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- All data returned from CSGO:
- - JSON ; string, pure returned json
- - provider
- - name ; string, Will always be "Counter-Strike: Global Offensive"
- - appid ; int, Will always be 730
- - version ; int, Current game version number (13512 as of this post)
- - steamid ; double, player Steam ID in steamID64 format
- - timestamp ; double, UNIX time stamp
- - map
- - name ; string, map name in typical format (de_dust2, etc.)
- - mode ; string, gamemode (casual, competitive, etc.)
- - phase ; string, "warmup", "live", maybe more?
- - round ; int, current round number
- - team_ct
- - score ; int, current team score
- - team_t
- - score ; int, current team score
- - round
- - phase ; string, "live", "freezetime", "over" (maybe "warmup", others?)
- - bomb ; string, "planted", "exploded", or "defused", now has a 0.5 - 4 sec delay
- - win_team ; string, "CT" or "T"
- - player
- - steamid ; double, steamid in steamID64 format
- - name ; string, current in-game name
- - clan ; string, clan tag of player
- - activity ; string, "menu", "playing", "textinput" (console)
- - team ; string, "CT" or "T"
- - state
- - health ; int, 0-100, current HP
- - armor ; int, 0-100, current armor
- - helmet ; bool, true/false if they have helm armor
- - flashed ; int, 0-255 depending on how flashed the player is
- - smoked ; same as above, but for smoke
- - burning ; same as above, but for fire
- - money ; int, current money
- - round_kills ; int, how many kills the player got in that round
- - round_killhs ; int, how many headshot kills the player got
- - weapons ; List<Weapon>()
- - name ; weapon name
- - paintkit ; appears to be an internally used skin name, or "default" if none
- - type ; "Knife", "Pistol", "Submachine Gun", etc.
- - state ; "holstered" or "active"
- - ammo_clip ; int, amount of current ammo in clip
- - ammo_clip_max ; int, max amount of ammo a clip can hold
- - ammo_reserve ; int, amount of reserve ammo, not in clip
- - match_stats
- - kills ; int, total kills
- - assists ; int, total assists
- - deaths ; int, total deaths
- - mvps ; int, number of MVPs
- - score ; int, current score
- - players ;List<Player>() (Is null when playing yourself, also some player values are always null. Only updates in casual once, on death of you)
- - name ; string, current in-game name
- - team ; string, "CT" or "T"
- - clan ; string, clan tag of player
- - state
- - health ; int, 0-100, current HP
- - armor ; int, 0-100, current armor
- - helmet ; bool, true/false if they have helm armor
- - flashed ; int, 0-255 depending on how flashed the player is
- - smoked ; same as above, but for smoke
- - burning ; same as above, but for fire
- - money ; int, current money
- - round_kills ; int, how many kills the player got in that round
- - round_killhs ; int, how many headshot kills the player got
- - match_stats
- - kills ; int, total kills
- - assists ; int, total assists
- - deaths ; int, total deaths
- - mvps ; int, number of MVPs
- - score ; int, current score
- Extra processed data:
- - playerNames ; List<string>, list of playernames of players list.
- - timers ; List<Timers>(), list an object of Timers
- - name ; string, name of the current game-mode, "competitive" & "casual"
- - freeze ; int, length of the freezetime, 15 & 5
- - roundMin ; int, length of the round minutes, 1 & 2
- - roundSec ; int, length of the round seconds, 55 & 15
- - bomb ; int, length of the bomd timer, 41 & 41
- - endround ; int, length of the time at the end of a round, 7 & 9
- - freeze ; bool, If freezetime is active
- - live ; bool, If the game is live, as in, you are playing
- - planted ; bool, When the bomb is planted
- - listLoaded ; bool, Use this bool to check if the lists players and playerNames are filled. If you don't it can cause errors because we are reading/editing these lists in different threads.
- - min ; int, minutes remaining
- - sec ; int, seconds remaining
- - subtime ; int, Counts the recieved POST's between timestamps.
- - dumpPlayerIndex ; int, determines string dumpSelectedBuffer.
- - timeString ; string, time formatted in 0:00
- - kitornot ; string, Returns a printable version if you would need a kit to defuse. (Currently there is no way to know if current player has a kit) T-5s = "RUN", T-10s = "KIT",T>10s = "No Kit"
- - dumpSelectedBuffer ; string, Dump all variables from players[dumpPlayerIndex] in printable string , for debugging.
- - dumpCurrentPLayer ; string, Dump all variables from current player in printable string, for debugging.
- - dumpServerStats ; string, Dump all variables from current server in printable string, for debugging.
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