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!
Instances
Types
In this section, the most common renderer types are listed, that are not particularly bound to a specific part of the renderer.
Use the left menu (or hamburger menu on mobile) to navigate between types.
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.
Documentation Overview
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()).
Argument and return lists
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.
Types
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.
Rules
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 Control the Lua State
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.
Prioritize Safety
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.
Keep the Software Usable
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.
Publishing Tool
Welcome to the Publishing Tool documentation.
Creating a script:
Using branches:
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.
ConVar
Represents a convar used by the game.
name
FieldRead only
Type: string
CPlane
Encapsulates the plane information in the trace object.
normal
FieldRead only
Type:
mods
Usage: mods.{mod_name}
This table exposes several mods (short for Module, not Modification), that Fatality uses to operate.
events
OutlineMode
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).
RenderMode
This enum is used to toggle rendering modes.
NORMAL
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.
All bundled assets are automatically installed to a directory chosen by the API engine. See ws for usage details.
description
FieldRead only
Type: string
flags
FieldRead only
Type: int
value
FieldRead only
Type: <type>
The value of the convar represented in its type
OUTSET
Field
Outset outlining. This means that the outline will be outside of the shape (-1px from top-left, +1px from bottom-right).
CENTER
Field
Center outlining. This means that the outline will match the shape size.
WIREFRAME
Field
Wireframe rendering. This means that the polygons will no longer be filled with color, nor texture sampling will ever work.
Event manager. Use this mod if you want to listen to more in-game events.
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.
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.
6. Ensure compatibility with existing features
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.
7. Keep content respectful
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.
8. Maintain and update your items
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.
9. Be transparent with monetization
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.
10. Respect licensing and attribution
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.
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.
BL
Field
Round bottom-left corner.
BR
Field
Round bottom-right corner.
T
Field
Round both of the top corners. This produces the same result as using bit.bor(draw.Rounding.TL, draw.Rounding.TR).
L
Field
Round both of the left corners. This produces the same result as using bit.bor(draw.Rounding.TL, draw.Rounding.BL).
R
Field
Round both of the right corners. This produces the same result as using bit.bor(draw.Rounding.TR, draw.Rounding.BR).
B
Field
Round both of the bottom corners. This produces the same result as using bit.bor(draw.Rounding.BL, draw.Rounding.BR).
ALL
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).
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.
RIGHT
Field
Align right. It will mean that the text position's X coordinate is located at the right side of the text area.
TOP
Field
Align top. It will mean that the text position's Y coordinate is located at the top side of the text area.
BOTTOM
Field
Align bottom. It will mean that the text position's Y coordinate is located at the bottom side of the text area.
FontFlags
This enum determines which flags a font object should possess. Setting those flags is only possible during type construction.
SHADOW
Field
Adds a 1px shadow to font glyphs.
OUTLINE
Field
Adds a 1px outline to font glyphs.
ANTI_ALIAS
Field
Enable antialiasing on font glyphs. This flag only works on GDI fonts.
NO_DPI
Field
Disable DPI scaling on this font. By default, font glyphs will be scaled in accordance to the global DPI scale.
NO_KERN
Field
Disable glyph kerning on this font.
MONO
Field
Enables a strong hinting algorithm for rasterization. Only works on FreeType fonts.
LIGHT
Field
Enables a light hinting algorithm for rasterization. Only works on FreeType fonts.
CFiringMode
Firing mode information.
values_arr
FieldRead only
Type: <type>
Values.
CSWeaponMode
This enum represents the firing mode for a weapon.
PRIMARY_MODE
Field
Primary mode (usually left mouse button).
SECONDARY_MODE
Field
Secondary mode (usually right mouse button).
Types
In this section, the most common gui types are listed, that are not particularly bound to a specific part of the gui.
Use the left menu (or hamburger menu, if you are on mobile) to navigate between types.
This resource only goes over the basics of library development. If you wish to learn more about libraries, please go here.
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:
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'))
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.
Core Concepts
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;
Item - a single Workshop entry. This can be a script, a library, or a config;
Build - a specific version of an item that gets delivered to the end user;
Branch - a channel that holds a single build (e.g. stable, beta);
Dependency - a required library that an item relies on to function;
Capability - a permission that unlocks restricted API functions (e.g. filesystem access, clipboard).
Next Steps
Read the .
Complete a tutorial.
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
After these actions are complete, your new build will be available for users instantly.
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.
Additionally, you may want to test upcoming builds before they hit the Live item. For that, we recommend looking into .
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:
Creating a branch
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:
Add users (they’ll be allowed to opt in).
Set a price (makes the branch public so anyone can purchase it).
Note: Adding users does not automatically enable the branch for them. It only gives them the option to join.
Managing Builds
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.
This immediately makes that build available to anyone using the branch.
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.
Referencing Libraries
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.
Event_t
Event usertype. An instance of this type can be found in events.
Add
Method
Adds a callback to the event.
Arguments
Name
Type
Description
Returns
Nothing.
Example
Remove
Method
Removes a callback from the event.
Arguments
Name
Type
Description
Returns
Nothing.
Example
CCSGOInput
Usage: game.input.{field_or_method}
This type represents the game's command input system.
m_bInThirdPerson
FieldRead only
Type: bool
true if currently in the third person.
GetViewAngles
Method
Returns current camera view angles.
Arguments
None.
Returns
Type
Description
Example
SetViewAngles
Method
Sets new camera view angles.
Arguments
Name
Type
Description
Returns
Nothing.
Example
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
CGameUIFuncs
Usage: game.gameUIFuncs:{method}
This type represents the game's UI functions.
GetBindingForButtonCode
Method
Returns the binding name for a button code.
Arguments
Name
Type
Description
Returns
Type
Description
Example
CCVar
Usage:
Usage: game.cvar:{method}
This type represents the game's cvar system.
Find
Method
Get the game's cvar under this name.
Arguments
Returns
Example
Ray_t
Describes the ray type used by the tracing methods.
SetHull
Method
Changes the shape of the ray to a box/hull, using the specified mins and maxs.
Arguments
Returns
Nothing.
Example
SetSphere
Method
Changes the shape of the ray to a sphere, using the specified center position and radius.
Arguments
Returns
Nothing.
Example
PenResult_t
This type encapsulates all penetration data returned from FireBullet.
damage
Field
The damage done by the weapon.
hitgroup
Field
The hitgroup that was hit. May be invalid.
GetHitPos
Method
Returns one of the bullet impacts.
Arguments
Name
Type
Description
Returns
Type
Description
Example
GetHitPosCount
Method
Returns how many bullet impacts there is.
Arguments
None.
Returns
Type
Description
Example
Events_t
Usage: mods.events.{method}
This module lets you manage custom in-game event listener.
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
Method
Adds a game event to the listener.
Internally we listen to the following events:
bullet_impact
weapon_fire
Arguments
Name
Type
Description
Returns
Nothing.
Example
Glyph_t
This type represents a glyph object.
codepoint
FieldRead only
Type: int
Character codepoint.
size
FieldRead only
Type:
Glyph dimensions.
offset
FieldRead only
Type:
Glyph offset.
uv
FieldRead only
Type:
UV rect on the texture atlas.
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
ForEachZ
Method
Loops the entities in the reverse order.
Arguments
Returns
Nothing.
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.
handle
Field
Type:
Entity's handle. You may store this elsewhere if you need to have global access to an entity.
avatar
Field
Type:
This field is only available on entries that use C_CSPlayerController type.
Player's profile picture. Will be nil if was yet to be initialized.
visuals
Field
Type: PlayerEntryVisualData
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.
Player's ESP information.
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
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
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.
Adapter
This type represents a rendering adapter used within the rendering system.
GetBackBuffer
Method
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.
FontGDI
This type represents a font object. Internally, this type uses GDI library to rasterize font glyphs.
This type inherits type. All of its base methods and fields are also available in this type.
__call
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 .
obj
CCSWeaponBaseVData
This type represents a weapon's static data.
__index
Function
Attemps to search for a field in this class.
CSWeaponCategory
This enum represents the category classification for weapons in the game.
OTHER
Field
Context
This type represents the GUI context.
Find
Method
Finds a control by ID.
C_BaseCSGrenadeProjectile
This type represents a grenade projectile.
This type inherits type. All of its base methods and fields are also available in this type.
GetAbsOrigin
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.
SECONDARY
Field
Represents secondary weapons, such as pistols.
SMG
Field
Represents submachine guns (SMGs).
RIFLE
Field
Represents rifles, including assault rifles and sniper rifles.
HEAVY
Field
Represents heavy weapons, such as machine guns and shotguns.
m_flRealTime
Field
Type: float
Time passed since the game start, in seconds.
m_iFrameCount
Field
Type: int
Amount of frames rendered since the game start.
m_flAbsFrameTime
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.
m_iMaxClients
Field
Type: int
Maximum amount of clients on the current server.
m_iTicksThisFrame
Field
Type: int
Amount of ticks passed during the currently rendered frame. Any value above 1 might indicate a stall during rendering.
m_flRenderFrameTime
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.
m_flCurTime
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.
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.
BL
Field
Draw bottom-left corner.
BR
Field
Draw bottom-right corner.
T
Field
Draw top line.
L
Field
Draw left line.
R
Field
Draw right line.
B
Field
Draw bottom line.
ALL_LEFT
Field
Draw all the left side shapes. This includes both left corners and the line.
ALL_RIGHT
Field
Draw all the right side shapes. This includes both right corners and the line.
ALL_TOP
Field
Draw all the top side shapes. This includes both top corners and the line.
ALL_BOTTOM
Field
Draw all the bottom side shapes. This includes both bottom corners and the line.
ALL
Field
Draw the entire glow around the shape.
NO_BOTTOM
Field
Draw glow except for the bottom line.
NO_TOP
Field
Draw glow except for the top line.
NO_RIGHT
Field
Draw glow except for the right line.
NO_LEFT
Field
Draw glow except for the left line.
HitGroup_t
This enum represents the unique identifier for all player hitgroups. Not to be confused with EHitBox.
HEAD
Field
NECK
Field
STOMACH
Field
RIGHTARM
Field
LEFTARM
Field
RIGHTLEG
Field
LEFTLEG
Field
GENERIC
Field
UNUSED
Field
INVALID
Field
GEAR
Field
SPECIAL
Field
ObserverMode_t
This enum represents the observer modes available in the game.
NONE
Field
Represents no observer mode (not spectating anyone).
FIXED
Field
Represents a fixed camera position.
IN_EYE
Field
Represents observing from the perspective of the player being spectated.
CHASE
Field
Represents a chase camera that follows the player being spectated.
ROAMING
Field
Represents a free-roaming camera.
DIRECTED
Field
Represents an automatically directed camera, typically controlled by the game or server.
MouseButton
This enum represents mouse buttons.
LEFT
Field
Left mouse button.
RIGHT
Field
Right mouse button.
MIDDLE
Field
Middle (scroll wheel) mouse button
BACK
Field
"Back" mouse button (side button 1).
FORWARD
Field
"Forward" mouse button (side button 2).
ShadowDir
This enum is used to determine shadow direction for add_shadow_line method.
UP
Field
The darkest side of the shadow will be at the bottom.
DOWN
Field
The darkest side of the shadow will be at the top.
LEFT
Field
The darkest side of the shadow will be on the left side.
RIGHT
Field
The darkest side of the shadow will be on the right side.
-- 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
fn
function
Callback function. Arguments that are accepted by the function are dictated by the event instance.
fn
function
Callback function, that was earlier passed to the add() function.
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 Command 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.
Create
Method
Creates a managed object in GPU memory.
You should Create() an object only once. Invoking this method after the object was created will be meaningless.
Arguments
None.
Returns
Nothing.
Example
Destroy
Method
Destroys a managed object in GPU memory.
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 **.
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 ang = game.input:GetViewAngles();
game.input:SetViewAngles(math.Vec3(0, 0, 0));
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
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.
local positions = {}
for i = 1, pen_result:GetHitPosCount() do
positions[i] = pen_result:GetHitPos(i - 1)
end
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 !
Adding the row to a group
With the control and row ready, let’s add them to a group.
To view group and control IDs, you can enable Debug mode in the SCRIPTS tab.
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!
It is very important to call Reset() method if you add multiple controls, so the layout will stack everything correctly.
Using the value
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:
Returns a back buffer texture. May return a blank or outdated texture, if the back buffer texture was not updated.
Arguments
None.
Returns
Type
Description
Back buffer texture pointer.
Example
GetBackBufferDownsampled
Method
Returns a 4x down sampled version of the back buffer texture.
Arguments
None.
Returns
Type
Description
Downsampled back buffer texture pointer.
Example
GetSharedTexture
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
Constructor
Constructs a font object.
Arguments
Name
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.
In this tutorial you’ll create and publish a script to the Storefront. The same flow applies to Libraries and Configs.
Create the item
Go to Workshop -> Manage Items and click Create new item.
Fill out:
Title
Game (the supported title your script targets)
Item type (Script / Library / Config)
Warning: You cannot change the item type later.
Upload a build
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
Note: You can upload a ZIP to bundle assets alongside the script. See
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.
Tip: Use a Beta branch to test new builds with a subset of users before moving them to Default. See
Configure capabilities
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.
Best practice: Request the minimum capabilities your script actually uses. Users will see and approve these.
Prepare the Storefront listing
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.
Global Functions
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.
print
Function
Prints text to game's console. Automatically inserts a space between parameters.
Arguments
Name
Type
Description
Example
error
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.
Arguments
Name
Type
Description
Example
unpack
Function
Unpacks a table of elements.
Arguments
Name
Type
Description
Example
Delay
Function
Delays a callback by a certain amount of time, in seconds.
Arguments
Name
Type
Description
Example
__shutdown
Function
Special function, it's called whenever the script unloads. Isn't called in case of errors.
Arguments
None.
Example
CNetChan
Provides a way to interface with a Network Channel's class.
GetAddress
Method
If the current channel is null, this function will return nil instead.
Returns address string of the remote machine.
Arguments
None.
Returns
Example
IsLoopback
Method
If the current channel is null, this function will return nil instead.
Returns whether the current channel is connected to the local machine (loopback address).
Arguments
None.
Returns
Example
IsNull
Method
Returns whether the channel is stubbed.
Arguments
None.
Returns
Example
GetLatency
Method
If the current channel is null, this function will return nil instead.
Returns current latency to the remote server (in seconds).
Arguments
None.
Returns
Example
CGameTrace
Encapsulates all tracing information returned by the tracing methods.
m_pEnt
FieldRead only
Type:
m_EntHandle
FieldRead only
Type:
m_vStartPos
FieldRead only
Type:
m_vEndPos
FieldRead only
Type:
m_Plane
FieldRead only
Type:
m_flFraction
FieldRead only
Type: number
m_iPhysBone
FieldRead only
Type: number
m_nEntBone
FieldRead only
Type: number
m_bStartSolid
FieldRead only
Type: boolean
DidHit
Method
Returns whether or not the trace hit an entity or the world.
Arguments
Nothing.
Returns
DidHitWorld
Method
Returns whether or not the trace hit the world.
Arguments
Nothing.
Returns
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
GetFirstByClass
Function
Finds and returns the first entity from a specific class.
Arguments
Returns
Example
Accessor
accessor
Last modified: 03 January 2025
This type represents a safe way to access maps.
Note that <type> indicates the specific type this instance holds. Accessor<> for example means that Get will return an instance of , and Set will only accept the type as it's obj parameter.
__index
Function
Returns an object by key.
Arguments
Returns
Example
__newindex
Function
Sets an object by key.
Arguments
Returns
Nothing.
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
GetAs
Method
Returns the value casted as another game class. Automatically dereferences pointers.
Arguments
Returns
Example
Set
Method
Sets the value.
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
id
FieldRead only
Type: int
Hashed representation of the ID.
idString
FieldRead only
Type: string
Normal representation of the ID.
NotificationSystem
This type represents a notification system.
Add
Method
Adds a notification to the list.
Arguments
Returns
Nothing.
Example
Notification
This type represents a notification item.
__call
Constructor
Constructs the notification.
Arguments
Returns
Example
User_t
This type represents basic user information.
avatar
FieldRead only
Type: ?
User's avatar. May be nil.
username
FieldRead only
Type: string
User's username.
First Steps
Now that you’ve covered the essentials, it’s time to start scripting.
Fire up a text editor
Feel free to use any text editor you prefer: , , or even a simple Notepad.
Local scripts are located here: <CS2_Directory>/game/csgo/fatality/scripts. You may notice there's also a lib
CEngineClient
Usage: game.engine:{method}
An instance of this type provides a way to interface with Source 2's Engine-to-Client service.
GetLastTimestamp
penetration
Usage: mods.penetration.{method}
Methods in this namespace are accessed with the . operator, not the usual : operator.
CHandle
This type represents an entity handle.
You can also compare this type using a == operator.
C_CSWeaponBase
This type represents a CCSWeaponBase entity.
This type inherits type. All of its base methods and fields are also available in this type.
EHitBox
This enum represents the unique identifier for all player hitboxes.
HEAD
Field
local cb = gui.Checkbox('my_checkbox');
local row = gui.MakeControl('My checkbox', cb);
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 bb = adapter:GetBackBuffer();
local ds = adapter:GetBackBufferDownsampled();
local shared = adapter:GetSharedTexture();
local sys_font = draw.FontGDI('Calibri', 14);
local price = wpn_data.m_nPrice;
local price = wpn_data['m_nPrice']; -- this also works
local some_cb = gui.ctx:Find('some_cb');
local org = wep:GetAbsOrigin();
local type = gren:GetGrenadeType();
local cb = gui.Checkbox('my_checkbox_id') -- Auto converts into ControlID
Delay(0.5, function()
print('Print after 0.5 seconds')
end)
function __shutdown()
print('Script was unloaded successfully.')
end
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
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 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;
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
local id = gui.ControlID('my_id');
local notif = gui.Notification('Hello', 'Lua works!');
local ent = handle:Get();
if handle:Valid() then
-- ...
end
if handle:IsClientSide() then
-- ...
end
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.
Now, let's break down this example script:
Defining a callback function
Most of your scripting will run within several callbacks 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.
Defining something local is optional, although recommended for clearer scope management.
Accessing drawing layer
With the callback function defined, let’s actually render something on the screen!
To do this, you first need to access the drawing layer. 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:
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
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 draw.fonts. To access a font, either use dot syntax, or treat it like a dictionary:
Drawing text
With the font set, it’s time to draw some text.
Invoke the AddText method on the layer. Notice that it’s called using the colon syntax: obj:fn(), because it’s a method.
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.
Registering a callback
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 Add method on events.presentQueue.
Result
That's it! If you've done everything correctly, you should see something like this:
This type is an animated texture. This texture type only supports animated GIF types, and does not support APNG.
This type inherits Texturetype. 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
shouldLoop
Field
Type: bool
If set to false, will not loop the animation automatically. Defaults to true.
ResetLoop
Method
Reset loop to run from the first frame.
Arguments
None.
Returns
Nothing.
Example
SetFrame
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.
Frame count starts from 0.
Arguments
Returns
Nothing.
Example
GetFrameCount
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 FontBase 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
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 CHandle, and use it's Get method to retrieve the entity again, when needed.
players
Field
Type: <>
Player pawns.
controllers
Field
Type: <>
Player controllers.
items
Field
Type: <>
Items (held).
droppedItems
Field
Type: <>
Dropped items.
projectiles
Field
Type: <>
Grenade projectiles.
GetLocalPawn
Function
Returns the local player's pawn.
Arguments
None.
Returns
Example
GetLocalController
Function
Returns the local player's controller.
Arguments
None.
Returns
Example
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);
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);
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();
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)
local gif = draw.AnimatedTexture('funny_gif.gif');
gif:ResetLoop();
gif:SetFrame(5);
local frames = gif:GetFrameCount();
gif:SetFrame(frames - 2); -- set to the last frame
local cool_font = draw.Font('myfont.ttf', 16);
local lp = entities.GetLocalPawn();
local lp_ctrl = entities.GetLocalController();
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 Event_t. This table documents events to be used by your scripts.
You are not required to remove events when your script unloads. It is done automatically by the API engine.
There is an equivalent to an unload or shutdown callback, check it out .
presentQueue
Field
Invoked each time the game queues a frame for rendering. This is the only permitted location for drawing on screen.
Arguments
None.
frameStageNotify
Field
Invoked every time the game progresses onto another frame stage. This event is called before the game handles a new frame stage.
Arguments
Name
Type
Description
renderStartPre
Field
Invoked every time game starts the scene rendering process. This event is called before the game's function runs.
Arguments
None.
renderStartPost
Field
Invoked every time game starts scene rendering process. This event is called after the game's function runs.
Arguments
Name
Type
Description
setupViewPre
Field
Invoked every time the game sets up the view information. This event is called after the game's function runs.
You can retrieve the view information from game.viewRender service.
Arguments
None.
overrideView
Field
Invoked every time the game internally overrides view information. You are free to change whatever you like in the provided view setup.
Arguments
createMove
Field
Invoked every time the game processes a game tick.
Arguments
event
Field
Invoked every time a game event fires.
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
Arguments
Name
Type
Description
input
Field
Invoked every time the GUI processes input.
Arguments
Name
Type
Description
menuToggled
Field
Invoked every time the GUI window is opened or closed.
Arguments
Name
Type
Description
playerInfoPre
Field
Invoked every time before the player ESP is rendered. Useful for accessing the rendering layer for visuals or adding new elements to ESP.
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.
Arguments
Name
Type
Description
playerInfoPost
Field
Invoked every time after the player ESP is rendered.
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.
Arguments
Name
Type
Description
CPhysicsQueryInterface
Usage:
Usage: game.physicsQueryInterface:{method}
This type encapsulates all tracing functionalities.
TraceRay
Function
Performs a regular trace ray call. Skips local player.
Arguments
Returns
Example
TraceMovement
Function
Performs a trace ray call using the player movement mask. Skips local player.
Arguments
Returns
Example
TraceGrenade
Function
Performs a trace call using the grenade mask, as a line. Doesn't use a custom ray.
Arguments
Returns
TraceGrenadeHull
Function
Performs a trace call using the grenade mask, as a hull. Doesn't use a custom ray.
Arguments
Returns
Command
This type is used to change render command parameters.
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.
texture
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 .
fragShader
Field
Type:
Fragment shader (aka Pixel Shader in DirectX terms) 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 .
clipRect
Field
Type: ?
Clip rectangle used for scissor testing. If this is set to nil, will not clip anything.
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
Field
Type: ?
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.
alpha
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.
rotation
Field
Type: float
Shape rotation. Not all shapes support this field. The value is set in degrees, not radians.
antiAlias
Field
Type: bool
If set to true, will apply tesselation to shapes.
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
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.
chainedCall
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.
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.
onlyDownsampled
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.
captureBackBuffer
Field
Type: bool
An alias to onlyDownsampled.
isTile
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.
mode
Field
Type:
Rendering mode. You can read more about it in the type's documentation.
local ray = Ray_t()
local from = Vector(0, 0, 0)
local to = Vector(100, 100, 100)
local trace = game.physicsQueryInterface:TraceRay(ray, from, to)
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)
This table describes the rendering system of the software.
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
FieldRead only
Type:
Rendering adapter.
textures
FieldRead only
Type: <>
A string to 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).
Built-in textures:
gui_loading: loading spinner
fonts
FieldRead only
Type: <>
A string to 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).
Built-in fonts:
gui_debug: Verdana, 13px
shaders
FieldRead only
Type: <>
A string to 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).
Build-in shaders:
blur_f: gaussian blur shader
surface
FieldRead only
Type:
The layer you can render on.
GetTime
Method
Returns current render time, alias to .
Arguments
None.
Returns
Example
GetFrameTime
Method
Returns current frame time, alias to .
Arguments
None.
Returns
Example
GetScale
Method
Returns current render DPI scaling multiplier.
Arguments
None.
Returns
Example
GetDisplay
Method
Returns current render screen size, similar to .
Arguments
None.
Returns
Example
CreatePanoramaSvgTexture
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
Returns
Example
Vec2
__call
Constructor
Creates a new 2D vector instance.
Arguments
1. Default vector (0, 0).
None.
2. Single value.
3. XY values.
Returns
Example
x
Field
Type: float
X coordinate.
y
Field
Type: float
Y coordinate.
Clone
Method
Returns a copy of this vector instance.
Arguments
None.
Returns
Example
Floor
Method
Returns floored variant of this vector.
Arguments
None.
Returns
Example
Ceil
Method
Returns ceiled variant of this vector.
Arguments
None.
Returns
Example
Round
Method
Returns rounded variant of this vector.
Arguments
None.
Returns
Example
Len
Method
Returns length of this vector.
Arguments
None.
Returns
Example
LenSqr
Method
Returns squared length of this vector.
This method is de-facto faster than the non-squared variant. Use it, if you need extra performance.
Arguments
None.
Returns
Example
Dist
Method
Returns distance to another vector.
Arguments
Returns
Example
DistSqr
Method
Returns squared distance to another vector.
This method is de-facto faster than the non-squared variant. Use it, if you need extra performance.
Arguments
Returns
Example
Bits
This type represents a bitset value.
Maximal bit number for this type is 63. Setting or getting any bits outside of that range will cause a crash.
Reset
Method
Resets the value.
Arguments
None.
Returns
Nothing.
Example
GetRaw
Method
Returns the raw value.
Arguments
None.
Returns
Example
SetRaw
Method
Sets the raw value.
Arguments
Returns
Nothing.
Example
None
Method
Returns true if no bits are set.
Arguments
None.
Returns
Example
Set
Method
Enables a bit.
Arguments
Returns
Nothing.
Example
Unset
Method
Disables a bit.
Arguments
Returns
Nothing.
Example
Get
Method
Returns bit state.
Arguments
Returns
Example
Toggle
Method
Toggles bit state.
Arguments
Returns
Nothing.
Example
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.
CHitboxInfo
This type encapsulates all of the hitbox information that can be retrieved.
GetName
Method
Returns the name of the hitbox.
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 inacc = wep:GetInaccuracy(CSWeaponMode.PRIMARY_MODE);
local spread = wep:GetSpread(CSWeaponMode.PRIMARY_MODE);
local wep_id = wep:GetID();
local type = wep:GetType();
local data = wep:GetData();
if wep:IsGun() then
-- ...
end
if wep:IsAttackable() then
-- ...
end
if wep:HasSecondaryAttack() then
-- ...
end
if wep:HasSpread() then
-- ...
end
math
Usage: math.{func}
This table extends the existing math table that is a part of Lua.
CalcAngle
Function
Calculates angles between 2 vectors.
Arguments
Name
Type
Description
Returns
Type
Description
Example
AngleNormalize
Function
Normalizes an angle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
ApproachAngles
Function
Approaches an angle over time.
Arguments
Name
Type
Description
Returns
Type
Description
Example
EdgePoint
Function
Returns a point on the edge of a box.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Lerp
Function
Linear interpolation.
Arguments
Name
Type
Description
Returns
Example
VectorAngles
Function
Calculates angles from a vector.
Arguments
Name
Type
Description
Returns
Type
Description
Example
WorldToScreen
Function
Transforms a point in the game world onto the viewport.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Clamp
Function
Clamps a value between min and max.
Arguments
Name
Type
Description
Returns
Type
Description
Example
RemapVal
Function
Maps the value from one range to another range.
Arguments
Name
Type
Description
Returns
Type
Description
Example
RemapValClamped
Function
Maps the value from one range to another range. Additionally, clamps the value based on the source range.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Vec2
Function
An alias to .
Example
Vec3
Function
An alias to .
Example
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 Managed type. All of its base methods and fields are also available in this type.
Definitions:
codepoint: Unicode representation of the character.
kerning: a distance between two characters.
glyph: visual representation of a character.
height
FieldRead only
Type: float
Font height, in pixels.
ascent
Field
Type: float
Font ascent value, in pixels.
descent
Field
Type: float
Font descent value, in pixels.
lineGap
Field
Type: float
Font line gap, in pixels.
kerningGap
Field
Type: float
Font kerning gap, in pixels.
outlineAlpha
Field
Type: float
Font outline opacity (0 to 1). Defaults to 0.45.
flags
FieldRead only
Type:
Font flags. Use bit library to read flags.
yOffset
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.
xOffset
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.
fallbackFont
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.
dropshadowColor
Field
Type:
Shadow color. Only R, G, B values are used.
GetKernedCharWidth
Method
Returns character width, included with kerning.
Arguments
Returns
Example
GetKerning
Method
Returns kerning value for a single character. If kerning is disabled, will instead return kerning gap.
Arguments
Returns
Example
GetTextSize
Method
Returns text area size.
Arguments
Returns
Example
WrapText
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
GetGlyph
Method
Returns glyph information for a character.
Arguments
Returns
Example
GetTexture
Method
Returns a texture atlas that contains the provided glyph.
Arguments
Returns
Example
gui
Usage:
gui.{func_or_field}
Usage: gui.{func_or_field}
This table exposes the GUI system of the software.
All types and enums described in the child sections must be prefixed with gui..
ctx
Field
Type:
GUI context.
notify
Field
Type:
Notification system.
input
Field
Type:
Input context.
MakeControl
Function
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
Returns
Example
MakeControlEasy
Function
A quick wrapper for MakeControl , returns both the menu element and control.
Available types are:
Arguments
Returns
Example
MakeStackedGroups
Function
Creates a vertical stack with two or more .
Arguments
Returns
Example
IsVisible
Function
Returns whether or not the menu is currently open.
Returns
Example
GetActiveOverridePath
Function
Returns the current ragebot/legitbot weapon or category path.
Should only be called when you're alive, causes undefined behavior otherwise.
Arguments
None.
Returns
Type
Description
Example
GetMainWindow
Function
Returns the menu's main window.
Arguments
None.
Returns
Type
Description
Example
GetHotkeyList
Function
Returns list of all controls with hotkeys currently added.
Arguments
None.
Returns
Type
Description
Example
GetThemeColors
Function
Returns list of all colors being used the GUI theme.
local ang = math.ApproachAngles(from, to, 1.0 / game.globalVars.frame_time);
local point = math.EdgePoint(mins, maxs, dir, 5);
local mid = math.Lerp(0, 100, 0.5);
local ang = math.VectorAngles(fw);
local point = math.WorldToScreen(game_point);
local x = math.Clamp(50, 5, 25); -- 25
local mapped = math.RemapVal(0.5, 0, 1, 0, 100); -- 50
local mapped = math.RemapValClamped(5, 0, 1, 0, 100); -- 100
local vec = math.Vec2(5, 5);
local vec = math.Vec3(5, 12, 5);
local w = font:GetKernedCharWidth(prev_cp, cp);
local k = font:GetKerning(cp);
local sz = font:GetTextSize('Hello!');
local shorter = font:WrapText('This is some very long text!', 50);
local glyph = font:GetGlyph(cp);
local atlas = font:GetTexture(glyph);
local row = gui.MakeControl('Hello checkbox!', my_cb);
checkbox
slider
color_picker
text_input
combo_box
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)
Control
This type represents an abstract GUI control.
id
FieldRead only
Type: int
Control ID.
idString
FieldRead only
Type: string
String representation of control's ID. This may be empty for some controls.
isVisible
FieldRead only
Type: bool
Control's visibility state.
parent
FieldRead only
Type: control?
Parent control. Might be nil on some controls.
type
FieldRead only
Type:
Control's type.
inactive
Field
Type: bool
If set to true, will mark this control to the inactive state.
inactiveText
Field
Type: string
Tooltip replacement to show when control is inactive.
inactiveColor
Field
Type:
Label color override for inactive controls.
tooltip
Field
Type: string
Tooltip text.
pos
Field
Type:
Relative position of this control
size
Field
Type:
Total size of this control
sizeToParentW
Field
Type: boolean
Whether or not the width of this control is locked to it's parent container
sizeToParentH
Field
Type: boolean
Whether or not the height of this control is locked to it's parent container
isTakingInput
Field
Type: boolean
May not be available for all controls.
Whether or not this control handles input in any way.
isTakingKeys
Field
Type: boolean
May not be available for all controls.
Whether or not this control is listening to generic key presses.
isTakingText
Field
Type: boolean
May not be available for all controls.
Whether or not this control is listening and handling text input.
margin
Field
Type: rect
The margin/offset to the parent container. Left, top, right and bottom, respectively.
isMouseOnMe
Field
Type: boolean
May not be available for all controls.
Whether or not the user is hovering this control.
aliases
Field
Type: table[string]
Alias list for this control. Used in search box to support different naming (e.g. if a user searches for "Double tap", will find "Rapid fire" instead).
GetPosAbs
Method
Returns this control's position relative to the screen origin (0, 0).
Arguments
None.
Returns
Type
Description
Example
GetArea
Method
Returns a rectangle containing the area of this control relative to the current container.
Arguments
Returns
Type
Description
Example
GetAreaAbs
Method
Returns a rectangle containing the area of this control relative to the screen origin (0, 0).
Arguments
Returns
Type
Description
Example
GetLabel
Method
Returns the label of this control in the menu.
This does not work for types. Use the text field instead.
Arguments
None.
Returns
Type
Description
Example
GetHotkeyState
Method
Returns true if any of the control's hotkeys are active.
Arguments
None.
Returns
Type
Description
Example
HasHotkeys
Method
Returns true if this control has any hotkeys.
Arguments
None.
Returns
Type
Description
Example
SetDimensions
Method
Overrides the offset and size for this control.
This method does not override sizeToParentW and sizeToParentH.
Arguments
Returns
Nothing.
Example
SetVisible
Method
Changes visibility state for this control.
Calling this method on controls that are located in layouts with large amount of other controls will inevitably cause performance issues due to auto-stacking.
Arguments
Name
Type
Description
Returns
Nothing.
Example
AddCallback
Method
Adds a callback to this control.
Arguments
Name
Type
Description
Returns
Nothing.
Example
Cast
Method
Attempts to downcast the control to the correct type.
Due to Lua engine's limitations, it is impossible to automatically downcast variables. Usually there is no need to call this method, unless you found some control that wasn't somehow already cast to the desired type. find() methods automatically perform the cast to the correct type.
Arguments
None.
Returns
Type
Description
Example
Reset
Method
Resets control's state. This action is usually required if you change control's value directly by interacting with .
You also should call this method on layouts if you add multiple controls into them.
Arguments
None.
Returns
Nothing.
Example
C_CSPlayerPawn
This type represents a C_CSPlayerPawn class.
This type inherits type. All of its base methods and fields are also available in this type.
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
Method
Returns current cursor position.
Arguments
None.
Returns
Example
CursorPrev
Method
Returns previous cursor position.
Arguments
None.
Returns
Example
CursorDelta
Method
Delta value between previous and current cursor positions.
Arguments
None.
Returns
Example
DidCursorMove
Method
Returns true if the cursor did move since the last input.
Arguments
None.
Returns
Example
DidWheelMove
Method
Returns true if mouse scroll wheel did move since the last input.
Arguments
None.
Returns
Example
DidProcessMouse
Method
Returns true if any mouse key's state had changed.
Arguments
None.
Returns
Example
ButtonReleased
Method
Returns true if any key was released since the last input.
Arguments
None.
Returns
Example
WheelDelta
Method
Returns the amount of rows scrolled this input.
Arguments
None.
Returns
Example
IsMouseUp
Method
Returns true if the mouse key is up (depressed).
Arguments
Returns
Example
IsMouseDown
Method
Returns true if the mouse key is down (pressed).
Arguments
Returns
Example
IsMouseClicked
Method
Returns true if the mouse key is clicked (switched from depressed to pressed state).
Arguments
Returns
Example
IsMouseReleased
Method
Returns true if the mouse key is released (switched from pressed to depressed state).
Arguments
Returns
Example
DidProcessKey
Method
Returns true if any key's state had changed.
Arguments
None.
Returns
Example
IsKeyUp
Method
Returns true if a key is up (depressed).
Arguments
Returns
Example
IsKeyDown
Method
Returns true if a key is down (pressed).
Arguments
Returns
Example
IsKeyClicked
Method
Returns true if a key is clicked (switched from depressed to pressed state).
Arguments
Returns
Example
IsKeyReleased
Method
Returns true if a key is released (switched from pressed to depressed state).
Arguments
Returns
Example
EItemDefinitionIndex
This enum represents the unique identifier for various weapons in the game.
NONE
Field
if player:ShouldDraw() then
-- ...
end
if player:IsLeftHanded() then
-- ...
end
local org = player:GetAbsOrigin();
local ang = player:GetAbsAngles();
local vel = player:GetAbsVelocity();
player:SetAbsOrigin(my_vec);
player:SetAbsAngles(my_ang);
player:SetAbsVelocity(my_vel);
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 i, v in ipairs(weapons) do
print(v:get_id())
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);
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
Height
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
Size
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
Explode
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
HalfWidth
Method
Returns a rectangle with half of the width of this rectangle.
Arguments
None.
Returns
Type
Description
Example
Translate
Method
Translates (moves) this rectangle by vector coordinates.
Arguments
Name
Type
Description
Returns
Type
Description
Example
MarginLeft
Method
Move rectangle from the left by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
MarginRight
Method
Move rectangle from the right by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
MarginTop
Method
Move rectangle from the top by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
MarginBottom
Method
Move rectangle from the bottom by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
PaddingLeft
Method
Adds the value to the left side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
PaddingRight
Method
Adds the value to the right side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
PaddingTop
Method
Adds the value to the top side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
PaddingBottom
Method
Adds the value to the bottom side of the rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Shrink
Method
Shrinks (implodes) the rectangle by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Expand
Method
Expands (explodes) the rectangle by given amount.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Contains
Method
Returns true if this rectangle contains either vector or another rectangle.
Rectangle overload will return true ONLY of entire other rectangle is within the bounds of this one.
Arguments
1. Vector variant.
Name
Type
Description
2. Rectangle variant.
Name
Type
Description
Returns
Type
Description
Example
Overlaps
Method
Returns true if the other rectangle overlaps with this rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
Intersect
Method
Intersects this rectangle with another rectangle.
Arguments
Name
Type
Description
Returns
Type
Description
Example
TL
Method
Returns top-left vector.
Arguments
None.
Returns
Type
Description
Example
TR
Method
Returns top-right vector.
Arguments
None.
Returns
Type
Description
Example
BR
Method
Returns bottom-right vector.
Arguments
None.
Returns
Type
Description
Example
BL
Method
Returns bottom-left vector.
Arguments
None.
Returns
Type
Description
Example
Center
Method
Returns center point of this rectangle.
Arguments
None.
Returns
Type
Description
Example
Circle
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
Floor
Method
Returns floored rectangle.
Arguments
None.
Returns
Type
Description
Example
Ceil
Method
Returns ceiled rectangle.
Arguments
None.
Returns
Type
Description
Example
Round
Method
Returns rounded rectangle.
Arguments
None.
Returns
Type
Description
Example
IsZero
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
White
Function
Returns a white, opaque color.
Arguments
None.
Returns
Example
WhiteTransparent
Function
Returns a white, transparent color.
Arguments
None.
Returns
Example
Black
Function
Returns a black, opaque color.
Arguments
None.
Returns
Example
BlackTransparent
Function
Returns a black, transparent color.
Arguments
None.
Returns
Example
Percent
Function
Returns a red-to-green color, depending on the provided percent.
Arguments
Returns
Example
Gray
Function
Returns a black-to-white color, depending on the provided percent.
Arguments
Returns
Example
Interpolate
Function
Interpolates two colors.
Arguments
Returns
Example
RGBA
Method
Returns integer representation of this color (RGBA format)
Arguments
None.
Returns
Example
ARGB
Method
Returns integer representation of this color (ARGB format)
Arguments
None.
Returns
Example
BGRA
Method
Returns integer representation of this color (BGRA format)
Arguments
None.
Returns
Example
ABGR
Method
Returns integer representation of this color (ABGR format)
Arguments
None.
Returns
Example
Darken
Method
Returns darker variant of this color.
Arguments
Returns
Example
Lighten
Method
Returns saturated version of this color. Opposite of darken.
Arguments
Returns
Example
ModA
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
R
Method
Override red and return new color.
Arguments
Returns
Example
G
Method
Override green and return new color.
Arguments
Returns
Example
B
Method
Override blue and return new color.
Arguments
Returns
Example
A
Method
Override opacity and return new color.
Arguments
Returns
Example
GetR
Method
Returns red color value.
Arguments
None.
Returns
Example
GetG
Method
Returns green color value.
Arguments
None.
Returns
Example
GetB
Method
Returns blue color value.
Arguments
None.
Returns
Example
GetA
Method
Returns opacity color value.
Arguments
None.
Returns
Example
H
Method
Return hue value of the color.
Arguments
None.
Returns
Example
S
Method
Returns saturation value of the color.
Arguments
None.
Returns
Example
V
Method
Returns brightness value of the color.
Arguments
None.
Returns
Example
HSV
Method
Construct new color from provided HSB values.
Arguments
Returns
Example
Name
Type
Description
r
int
Red color (0 to 255).
g
int
Green color (0 to 255).
b
int
Blue color (0 to 255).
a
int
Opacity (0 to 255). Defaults to 255.
Name
Type
Description
hex
string
Hex string. Formats are: #rrggbbaa, #rrggbb, #rgba and #rgb.
Type
Description
Color
Color object.
Type
Description
Color
Color object.
Type
Description
Color
Color object.
Type
Description
Color
Color object.
Type
Description
Color
Color object.
Name
Type
Description
p
float
Percentile (0 to 1).
a
float
Opacity. Defaults to 1.
Type
Description
Color
Color object.
Name
Type
Description
b
float
Percentile (0 to 1).
a
float
Opacity. Defaults to 1.
Type
Description
Color
Color object.
Name
Type
Description
a
Color
Starting color.
b
Color
Ending color.
t
float
Interpolation percentile.
Type
Description
Color
Color object.
Type
Description
int
RGBA color.
Type
Description
int
ARGB color.
Type
Description
int
BGRA color.
Type
Description
int
ABGR color.
Name
Type
Description
value
float
Modulation amount (0 to 1).
Type
Description
Color
Darker color.
Name
Type
Description
value
float
Modulation amount (0 to 1).
Type
Description
Color
Saturated color.
Name
Type
Description
value
float
Opacity modulation (0 to 1).
Name
Type
Description
value
int
Opacity modulation (0 to 255).
Type
Description
Color
Modulated color.
Name
Type
Description
value
float
New value.
Type
Description
Color
New color.
Name
Type
Description
value
float
New value.
Type
Description
Color
New color.
Name
Type
Description
value
float
New value.
Type
Description
Color
New color.
Name
Type
Description
value
float
New value.
Type
Description
Color
New color.
Type
Description
int
Color value.
Type
Description
int
Color value.
Type
Description
int
Color value.
Type
Description
int
Color value.
Type
Description
int
Hue (0 to 359).
Type
Description
float
Saturation (0 to 1).
Type
Description
float
Brightness (0 to 1).
Name
Type
Description
hue
int
Hue (0 to 359).
saturation
float
Saturation (0 to 1).
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.
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.
g
FieldRead only
Type:
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.
font
Field
Type:
Font to use with add_text. If nothing has been set, no text will get rendered.
texSz
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.
skipDpi
Field
Type: bool
If set to true, will skip global DPI scale. Defaults to true.
AddTriangleFilled
Method
Adds a filled triangle with a single color.
Arguments
Returns
Nothing.
Example
AddQuadFilled
Method
Adds a filled quad with a single color.
Arguments
Returns
Nothing.
Example
AddRectFilled
Method
Adds a filled rectangle with a single color.
Arguments
Returns
Nothing.
Example
AddCircleFilled
Method
Adds a filled circle with a single color.
Arguments
Returns
Nothing.
Example
AddTriangleFilledMulticolor
Method
Adds a filled, multicolor triangle.
Arguments
Returns
Nothing.
Example
AddRectFilledMulticolor
Method
Adds a filled, multicolor rectangle.
Arguments
Returns
Nothing.
Example
AddCircleFilledMulticolor
Method
Adds a filled, multicolor circle.
Arguments
Returns
Nothing.
Example
AddQuadFilledMulticolor
Method
Adds a filled, multicolor quad.
Arguments
Returns
Nothing.
Example
AddPillMulticolor
Method
Adds a multicolor pill shape.
Arguments
Returns
Nothing.
Example
AddShadowLine
Method
Adds a shadow line.
Arguments
Returns
Nothing.
Example
AddShadowRect
Method
Adds a shadowed rectangle.
Arguments
Returns
Nothing.
Example
AddGlow
Method
Adds a glow box.
Arguments
Returns
Nothing.
Example
AddRectFilledRounded
Method
Adds a filled, rounded rectangle.
Arguments
Returns
Nothing.
Example
AddRectFilledRoundedMulticolor
Method
Adds a filled, multicolor rounded rectangle.
Arguments
Returns
Nothing.
Example
AddTriangle
Method
Adds a stroked triangle.
Arguments
Returns
Nothing.
Example
AddQuad
Method
Adds a stroked quad.
Arguments
Returns
Nothing.
Example
AddRect
Method
Adds a stroked rectangle.
Arguments
Returns
Nothing.
Example
AddCircle
Method
Adds a stroked circle.
Arguments
Returns
Nothing.
Example
AddLine
Method
Adds a line.
Arguments
Returns
Nothing.
Example
AddLineMulticolor
Method
Adds a multicolor line.
Arguments
Returns
Nothing.
Example
AddRectRounded
Method
Adds a rounded, filled rectangle.
Arguments
Returns
Nothing.
Example
AddText
Method
Adds text.
If font wasn't set, this function will do nothing.
You can control the color while rendering the text. To change the color, add \fRRGGBBAA to the string. To reset the color, add \b.
Arguments
Returns
Nothing.
Example
OverrideClipRect
Method
Overrides clip rectangle with support of intersection.
Arguments
Returns
Nothing.
Example
AddWithBlur
Method
Renders a section with blur applied to it.
Arguments
Returns
Nothing.
Example
AddWithBlurShared
Method
Renders a section with blur applied to it. Uses a shared texture.
This method is preferred over AddWithBlur as it performs better.
Arguments
Returns
Nothing.
Example
AddWithFrost
Method
Renders a section with a frosted effect to it, like in the Xmas theme.
Arguments
Returns
Nothing.
Example
Shape color.
float
Fill amount (clockwise, 0 to 1). Defaults to 1.
float
The portion of the circle to fill, where 1.0 is a full circle. Defaults to 1.0.
table[, ]
Colors for the gradient, applied from bottom to top.
table[, ]
Colors for the gradient, applied from bottom to top.
segments
int
The number of segments for approximating rounded edges. Defaults to 16.