0 * radius * radius)));
weight += exp(-((x * x + y * y) / (2.0 * radius * radius)));
}
}
// average the color
color /= weight;
color.a *= inp.col.a; // apply alpha modulation
return color;
}
]]);
if player:IsEnemy() then
-- ...
end
local name = player:GetName();
local pawn = ctrl:GetPawn();
local wep = player:GetActiveWeapon();
local obs_pawn = ctrl:GetObserverPawn();
local obs = ctrl:GetObserverTarget();
local mode = ctrl:GetObserverMode();
local id = ctrl:GetSteamID();
print(id.low, id.high);
local id = ctrl:GetStringSteamID();
print(id);
bits:Reset();
local raw = bits:GetRaw();
bits:SetRaw(long_long_value);
if bits:None() then
-- ...
end
bits:Set(5); -- set bit #5 (same as bit.bor(val, bit.lshift(1, 5)))
bits:Unset(5);
if bits:Get(5) then
-- ...
end
bits:Toggle(5);
local chan = game.engine:GetNetChan();
if chan and not chan:IsNull() then
print(chan:GetAddress());
end
local chan = game.engine:GetNetChan();
if chan and not chan:IsNull() and chan:IsLoopback() then
print('Connected to localhost!');
end
local chan = game.engine:GetNetChan();
if not chan or chan:IsNull() then
print('Not connected!');
end
local chan = game.engine:GetNetChan();
if chan and not chan:IsNull() then
print('Current latency: ' .. tostring(math.round(chan:GetLatency() * 1000.0)) .. 'ms');
end
A string to Texture map of all managed textures. You can query and push textures with custom IDs. When you add a texture to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
A string to FontBase map of all managed fonts. You can query and push fonts with custom IDs. When you add a font to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
A string to Shader map of all managed shader. You can query and push shader with custom IDs. When you add a shader to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
Returns current render screen size, similar to GetScreenSize() .
Arguments
None.
Returns
Type
Description
The screen size
Example
Method
Finds and retrieves SVG data from Panorama and creates a new texture. Useful for retrieving icons (e.g. weapons and utilities) from the game.
Arguments
Name
Type
Description
path
string
Path to the SVG
height
number
Returns
Type
Description
The created texture
Example
All types and enums described in the child sections must be prefixed with draw.. This is done so specific types are not confused with others, such as the separate color types present in rendering and the game.
adapter
local time = draw.GetTime()
local time = draw.GetFrameTime()
local dpi = draw.GetScale()
local size = draw.GetDisplay()
local tex = draw.CreatePanoramaSvgTexture('icons/equipment/inferno', 26)
textures
Built-in textures:
gui_loading: loading spinner
fonts
Built-in fonts:
gui_debug: Verdana, 13px
shaders
Build-in shaders:
blur_f: gaussian blur shader
surface
GetTime
GetFrameTime
GetScale
GetDisplay
CreatePanoramaSvgTexture
Name
Type
Description
value
float
X and Y coordinates.
3. XY values.
Name
Type
Description
x
float
X coordinate.
y
float
Returns
Type
Description
Vec2
New vector.
Example
Field
Type: float
X coordinate.
Field
Type: float
Y coordinate.
Method
Returns a copy of this vector instance.
Arguments
None.
Returns
Type
Description
Vec2
The copied vector
Example
Method
Returns floored variant of this vector.
Arguments
None.
Returns
Type
Description
Vec2
Floored variant.
Example
Method
Returns ceiled variant of this vector.
Arguments
None.
Returns
Type
Description
Vec2
Ceiled variant.
Example
Method
Returns rounded variant of this vector.
Arguments
None.
Returns
Type
Description
Vec2
Rounded variant.
Example
Method
Returns length of this vector.
Arguments
None.
Returns
Type
Description
float
Length.
Example
Method
Returns squared length of this vector.
Arguments
None.
Returns
Type
Description
float
Length.
Example
Method
Returns distance to another vector.
Arguments
Name
Type
Description
other
Vec2
Other vector.
Returns
Type
Description
float
Distance.
Example
Method
Returns squared distance to another vector.
Arguments
Name
Type
Description
other
Vec2
Other vector.
Returns
Type
Description
float
Distance.
Example
__call
local vec = draw.Vec2(5, 10);
local copy = vec:Clone();
local fl = vec:Floor();
local ceiled = vec:Ceil();
local rounded = vec:Round();
local len = vec:Len();
local len = vec:LenSqr();
local dist = vec1:Dist(vec2);
local dist = vec1:DistSqr(vec2);
x
y
Clone
Floor
Ceil
Round
Len
LenSqr
This method is de-facto faster than the non-squared variant. Use it, if you need extra performance.
Dist
DistSqr
This method is de-facto faster than the non-squared variant. Use it, if you need extra performance.
Type
Description
string
The name
Example
Method
Returns the hitbox's surface property.
Arguments
None.
Returns
Type
Description
string
The hitbox property
Example
Method
Returns the hitbox's bone name.
Arguments
None.
Returns
Type
Description
string
The hitbox bone
Example
Method
Returns the hitbox's minimum bounds.
Arguments
None.
Returns
Type
Description
The mins
Example
Method
Returns the hitbox's maximum bounds.
Arguments
None.
Returns
Type
Description
The maxs
Example
Method
Returns the hitbox's radius.
Arguments
None.
Returns
Type
Description
number
The radius
Example
Method
Returns the hitbox's name hash.
Arguments
None.
Returns
Type
Description
number
The hash
Example
Method
Returns the hitbox's group ID.
Arguments
None.
Returns
Type
Description
number
The ID
Example
Method
Returns whether the hitbox only translates or not.
Arguments
None.
Returns
Type
Description
boolean
The ID
Example
Method
Returns the hitbox's CRC value.
Arguments
None.
Returns
Type
Description
number
The CRC
Example
Method
Returns the hitbox's rendering color. Not really useful.
Arguments
None.
Returns
Type
Description
userdata
The color
Example
Method
Returns the hitbox's unique index.
Arguments
None.
Returns
Type
Description
number
The index
Example
GetName
local hbox_name = hitbox:GetName();
local prop = hitbox:GetSurfaceProperty();
local bone_name = hitbox:GetBoneName();
local mins = hitbox:GetMinBounds();
local maxs = hitbox:GetMaxBounds();
local radius = hitbox:GetShapeRadius();
local hash = hitbox:GetBoneNameHash();
local id = hitbox:GetGroupID();
local translate = hitbox:IsTranslationOny();
local crc = hitbox:GetCRC();
local crc = hitbox:GetRenderColor();
local hbox_index = hitbox:GetHitboxIndex();
GetSurfaceProperty
GetBoneName
GetMinBounds
GetMaxBounds
GetShapeRadius
GetBoneNameHash
GetGroupID
IsTranslationOny
GetCRC
GetRenderColor
GetHitboxIndex
TextParams
This type is used to determine text alignment.
Line alignment only makes sense if you have multiple lines in your text. By default, all next lines will start from the left side of the text. You can change this behavior by using one of the functions that take line as a parameter. For example, if you pass right to the line alignment, all next lines will start from the right side. Text alignment will remain as dictated by v and h parameters.
WithV
Function
Creates TextParams instance with vertical alignment.
Arguments
Returns
Example
Function
Creates TextParams instance with horizontal alignment.
Arguments
Returns
Example
Function
Creates TextParams instance with line alignment.
Arguments
Returns
Example
Function
Creates TextParams instance with vertical and horizontal alignments.
Arguments
Returns
Example
Function
Creates TextParams instance with vertical alignment and line alignment.
Arguments
Returns
Example
Function
Creates TextParams instance with horizontal alignment and line alignment.
Arguments
Returns
Example
Function
Creates TextParams instance with vertical, horizontal and line alignments.
Arguments
Returns
Example
C_CSWeaponBaseGun
This type represents a CCSWeaponBaseGun class.
This type inherits type. All of its base methods and fields are also available in this type.
GetMaxSpeed
Method
Returns the maximal player speed when holding this weapon.
Arguments
None.
Returns
Example
Method
Returns the current inaccuracy value.
Arguments
Returns
Example
Method
Returns the current spread value.
Arguments
Returns
Example
Method
Returns the weapon definition index.
Arguments
None.
Returns
Example
Method
Returns the weapon type.
Arguments
None.
Returns
Example
Method
Returns the weapon static data.
Arguments
None.
Returns
Example
Method
Returns true if this weapon is a firearm.
Arguments
None.
Returns
Example
Method
Returns true if you can attack with this weapon.
Arguments
None.
Returns
Example
Method
Returns true if this weapon has a secondary attack mode.
Arguments
None.
Returns
Example
Method
Returns true if this weapon has spread (e.g. knives do not have any spread).
Arguments
None.
Returns
Example
entities
This table represents an internal entity list.
Never store any entities in the global scope! Any entity might get deleted, and you will no longer have a valid instance of that entity, which will inevitably lead to a crash. If you need to globally store an entity somewhere, we strongly recommend you store an instance of , and use it's method to retrieve the entity again, when needed.
local align = draw.TextParams.WithVHLine(draw.TextAlignment.CENTER, draw.TextAlignment.CENTER, draw.TextAlignment.CENTER);
WithH
WithLine
WithVH
WithVLine
WithHLine
WithVHLine
Horizontal alignment.
Line alignment.
Line alignment.
Horizontal alignment.
Game (the supported title your script targets)
Item type (Script / Library / Config)
Open the Builds tab and click Upload new build.
Fill out:
Version (use semantic versioning like 1.0.0 if possible)
Changelog (short, factual)
File upload (your .lua file or a .zip)
Click Save. The build is created in the Draft state.
Click Submit for review. The build state changes to Under review.
After moderation approves it, you’ll get a notification and the state changes to Approved.
Click Set to branch and choose Default.
This makes the approved build the version users receive when they add your script to their library.
If your script needs restricted APIs (e.g. FFI, filesystem, clipboard), enable the required Capabilities so users can grant permission.
In Builds -> Capabilities (right side), select only what you need and click Save.
Open the General tab and complete all fields in the Release Checklist.
When the checklist is complete, click Submit for review on the item.
After moderation approves it, the item is automatically published on the Storefront and users can purchase or subscribe.
Create the item
Warning: You cannot change the item type later.
Upload a build
Note: You can upload a ZIP to bundle assets alongside the script. See
Tip: Use a Beta branch to test new builds with a subset of users before moving them to Default. See
Configure capabilities
Best practice: Request the minimum capabilities your script actually uses. Users will see and approve these.
Prepare the Storefront listing
math
Usage: math.{func}
This table extends the existing math table that is a part of Lua.
Function
gui
Usage:
gui.{func_or_field}
Usage: gui.{func_or_field}
This table exposes the GUI system of the software.
Wraps a control into a layout consisting of a label and that specific control. You should add this new control to groupboxes if you want your control to be displayed nicely. Additionally, you can add any extra controls to the returned one - those will get stacked to the left side of your initial control.
Arguments
Name
Type
Description
text
string
Label value.
c
Returns
Type
Description
Layout object.
Example
Function
A quick wrapper for MakeControl , returns both the menu element and control.
Arguments
Name
Type
Description
id
string
ID.
label
string
Returns
Type
Description
any
Menu element (checkbox, slider etc.)
Control
Example
Function
Creates a vertical stack with two or more group boxes.
Arguments
Name
Type
Description
id
|string
ID
size
Returns
Type
Description
Group stack object.
Example
Function
Returns whether or not the menu is currently open.
Returns
Type
Description
boolean
If menu is visible or not
Example
Function
Returns the current ragebot/legitbot weapon or category path.
Arguments
None.
Returns
Type
Description
string
The path currently being used by the ragebot or legitbot
Example
Function
Returns the menu's main window.
Arguments
None.
Returns
Type
Description
The window object.
Example
Function
Returns list of all controls with hotkeys currently added.
Arguments
None.
Returns
Type
Description
table<>
All controls currently with keybinds set
Example
Function
Returns list of all colors being used the GUI theme.
Arguments
None.
Returns
Type
Description
table<>
All menu colors
Example
All types and enums described in the child sections must be prefixed with gui..
ctx
local row = gui.MakeControl('Hello checkbox!', my_cb);
local slider, slider_ctrl = gui.MakeControlEasy('my_slider', 'Slider', 'slider', 0, 100);
local grp1 = gui.Group('grp1', 'My group 1', 150, gui.GroupWidthMode.DEFAULT);
local grp2 = gui.Group('grp2', 'My group 2', 150, gui.GroupWidthMode.DEFAULT);
local stack = gui.MakeStackedGroups("grp12", draw.vec2(234, 400), {
grp1, grp2
});
if gui.IsVisible() then
print('Menu is open!')
end
local override_path = gui.GetActiveOverridePath()
local hitchance = gui.ctx:Find(override_path .. '>weapon>hitchance')
local wnd = gui.GetMainWindow()
local pos = wnd:GetPosAbs()
local controls = gui.GetHotkeyList()
for i, control in ipairs(controls) do
local element = control:Cast() -- Convert to its parent type
if element:GetHotkeyState() then
print('overriding ' .. element:GetLabel().text,
'value ' .. tostring(element:GetValue():Get()))
end
end
local colors = gui.GetThemeColors()
draw.surface:AddRect(draw.Rect(0, 0, 100, 100), colors.accent)
notify
input
MakeControl
MakeControlEasy
Available types are:
MakeStackedGroups
IsVisible
GetActiveOverridePath
Should only be called when you're alive, causes undefined behavior otherwise.
GetMainWindow
GetHotkeyList
GetThemeColors
Available keys are
Name
Type
Description
origin
Where the bullet is coming from
delta
The direction the bullet is going, computed as end_point - origin_point
Returns
Type
Description
boolean
If there was an error during simulation.
The penetration data
Example
Function
Scales up the damage from a weapon given a hitgroup and, optionally, a player.
Arguments
Name
Type
Description
damage
number
The damage to be scaled
weapon
The gun the bullet is being fired from
Returns
Type
Description
number
The scaled damage
Example
Methods in this namespace are accessed with the . operator, not the usual : operator.
Only call these inside the createMove callback!
FireBullet
This function can be expensive, use it moderately.
local eye_position = local_player:GetEyePos()
local weapon = local_player:GetActiveWeapon()
local enemy_position = enemy:GetHitboxCenter(EHitBox.HEAD)
local _, pen = mods.penetration.FireBullet(eye_position, enemy_position - eye_position,
weapon, enemy)
print(pen.damage, pen.hitgroup)
local weapon = local_player:GetActiveWeapon()
local dmg = mods.penetration.ScaleDamage(45, weapon, HitGroup_t.HEAD, enemy)
ScaleDamage
FontBase
This type represents the base class for font types. You cannot create an instance of this type. Instead, use the children types.
This type inherits type. All of its base methods and fields are also available in this type.
Definitions:
codepoint: Unicode representation of the character.
height
FieldRead only
Type: float
Font height, in pixels.
Field
Type: float
Font ascent value, in pixels.
Field
Type: float
Font descent value, in pixels.
Field
Type: float
Font line gap, in pixels.
Field
Type: float
Font kerning gap, in pixels.
Field
Type: float
Font outline opacity (0 to 1). Defaults to 0.45.
FieldRead only
Type:
Font flags. Use bit library to read flags.
Field
Type: int
Glyph Y offset, in pixels. Will alter the location of a glyph in the atlas. Changing this value after the font was created is meaningless.
Field
Type: int
Glyph X offset, in pixels. Will alter the location of a glyph in the atlas. Changing this value after the font was created is meaningless.
Field
Type: FontBase
Fallback font to use, in case a glyph is not found in this font. Is it useful when one font does not have codepoints for specific symbols, that are present in another font, but you still want to prefer this font's glyphs over other font.
Field
Type:
Shadow color. Only R, G, B values are used.
Method
Returns character width, included with kerning.
Arguments
Returns
Example
Method
Returns kerning value for a single character. If kerning is disabled, will instead return kerning gap.
Arguments
Returns
Example
Method
Returns text area size.
Arguments
Returns
Example
Method
Wraps text to meet the desired width. Wrapping is done by breaking text by words and inserting line breaks in between. If one of the words is longer than the target width, will instead use that word's width.
Arguments
Returns
Example
Method
Returns glyph information for a character.
Arguments
Returns
Example
Method
Returns a texture atlas that contains the provided glyph.
Arguments
Returns
Example
SchemaAccessor_t
This type represents a special structure that references a certain field in the entity object.
You can check the returned type by using type() function.
Do not ever store an instance of this type anywhere but in a scope of an event because entity might be removed.
offset
Field
Type: number
Get
Method
Returns the value.
Arguments
None.
Returns
Example
Method
Returns the value casted as another game class. Automatically dereferences pointers.
Arguments
Returns
Example
Method
Sets the value.
Arguments
Returns
Nothing.
Example
events
Usage: events.{event_name}
There are a number of events that Fatality provides to use in the API - from various hooks, to in-game events. Each event entry is an object of . This table documents events to be used by your scripts.
local shorter = font:WrapText('This is some very long text!', 50);
local glyph = font:GetGlyph(cp);
local atlas = font:GetTexture(glyph);
local health = player.m_iHealth:Get();
local collision = player.m_pCollision:GetAs('client.dll', 'CCollisionProperty');
local mins = collision.m_vecMins:Get()
local maxs = collision.m_vecMaxs:Get()
player.m_iHealth:Set(50); -- won't really do anything with the health
You can retrieve the view information from game.viewRender service.
overrideView
createMove
event
We do not listen to every single event that exists in the game. If you need something that we don't listen to, please use
input
menuToggled
playerInfoPre
This doesn't override the software's configuration, meaning that if you have ESP disabled for either enemies or teammates, the callback will not be called for those players.
playerInfoPost
This doesn't override the software's configuration, meaning that if you have ESP disabled for either enemies or teammates, the callback will not be called for those players.
local health = player.m_iHealth;
local health = player['m_iHealth']; -- this also works
local name = entity:GetClassName()
local name = entity:GetHandle()
local name = entity:GetPointer()
local gun = entity:ToWeaponBaseGun()
local wpn = entity:ToWeaponBase()
local pawn = entity:ToPlayerPawn()
local controller = entity:ToPlayerController()
local org = entity:GetAbsOrigin();
local ang = entity:GetAbsAngles();
local vel = entity:GetAbsVelocity();
entity:SetAbsOrigin(my_vec);
entity:SetAbsAngles(my_ang);
entity:SetAbsVelocity(my_vel);
Type
Description
Cursor position.
Example
Method
Returns previous cursor position.
Arguments
None.
Returns
Type
Description
Previous cursor position.
Example
Method
Delta value between previous and current cursor positions.
Arguments
None.
Returns
Type
Description
Cursor delta.
Example
Method
Returns true if the cursor did move since the last input.
Arguments
None.
Returns
Type
Description
bool
true if moved.
Example
Method
Returns true if mouse scroll wheel did move since the last input.
Arguments
None.
Returns
Type
Description
bool
true if moved.
Example
Method
Returns true if any mouse key's state had changed.
Arguments
None.
Returns
Type
Description
bool
true if processed.
Example
Method
Returns true if any key was released since the last input.
Arguments
None.
Returns
Type
Description
bool
true if released.
Example
Method
Returns the amount of rows scrolled this input.
Arguments
None.
Returns
Type
Description
float
Rows scrolled.
Example
Method
Returns true if the mouse key is up (depressed).
Arguments
Name
Type
Description
mb
Mouse button.
Returns
Type
Description
bool
true if depressed.
Example
Method
Returns true if the mouse key is down (pressed).
Arguments
Name
Type
Description
mb
Mouse button.
Returns
Type
Description
bool
true if pressed.
Example
Method
Returns true if the mouse key is clicked (switched from depressed to pressed state).
Arguments
Name
Type
Description
mb
Mouse button.
Returns
Type
Description
bool
true if clicked.
Example
Method
Returns true if the mouse key is released (switched from pressed to depressed state).
Arguments
Name
Type
Description
mb
Mouse button.
Returns
Type
Description
bool
true if released.
Example
Method
Returns true if any key's state had changed.
Arguments
None.
Returns
Type
Description
bool
true if state changed.
Example
Method
Returns true if a key is up (depressed).
Arguments
Name
Type
Description
k
int
Virtual key.
Returns
Type
Description
bool
true if depressed.
Example
Method
Returns true if a key is down (pressed).
Arguments
Name
Type
Description
k
int
Virtual key.
Returns
Type
Description
bool
true if pressed.
Example
Method
Returns true if a key is clicked (switched from depressed to pressed state).
Arguments
Name
Type
Description
k
int
Virtual key.
Returns
Type
Description
bool
true if clicked.
Example
Method
Returns true if a key is released (switched from pressed to depressed state).
Arguments
Name
Type
Description
k
int
Virtual key.
Returns
Type
Description
bool
true if released.
Example
You can use Cursor, IsMouseUp, IsMouseDown, IsKeyUp and IsKeyDown methods outside input context. Using other methods will not make any sense, as the information will be outdated.
Cursor
local cur = gui.input:Cursor();
local prev = gui.input:CursorPrev();
local delta = gui.input:CursorDelta();
if gui.input:DidCursorMove() then
-- ...
end
if gui.input:DidWheelMove() then
-- ...
end
if gui.input:DidProcessMouse() then
-- ...
end
if gui.input:button_released() then
-- ...
end
local scroll = gui.input:WheelDelta();
if gui.input:IsMouseUp(gui.MouseButton.LEFT) then
-- ...
end
if gui.input:IsMouseDown(gui.MouseButton.LEFT) then
-- ...
end
if gui.input:IsMouseClicked(gui.MouseButton.LEFT) then
-- ...
end
if gui.input:IsMouseReleased(gui.MouseButton.LEFT) then
-- ...
end
if gui.input:DidProcessKey() then
-- ...
end
if gui.input:IsKeyUp(0x41) then -- 0x41 = "A"
-- ...
end
if gui.input:IsKeyDown(0x41) then -- 0x41 = "A"
-- ...
end
if gui.input:IsKeyClicked(0x41) then -- 0x41 = "A"
-- ...
end
if gui.input:IsKeyReleased(0x41) then -- 0x41 = "A"
-- ...
end
CursorPrev
CursorDelta
DidCursorMove
DidWheelMove
DidProcessMouse
ButtonReleased
WheelDelta
IsMouseUp
IsMouseDown
IsMouseClicked
IsMouseReleased
DidProcessKey
IsKeyUp
IsKeyDown
IsKeyClicked
IsKeyReleased
EItemDefinitionIndex
This enum represents the unique identifier for various weapons in the game.
NONE
Field
Represents no weapon.
DEAGLE
Field
Represents a Desert Eagle.
Field
Represents the Dual Berettas.
Field
Represents a Five-SeveN.
Field
Represents a Glock-18.
Field
Represents an AK-47.
Field
Represents an AUG.
Field
Represents an AWP.
Field
Represents a FAMAS.
Field
Represents a G3SG1.
Field
Represents a Galil AR.
Field
Represents an M249.
Field
Represents an M4A4.
Field
Represents a MAC-10.
Field
Represents a P90.
Field
Represents a zone repulsor device.
Field
Represents an MP5-SD.
Field
Represents a UMP-45.
Field
Represents an XM1014.
Field
Represents a PP-Bizon.
Field
Represents a MAG-7.
Field
Represents a Negev.
Field
Represents a Sawed-Off.
Field
Represents a Tec-9.
Field
Represents a Zeus x27 taser.
Field
Represents a P2000.
Field
Represents an MP7.
Field
Represents an MP9.
Field
Represents a Nova.
Field
Represents a P250.
Field
Represents a shield.
Field
Represents a SCAR-20.
Field
Represents an SG 553.
Field
Represents an SSG 08.
Field
Represents the Golden Knife.
Field
Represents the default knife.
Field
Represents a flashbang.
Field
Represents an HE grenade.
Field
Represents a smoke grenade.
Field
Represents a Molotov.
Field
Represents a decoy grenade.
Field
Represents an incendiary grenade.
Field
Represents a C4 explosive.
Field
Represents a health shot.
Field
Represents the Terrorist knife.
Field
Represents the M4A1-S.
Field
Represents the USP-S.
Field
Represents a CZ75-Auto.
Field
Represents an R8 Revolver.
Field
Represents a tactical awareness grenade.
Field
Represents fists.
Field
Represents a breach charge.
Field
Represents a tablet.
Field
Represents a generic melee weapon.
Field
Represents an axe.
Field
Represents a hammer.
Field
Represents a spanner (wrench).
Field
Represents a ghost knife.
Field
Represents a firebomb grenade.
Field
Represents a diversion device.
Field
Represents a fragmentation grenade.
Field
Represents a snowball.
Field
Represents a bump mine.
Field
Represents a Bayonet.
Field
Represents the Classic Knife.
Field
Represents a Flip Knife.
Field
Represents a Gut Knife.
Field
Represents a Karambit.
Field
Represents an M9 Bayonet.
Field
Represents a Huntsman Knife.
Field
Represents a Falchion Knife.
Field
Represents a Bowie Knife.
Field
Represents a Butterfly Knife.
Field
Represents a Shadow Daggers.
Field
Represents a Paracord Knife.
Field
Represents a Survival Knife.
Field
Represents an Ursus Knife.
Field
Represents a Navaja Knife.
Field
Represents a Nomad Knife.
Field
Represents a Stiletto Knife.
Field
Represents a Talon Knife.
Field
Represents a Skeleton Knife.
Field
Represents a Kukri Knife.
C_CSPlayerPawn
This type represents a C_CSPlayerPawn class.
Method
Returns true if the game will draw this player on screen.
Returns true if this player is an enemy to the local player.
Arguments
None.
Returns
Type
Description
bool
true if an enemy.
Example
Method
Returns whether this player is an enemy to another entity.
Arguments
Name
Type
Description
ent
Other entity.
Returns
Type
Description
bool
true if an enemy.
Example
Method
Returns the active weapon.
Arguments
None.
Returns
Type
Description
Weapon instance.
Example
Method
Returns all weapons in this player's inventory.
Arguments
None.
Returns
Type
Description
table<<>>
Weapon list
Example
Method
Returns the sanitized player name.
Arguments
None.
Returns
Type
Description
string
Player's name.
Example
Method
Returns the player's view offset (eye location relative to the player's origin).
Arguments
None.
Returns
Type
Description
View offset.
Example
Method
Returns the player's eye position.
Arguments
None.
Returns
Type
Description
Eye position.
Example
Method
Returns hitbox information for a specific hitbox. Not to be confused with GetHitboxCenter.
Arguments
Name
Type
Description
index
The hitbox ID
Returns
Type
Description
Hitbox info
Example
Method
Returns hitbox position for a specific hitbox.
Arguments
Name
Type
Description
index
The hitbox ID
Returns
Type
Description
The position
Example
Method
Returns the bounding box rectangle for this player. Returns nil if the player is not on screen.
Arguments
None.
Returns
Type
Description
Player's bounding box, nil if invalid.
Example
This type inherits C_BaseEntity type. All of its base methods and fields are also available in this type.
ShouldDraw
if player:ShouldDraw() then
-- ...
end
if player:IsLeftHanded() then
-- ...
end
if player:IsAlive() then
-- ...
end
if player:IsEnemy() then
-- ...
end
if player:IsEnemyTo(other_player) then
-- ...
end
local wep = player:GetActiveWeapon();
local weapons = player:GetWeapons()
for _, handle in ipairs(weapons) do
local weapon = handle:Get()
if weapon ~= nil then
print(weapon:GetDefIndex())
end
end
local name = player:GetName();
local vo = player:GetViewOffset();
local eyes = player:GetEyePos();
local hbox_info = player:GetHitbox(EHitBox.HEAD);
local pelvis = player:GetHitboxCenter(EHitBox.PELVIS);
local bbox = player:GetBoundingBox();
IsLeftHanded
IsAlive
IsEnemy
IsEnemyTo
GetActiveWeapon
GetWeapons
GetName
GetViewOffset
GetEyePos
GetHitbox
GetHitboxCenter
GetBoundingBox
If you wish to add new items to the built-in visuals, look at the playerInfo callback.
Either returns rectangle's width, or sets a new width.
Arguments
1. Get width.
None.
2. Set width.
Name
Type
Description
Returns
1. Get width.
Type
Description
2. Set width.
Type
Description
Example
Method
Either returns rectangle's height, or sets a new height.
Arguments
1. Get height.
None.
2. Set height.
Name
Type
Description
Returns
1. Get height.
Type
Description
2. Set height.
Type
Description
Example
Method
Either returns rectangle's size, or sets a new size.
Arguments
1. Get size.
None.
2. Set size.
Name
Type
Description
Returns
1. Get size.
Type
Description
2. Set size.
Type
Description
Example
Method
Explodes the rectangle by given vector (increase size from center into all directions by coordinates in the vector).
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Returns a rectangle with half of the width of this rectangle.
Arguments
None.
Returns
Type
Description
Example
Method
Translates (moves) this rectangle by vector coordinates.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Move rectangle from the left by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Move rectangle from the right by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Move rectangle from the top by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Move rectangle from the bottom by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Adds the value to the left side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Adds the value to the right side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Adds the value to the top side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Adds the value to the bottom side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Shrinks (implodes) the rectangle by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Expands (explodes) the rectangle by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Returns true if this rectangle contains either vector or another rectangle.
Arguments
1. Vector variant.
Name
Type
Description
2. Rectangle variant.
Name
Type
Description
Returns
Type
Description
Example
Method
Returns true if the other rectangle overlaps with this rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Intersects this rectangle with another rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Returns top-left vector.
Arguments
None.
Returns
Type
Description
Example
Method
Returns top-right vector.
Arguments
None.
Returns
Type
Description
Example
Method
Returns bottom-right vector.
Arguments
None.
Returns
Type
Description
Example
Method
Returns bottom-left vector.
Arguments
None.
Returns
Type
Description
Example
Method
Returns center point of this rectangle.
Arguments
None.
Returns
Type
Description
Example
Method
Treats this rectangle as an ellipsis and returns point on it. Note, that this "ellipsis" will be perfect with no modified curvature (basically if this rectangle is a box - you will get a point on a perfect circle).
Arguments
Name
Type
Description
Returns
Type
Description
Example
Method
Returns floored rectangle.
Arguments
None.
Returns
Type
Description
Example
Method
Returns ceiled rectangle.
Arguments
None.
Returns
Type
Description
Example
Method
Returns rounded rectangle.
Arguments
None.
Returns
Type
Description
Example
Method
Returns true if both mins and maxs are equal to 0.
local half_width = rect:Width(rect:Width() * 0.5);
local half_height = rect:Height(rect:Height() * 0.5);
local half_size = rect:Size(rect:Size() * draw.Vec2(0.5, 0.5));
local exp = rect:Explode(draw.Vec2(6, 6)); -- will subtract -3,-3 from mins and add 3,3 to maxs
local half = rect:HalfWidth();
local rect = draw.Rect(50, 50, 150, 150);
local translated = rect:Translate(draw.Vec2(5, 5)); -- mins/maxs will be 55,55 and 155,155
local new = rect:MarginLeft(5); -- moves to the right by 5px
local new = rect:MarginRight(5); -- moves to the left by 5px
local new = rect:MarginTop(5); -- moves to the bottom by 5px
local new = rect:MarginBottom(5); -- moves to the top by 5px
local new = rect:PaddingLeft(5); -- adds 5 to mins x
local new = rect:PaddingRight(5); -- adds 5 to maxs x
local new = rect:PaddingTop(5); -- adds 5 to mins y
local new = rect:PaddingBottom(5); -- adds 5 to maxs y
local shrinked = rect:Shrink(5); -- adds 5,5 to mins and subtracts 5,5 from maxs
local expanded = rect:Expand(5); -- subtracts 5,5 from mins and adds 5,5 to maxs
if rect:Contains(cursor_pos) then
-- ...
end
if rect:Overlaps(another_rect) then
-- ...
end
local intersected = rect:Intersect(another_rect);
local tl = rect:TL();
local tr = rect:TR();
local br = rect:BR();
local bl = rect:BL();
local center = rect:Center();
local point = rect:Circle(rad(250)); -- returns point on the 250th degree
local floored = rect:Floor();
local ceiled = rect:Ceil();
local rounded = rect:Round();
if rect:IsZero() then
-- ...
end
Color
color
Last modified: 03 January 2025
This type is a color used within the rendering system.
Do not mistake this type with that is used in game! While these types are interchangeable internally, they are NOT in the API.
__call
Constructor
Creates a new color instance.
Arguments
1. Default color (translucent black).
None.
2. Integer colors.
3. Hex string.
Returns
Example
Function
Returns a white, opaque color.
Arguments
None.
Returns
Example
Function
Returns a white, transparent color.
Arguments
None.
Returns
Example
Function
Returns a black, opaque color.
Arguments
None.
Returns
Example
Function
Returns a black, transparent color.
Arguments
None.
Returns
Example
Function
Returns a red-to-green color, depending on the provided percent.
Arguments
Returns
Example
Function
Returns a black-to-white color, depending on the provided percent.
Arguments
Returns
Example
Function
Interpolates two colors.
Arguments
Returns
Example
Method
Returns integer representation of this color (RGBA format)
Arguments
None.
Returns
Example
Method
Returns integer representation of this color (ARGB format)
Arguments
None.
Returns
Example
Method
Returns integer representation of this color (BGRA format)
Arguments
None.
Returns
Example
Method
Returns integer representation of this color (ABGR format)
Arguments
None.
Returns
Example
Method
Returns darker variant of this color.
Arguments
Returns
Example
Method
Returns saturated version of this color. Opposite of darken.
Arguments
Returns
Example
Method
Modulate opacity of the color. This will take existing opacity, and multiply it by whatever value you provide. It is useful if you want to modulate same color in steps, instead of setting the accurate opacity number.
Arguments
1. Float variant.
2. Integer variant.
Returns
Example
Method
Override red and return new color.
Arguments
Returns
Example
Method
Override green and return new color.
Arguments
Returns
Example
Method
Override blue and return new color.
Arguments
Returns
Example
Method
Override opacity and return new color.
Arguments
Returns
Example
Method
Returns red color value.
Arguments
None.
Returns
Example
Method
Returns green color value.
Arguments
None.
Returns
Example
Method
Returns blue color value.
Arguments
None.
Returns
Example
Method
Returns opacity color value.
Arguments
None.
Returns
Example
Method
Return hue value of the color.
Arguments
None.
Returns
Example
Method
Returns saturation value of the color.
Arguments
None.
Returns
Example
Method
Returns brightness value of the color.
Arguments
None.
Returns
Example
Method
Construct new color from provided HSB values.
Arguments
Returns
Example
b
int
Blue color (0 to 255).
a
int
Opacity (0 to 255). Defaults to 255.
t
float
Interpolation percentile.
brightness
float
Brightness (0 to 1).
alpha
float
Override opacity of the source color. Must be either left out, or provided 0 to 1 value.
Name
Type
Description
r
int
Red color (0 to 255).
g
int
Name
Type
Description
hex
string
Hex string. Formats are: #rrggbbaa, #rrggbb, #rgba and #rgb.
local a = draw.color.White();
local b = draw.color.Black();
local i = draw.color.Interpolate(a, b, 0.5); -- gray
local num = col:RGBA();
local num = col:argb();
local num = col:BGRA();
local num = col:ABGR();
local darker = col:Darken(0.5);
local saturated = col:Lighten(0.5);
local half_opacity = col:ModA(0.5);
local full_red = col:R(1);
local full_green = col:G(1);
local full_blue = col:B(1);
local full_opacity = col:A(1);
local r = col:GetR();
local g = col:GetG();
local b = col:GetB();
local a = col:GetA();
local hue = col:H();
local saturation = col:S();
local brightness = col:V();
local new_col = col:HSV(250, 0.5, 0.1);
Layer
A layer is a type that is used to store render commands, as well as vertex and index data. This is the only way to push shapes and control rendering state.
The next render command to be pushed to the queue. This is the object you want to change to, for example, set a texture, or change rendering modes.
Field
Type:
Font to use with add_text. If nothing has been set, no text will get rendered.
Field
Type:
Texture dimensions. This value is only required if you are trying to render rounded shapes with a texture, so the rendering system will correctly map your UV coordinates to whatever shape you are rendering.
Field
Type: bool
If set to true, will skip global DPI scale. Defaults to true.
Method
Adds a filled triangle with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled quad with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled rectangle with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled circle with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor triangle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor circle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor quad.
Arguments
Returns
Nothing.
Example
Method
Adds a multicolor pill shape.
Arguments
Returns
Nothing.
Example
Method
Adds a shadow line.
Arguments
Returns
Nothing.
Example
Method
Adds a shadowed rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a glow box.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, rounded rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor rounded rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked triangle.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked quad.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked circle.
Arguments
Returns
Nothing.
Example
Method
Adds a line.
Arguments
Returns
Nothing.
Example
Method
Adds a multicolor line.
Arguments
Returns
Nothing.
Example
Method
Adds a rounded, filled rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds text.
Arguments
Returns
Nothing.
Example
Method
Overrides clip rectangle with support of intersection.
Arguments
Returns
Nothing.
Example
Method
Renders a section with blur applied to it.
Arguments
Returns
Nothing.
Example
Method
Renders a section with blur applied to it. Uses a shared texture.
Arguments
Returns
Nothing.
Example
Method
Renders a section with a frosted effect to it, like in the Xmas theme.
Arguments
Returns
Nothing.
Example
c
C point.
col
Shape color.
br
Bottom right point.
bl
Bottom left point.
col
Shape color.
c
Shape color.
segments
int
Circle segments. If set to 0, will attempt automatic segment deduction. Defaults to 0.
fill
float
Fill amount (clockwise, 0 to 1). Defaults to 1.
c
C point.
cols
table[, , ]
Colors for each point. Colors go in the very same order as the parameter list.
cols
table[, ]
Colors for the gradient, starting with the inner and ending with the outer color.
segments
int
The number of segments to approximate the circle. Defaults to 36.
fill
float
The portion of the circle to fill, where 1.0 is a full circle. Defaults to 1.0.
br
Bottom right point.
bl
Bottom left point.
cols
table[, ]
Colors for the gradient, applied from bottom to top.
radius_min
float
The minimum radius of the pill's rounded edges.
radius_max
float
The maximum radius of the pill's rounded edges.
cols
table[, ]
Colors for the gradient, applied from bottom to top.
segments
int
The number of segments for approximating rounded edges. Defaults to 16.
a
float
Max opacity. Defaults to 0.25.
bg
bool
Whether to draw a background for the rectangle. Defaults to true.