GameConfig
ConfigConstant, ConfigFlag, and ItemConfigs are available in client and Reflex server. Every configuration property is read-only.
Why configuration exists and who consumes it
Section titled “Why configuration exists and who consumes it”GameConfig is the rules database, not current match state. When game configuration loads, server movement, combat, economy, and item systems consume constants, flags, and item records. The client uses corresponding data for UI, local calculations, and presentation.
ConfigItem* describes an item type—damage, spread, animation, and restrictions. A live instance with current ammunition and an owner is exposed through Item. Lookup methods only return a database record and do not grant an item to a player.
Every published field is getter-only. Changing custom-server rules requires an attached configuration and reload; Lua assignment does not change the database.
| Data group | Consumer |
|---|---|
| Speed, acceleration, friction, jump, crouch, and landing | Server agent movement system. |
| Spread, uncertainty, ADS, recoil, and shot parameters | Aim, weapon, and hitscan calculation systems. |
| Sound radii and sound-spotting duration | Audio and team-visibility systems. |
| Damage, penetration, fire, stun, and explosions | Server combat, projectile, and explosion systems. |
| Violations and kick thresholds | In-game violation system. |
ConfigDefusalShop |
Shop, economy, and starting-item grants. |
ConfigItemFirearm/Melee/Throwable |
The corresponding live item and its calculation methods. |
ConfigFlag |
Conditional mechanic branches that enable or disable individual rules. |
Quick example
Section titled “Quick example”local item = ItemConfigs.GetConfigItemByName("LightPistol")
if item ~= nil then print(item.Name) print("Slot: " .. tostring(item.ItemSlot)) print("Move speed: " .. tostring(item.MovementSpeedFactor))endItemConfigs functions use dot syntax, while object methods such as Shop use colon syntax.
ConfigConstant
Section titled “ConfigConstant”Properties
Section titled “Properties”| Property | Type | Access | Description |
|---|---|---|---|
AirAcceleration |
number | get |
Acceleration while moving through the air (sv_airaccelerate). |
AirFriction |
number | get |
Friction coefficient while moving through the air, similar to sv_friction. |
BombSoundRadius |
number | get |
Audible radius of a planted Bridge Charge. |
CrouchJumpHorizontalImpulse |
number | get |
Horizontal impulse of a crouch jump. |
CrouchJumpVerticalImpulse |
number | get |
Vertical impulse of a crouch jump. |
CrouchSpeed |
number | get |
Movement speed while crouching, in meters per second. |
CrouchStabilizationFactor |
number | get |
How much crouching reduces stun duration, where 0 has no effect and 1 ends the stun immediately. |
CrouchSwitchTime |
number | get |
How many seconds it takes to switch between standing and crouching. |
CrouchUncertaintyLossFactor |
number | get |
Accuracy recovery multiplier while crouching. At 1 recovery is as fast as while standing, and values above 1 recover accuracy faster. |
DefusalAgentsPerTeam |
number | get |
Number of specialists on each team. |
DefusalBombDefuseNoDefuserTime |
number | get |
How many seconds it takes to hack the Bridge Charge without a Cyberdeck. |
DefusalBombDefuseWithDefuserTime |
number | get |
How many seconds it takes to hack the Bridge Charge with a Cyberdeck. |
DefusalBombExplosionExpansionTime |
number | get |
How many seconds the bomb’s explosion sphere takes to reach its maximum radius. |
DefusalBombExplosionRadius |
number | get |
Explosion radius of the Bridge Charge. |
DefusalBombExplosionTime |
number | get |
How many seconds after planting the Bridge Charge explodes. |
DefusalBombPlantTime |
number | get |
How many seconds it takes to plant the Bridge Charge. |
DefusalLateBuyDuration |
number | get |
How many seconds after the fight phase starts buying is still allowed in a buy zone. |
DefusalMoneyDefuse |
number | get |
Personal reward for hacking the Bridge Charge. |
DefusalMoneyLimitCT |
number | get |
Maximum amount of money a Killscript Company specialist can hold. |
DefusalMoneyLimitT |
number | get |
Maximum amount of money a Bridger Front specialist can hold. |
DefusalMoneyLose0CT |
number | get |
Loss reward for Killscript Company after 0 previous consecutive losses. |
DefusalMoneyLose0T |
number | get |
Loss reward for Bridger Front after 0 previous consecutive losses. |
DefusalMoneyLose1CT |
number | get |
Loss reward for Killscript Company after 1 previous consecutive loss. |
DefusalMoneyLose1T |
number | get |
Loss reward for Bridger Front after 1 previous consecutive loss. |
DefusalMoneyLose2CT |
number | get |
Loss reward for Killscript Company after 2 previous consecutive losses. |
DefusalMoneyLose2T |
number | get |
Loss reward for Bridger Front after 2 previous consecutive losses. |
DefusalMoneyLose3CT |
number | get |
Loss reward for Killscript Company after 3 previous consecutive losses. |
DefusalMoneyLose3T |
number | get |
Loss reward for Bridger Front after 3 previous consecutive losses. |
DefusalMoneyLose4CT |
number | get |
Loss reward for Killscript Company after 4 or more consecutive losses. |
DefusalMoneyLose4T |
number | get |
Loss reward for Bridger Front after 4 or more consecutive losses. |
DefusalMoneyLosePlantBonus |
number | get |
Additional reward for the attacking team for losing after successfully planting the Bridge Charge. |
DefusalMoneyPlant |
number | get |
Personal reward for planting the Bridge Charge. |
DefusalMoneyStartCT |
number | get |
Starting money for a Killscript Company specialist. |
DefusalMoneyStartT |
number | get |
Starting money for a Bridger Front specialist. |
DefusalMoneyWinBombDefusal |
number | get |
Reward for the defending team for winning by hacking the Bridge Charge. |
DefusalMoneyWinBombDetonation |
number | get |
Reward for the attacking team for winning by detonating the Bridge Charge. |
DefusalMoneyWinTeamEliminationCT |
number | get |
Reward for Killscript Company for winning by eliminating the entire enemy team. |
DefusalMoneyWinTeamEliminationT |
number | get |
Reward for Bridger Front for winning by eliminating the entire enemy team. |
DefusalMoneyWinTimeOver |
number | get |
Reward for the defending team for winning when the round timer expires. |
DefusalRoundsPerSide |
number | get |
How many rounds are played before sides switch. |
DefusalRoundsToWin |
number | get |
How many rounds must be won to win the match. |
DefusalStageBuyDuration |
number | get |
Duration of the round’s buy phase in seconds. |
DefusalStageEndDuration |
number | get |
Duration of the pause before the next round when sides do not switch. |
DefusalStageEnd_SwapDuration |
number | get |
Duration of the post-round phase when sides switch. |
DefusalStageFightDuration |
number | get |
Duration of the round’s fight phase in seconds. |
DefusalTimeoutDuration |
number | get |
Duration of a single team timeout in seconds. |
DefusalTimeoutLimit |
number | get |
Maximum timeouts per team per match. |
DefuseSoundRadius |
number | get |
Audible radius of hacking the Bridge Charge. |
DelayCrouchJump |
number | get |
Minimum time in seconds between two consecutive crouch jumps. |
DynamicAirFriction |
number | get |
Friction coefficient for dynamic velocity while airborne. Gravity and the vertical component of a jump use a separate dynamic velocity that is not directly tied to normal character movement velocity. |
DynamicGroundFriction |
number | get |
Friction coefficient for dynamic velocity while moving on the ground. Gravity and the vertical component of a jump use a separate dynamic velocity that is not directly tied to normal character movement velocity. |
FireDamageInitial |
number | get |
Initial per-second damage from standing in fire. |
FireDamageMax |
number | get |
Maximum per-second damage from standing in fire. |
FireDamageTimeToMaxDamage |
number | get |
How many seconds fire damage takes to ramp from its initial value to its maximum. |
FireStoppingPower |
number | get |
How much fire slows specialists, expressed as one minus the movement speed multiplier applied each time damage is taken. |
FireUncertaintyGainPerSecond |
number | get |
How much shooting inaccuracy standing in fire adds per second. |
FireUncertaintyLimit |
number | get |
Maximum shooting inaccuracy that can be accumulated from fire. |
GrenadeCarryLimit |
number | get |
Maximum number of grenades a specialist can carry at once. |
GroundAcceleration |
number | get |
Acceleration while moving on the ground (sv_accelerate). |
GroundFriction |
number | get |
Friction coefficient while moving on the ground (sv_friction). |
InGameViolation_AfkPoints |
number | get |
Number of violation points given for being AFK by remaining in the buy zone for the entire round. |
InGameViolation_FriendlyDamagePointsMultiplier |
number | get |
How many violation points are added for each point of damage dealt to a teammate. |
InGameViolation_FriendlyEmpAdditionalHitPoints |
number | get |
Violation points for each additional EMP hit on a teammate. |
InGameViolation_FriendlyEmpFirstHitPoints |
number | get |
Violation points for the first EMP hit on a teammate. |
InGameViolation_FriendlyEmpSecondHitPoints |
number | get |
Violation points for the second EMP hit on a teammate. |
InGameViolation_FriendlyShieldBreakPoints |
number | get |
Number of violation points given for breaking an ally’s Kinetic Shield. |
InGameViolation_KickThreshold |
number | get |
Violation point threshold after which the player is removed from the match. |
JumpCooldown |
number | get |
Minimum delay between jumps. |
JumpHorizontalImpulse |
number | get |
Horizontal impulse of a regular jump. |
JumpSoundRadius |
number | get |
Audible radius of jumping. |
JumpVerticalImpulse |
number | get |
Vertical impulse of a regular jump. |
LandingFallSpeedThreshold |
number | get |
Vertical fall speed threshold after which the hard landing penalty is applied. |
LandingSoundRadius |
number | get |
Audible radius of landing. |
LandingSpeedFactor |
number | get |
Movement speed multiplier after a hard landing. |
LeaverTimeoutSeconds |
number | get |
Total number of seconds a player may remain disconnected during a match before being removed from it. |
MatchConnectionTImeoutSeconds |
number | get |
How many seconds the game waits for players to connect before canceling match start. |
MaxGroundAngle |
number | get |
Maximum surface angle on which a specialist can stand. |
MeleeHitSoundRadius |
number | get |
Audible radius of a melee hit. |
PenetrationAdditionalDistance |
number | get |
Additional penalty to the remaining penetration budget after passing through a surface. |
PenetrationGlobalFactor |
number | get |
Global penetration multiplier. Higher values make bullets pass through materials more easily. |
PlantSoundRadius |
number | get |
Audible radius of planting the Bridge Charge. |
PostDeathVisionSpotDuration |
number | get |
How many seconds after death a specialist still counts as a source of vision. |
ReloadSoundRadius |
number | get |
Audible radius of reloading. |
RunSoundRadius |
number | get |
Audible radius of running footsteps. |
RunSpeed |
number | get |
Maximum running speed, in meters per second. |
ScopeUncertaintyHalfLifeFactor |
number | get |
Multiplier for the accumulated inaccuracy decay period while aiming down sights. Values below 1 recover accuracy faster while aiming. |
SonarPingInterval |
number | get |
Interval between sonar grenade pulses. |
SonarPingSpotDuration |
number | get |
How many seconds after a pulse the sonar grenade keeps the vision marker active. |
SoundSpotDuration_Firearm |
number | get |
How many seconds after a shot the detection system sees an enemy specialist through walls within the sound radius. |
SoundSpotDuration_Movement |
number | get |
How many seconds after movement the detection system sees an enemy specialist through walls within the sound radius. |
StartMatchDelaySeconds |
number | get |
Delay before the match starts after all slots are filled. |
ViewAngle |
number | get |
Maximum angle from the aim direction within which specialists can visually acquire information. |
WalkSpeed |
number | get |
Walking speed in meters per second and the threshold above which movement speed begins to affect shooting accuracy. |
Methods
Section titled “Methods”GetShopConfigs
Section titled “GetShopConfigs”ConfigConstant.GetShopConfigs(): Array<ConfigDefusalShop>Returns: Array<ConfigDefusalShop>
ConfigDefusalShop
Section titled “ConfigDefusalShop”Properties
Section titled “Properties”| Property | Type | Access | Description |
|---|---|---|---|
AvailableForCT |
bool | get |
Whether Killscript Company specialists can buy this item. |
AvailableForT |
bool | get |
Whether Bridger Front specialists can buy this item. |
BuyLimit |
int | get |
Maximum purchases of this item per round for each specialist. |
Column |
int | get |
Recommended column number in the buy menu grid. |
Item_cfg |
ConfigItem | get |
Item sold by this shop entry. |
Price |
int | get |
Purchase price. Selling the item back during the buy phase refunds the same amount. |
Row |
int | get |
Recommended row number in the buy menu grid. |
StartingForCT |
bool | get |
Whether Killscript Company specialists receive this item at the start of the round. |
StartingForT |
bool | get |
Whether Bridger Front specialists receive this item at the start of the round. |
name |
string | get |
Internal name of the shop entry. Can be left empty. |
ConfigFlag
Section titled “ConfigFlag”Properties
Section titled “Properties”| Property | Type | Access | Description |
|---|---|---|---|
AllowAirStrafe |
bool | get |
Disables the mechanism that limits airborne speed gain, allowing characters to reach extremely high speeds. |
AllowWallhack |
bool | get |
Disables the server-side visibility check, allowing all players to access all information. |
DefusalKeepInventory |
bool | get |
Whether to preserve inventory between rounds when the economy is not reset. |
FalloffUncertaintyGain |
bool | get |
Whether hit inaccuracy gain decreases as distance increases between DamageFalloffBegin and DamageFalloffEnd. |
HeadAtAimDirection |
bool | get |
Whether to turn the character’s head toward the actual aim direction. |
HeadAtLookRotation |
bool | get |
Whether to turn the character’s head toward the look direction. |
OcclusionSymmetry |
bool | get |
Changes visibility checks so rays are cast both from the observer’s head to enemy specialists’ body parts and from the observer’s body parts to enemy specialists’ heads. |
Revealnventory |
bool | get |
Whether enemies can see not only the current item but also the rest of the player’s inventory. |
StunnedPlayerCannotStunAnyone |
bool | get |
Prevents a stunned player from applying stun to other players with shots. |
ConfigItem
Section titled “ConfigItem”Properties
Section titled “Properties”| Property | Type | Access | Description |
|---|---|---|---|
AirborneUncertainty |
number | get |
Additional inaccuracy for firearms when the wielder is airborne. |
CarryLimit |
int | get |
Maximum number of identical items of this type in the inventory. It is currently used mainly for grenades. |
DrawTime |
number | get |
Time to draw or switch to the item in seconds. |
Droppable |
bool | get |
Whether the item can be dropped, dropped on death, and purchased with a world drop. |
Icon |
Texture | get |
Full-resolution item icon. Returns nil if the configuration has no icon. |
IconSmall |
Texture | get |
Small item icon with reduced detail. Returns nil if the configuration has no such icon. |
ItemSlot |
EItemSlot | get |
Item inventory slot and category. |
KillReward |
int | get |
Money reward for a kill with this item. |
MovementSpeedFactor |
number | get |
Movement speed multiplier while the item is equipped. |
MovementSpeedUncertaintyFactor |
number | get |
How much additional inaccuracy each meter per second above WalkSpeed adds. |
MovementSpeedUncertaintyLimit |
number | get |
Maximum additional inaccuracy caused by the current movement speed. |
MovementUncertaintyGain |
number | get |
How much inaccuracy is added per meter traveled. |
MovementUncertaintyLimit |
number | get |
Maximum inaccuracy that can be accumulated from movement. |
Name |
string | get |
Item name. |
RotationSpeed |
number | get |
Aim rotation speed toward the target in degrees per second. |
RotationUncertaintyGain |
number | get |
How much inaccuracy is added for each degree of aim rotation. |
RotationUncertaintyLimit |
number | get |
Maximum inaccuracy that can be accumulated from aim rotation. |
ThirdPersonAnimationId |
int | get |
ID of the animation set for the character’s third-person animator. 0 is pistol, 1 is rifle, 2 is knife, 3 is grenade, and 4 is device. |
UncertaintyBaseLoss |
number | get |
Additional linear reduction of accumulated inaccuracy per second. |
UncertaintyHalfLife |
number | get |
Time in seconds for accumulated aiming inaccuracy to decrease by half. |
UncertaintyLossStability |
number | get |
How quickly inaccuracy continues to decrease while stunned, where 0 means it does not decrease and 1 means it decreases normally. |
name |
string | get |
Unique item name used as its identifier. |
ConfigItemFirearm
Section titled “ConfigItemFirearm”Properties
Section titled “Properties”| Property | Type | Access | Description |
|---|---|---|---|
AdsHasScreen |
bool | get |
Whether the sight has a separate screen or lens, in which case modules should not display the HUD crosshair. |
AdsTime |
number | get |
Time to enter and exit ADS in seconds. |
AdsZoomX |
number | get |
Zoom multiplier when aiming down sights. |
CanAds |
bool | get |
Whether this weapon can aim down sights. |
Damage |
number | get |
Base close-range damage before body-part multipliers and distance damage falloff are applied. |
DamageDistant |
number | get |
Long-range damage after full falloff. |
DamageFalloffBegin |
number | get |
Distance at which the transition from close-range to long-range damage begins. |
DamageFalloffEnd |
number | get |
Distance at which damage falloff is considered fully complete. |
Dispersion |
number | get |
Base shot spread in degrees before accounting for uncertainty caused by camera rotation, movement, and other factors. |
FireRate |
number | get |
Rate of fire in rounds per minute. |
FireSoundRadius |
number | get |
Audible radius of a shot within which the specialist is detected even through walls. |
HeadDamageFactor |
number | get |
Damage multiplier for head hits. |
HitStunTime |
number | get |
Duration of stun from a head hit, in seconds. |
HitUncertaintyGain |
number | get |
How much inaccuracy the victim receives when hit. |
HitUncertaintyLimit |
number | get |
Maximum inaccuracy to which a hit can bring the victim. |
Item_cfg |
ConfigItem | get |
Base item from the Item table to which this firearm configuration is attached. |
LegsDamageFactor |
number | get |
Damage multiplier for leg hits. |
MaxClipAmmo |
int | get |
Magazine capacity. |
MaxHitDistance |
number | get |
Maximum damage distance. |
PenetrationPower |
number | get |
Penetration budget for a bullet passing through surfaces. |
ProjectilesPerShot |
int | get |
Number of projectiles fired per shot, 1 for all weapons except shotguns. |
RagdollHitForce |
number | get |
Impulse force applied to the ragdoll on a lethal hit. |
ReloadTime |
number | get |
Reload duration in seconds. |
ShieldPenetration |
number | get |
Percentage of damage that passes through a Kinetic Shield. |
ShotUncertaintyGain |
number | get |
How much inaccuracy is added to the shooter per shot. |
ShotUncertaintyLimit |
number | get |
Inaccuracy limit that can be accumulated from shooting. |
ShotUncertaintyMul |
number | get |
Multiplier applied to already accumulated inaccuracy when shooting. |
StartAmmo |
int | get |
Total ammunition supplied with the item, including the loaded magazine. |
StoppingPower |
number | get |
Fraction of the target’s speed removed on hit. |
name |
string | get |
Name of the firearm configuration entry. Usually matches the item name. |
ConfigItemMelee
Section titled “ConfigItemMelee”Properties
Section titled “Properties”| Property | Type | Access | Description |
|---|---|---|---|
FastAttackBackstabDamage |
number | get |
Backstab damage of the fast attack (unused). |
FastAttackDamage |
number | get |
Damage of the fast attack (unused). |
FastAttackDamageDelay |
number | get |
Delay from the start of the fast attack until damage is dealt (unused). |
FastAttackDuration |
number | get |
Duration of the fast attack in seconds (unused). |
FastAttackMaxHitDistance |
number | get |
Maximum hit distance of the fast attack (unused). |
FastAttackStoppingPower |
number | get |
How much the fast attack slows the target on hit (unused). |
FastAttackStunTime |
number | get |
Duration of stun from the fast attack (unused). |
FastAttackUncertaintyGain |
number | get |
How much inaccuracy the fast attack adds to the victim (unused). |
FastAttackUncertaintyLimit |
number | get |
Maximum inaccuracy the fast attack can apply to the victim (unused). |
Item_cfg |
ConfigItem | get |
Base item from the Item table that this melee configuration is attached to. |
StrongAttackBackstabDamage |
number | get |
Backstab damage of the strong attack. |
StrongAttackDamage |
number | get |
Damage of the strong attack. |
StrongAttackDamageDelay |
number | get |
Delay from the start of the strong attack to the damage moment. |
StrongAttackDuration |
number | get |
Duration of the strong attack in seconds. |
StrongAttackMaxHitDistance |
number | get |
Maximum hit distance of the strong attack. |
StrongAttackStoppingPower |
number | get |
How much the strong attack slows the target on hit. |
StrongAttackStunTime |
number | get |
Duration of stun from the strong attack. |
StrongAttackUncertaintyGain |
number | get |
How much inaccuracy the strong attack adds to the victim. |
StrongAttackUncertaintyLimit |
number | get |
Maximum inaccuracy the strong attack can apply to the victim. |
name |
string | get |
Name of the melee configuration entry. Usually matches the item name. |
ConfigItemThrowable
Section titled “ConfigItemThrowable”Properties
Section titled “Properties”| Property | Type | Access | Description |
|---|---|---|---|
BounceLimit |
int | get |
Maximum number of bounces before movement is forcibly damped. |
BouncinessFloor |
number | get |
Vertical bounce coefficient when hitting the floor. |
BouncinessWall |
number | get |
Bounce coefficient when hitting walls and other regular surfaces. |
Damage |
number | get |
Close-range explosion damage. |
DamageDistant |
number | get |
Explosion damage at the edge of the radius after full falloff. |
DamageFalloffBegin |
number | get |
Distance at which explosion damage falloff begins. |
DamageFalloffEnd |
number | get |
Distance at which explosion damage falloff is fully complete. |
ExplodeOnFire |
bool | get |
Whether the item explodes when it touches fire. |
ExplodeOnFloor |
bool | get |
Whether the item explodes when it collides with the floor or another nearly horizontal surface. |
ExplodeOnImpact |
bool | get |
Whether the item explodes on any collision. |
ExplodeOnStop |
bool | get |
Whether the item explodes when it has almost completely stopped. |
ExplosionBlindnessDuration |
number | get |
Duration of blindness caused by the explosion, in seconds. |
ExplosionBlindnessRadius |
number | get |
Radius within which the explosion applies blindness to affected specialists. Blinded specialists cannot receive information through their own senses and rely only on information shared by allies. |
ExplosionDelay |
number | get |
Delay before automatic explosion after throwing, in seconds. |
ExplosionFireExtinguishRadius |
number | get |
Radius in which the explosion extinguishes fire. |
ExplosionLifetime |
number | get |
How many seconds the explosion object exists before being removed. |
ExplosionSoundRadius |
number | get |
Audible radius of the explosion sound for the sound system. It does not affect information propagation, as explosion information is available at any distance. |
FastThrowDuration |
number | get |
Duration of the regular throw animation after the grenade is thrown. |
FastThrowSpeed |
number | get |
Initial speed of the regular throw, in meters per second. |
Gravity |
number | get |
Downward acceleration applied to the projectile in flight, in meters per second squared. |
HitStunTime |
number | get |
Duration of stun from the explosion in seconds. |
HitUncertaintyGain |
number | get |
How much inaccuracy the explosion adds to the victim. |
HitUncertaintyLimit |
number | get |
Maximum inaccuracy this explosion can apply to the victim. |
Item_cfg |
ConfigItem | get |
Base item from the Item table to which this throwable configuration is attached. |
MaxHitDistance |
number | get |
Maximum radius within which the explosion deals damage. |
PrepareThrowDuration |
number | get |
Preparation time before the grenade can be thrown. |
ShieldDecayHPPerSecond |
number | get |
How much durability the shield loses each second. |
ShieldHP |
number | get |
Shield or dome durability if this explosion creates a protective zone. |
ThrownColliderRadius |
number | get |
Radius of the flying item’s spherical collider. |
TrajectoryColor |
Color | get |
Color of the grenade trajectory preview line. |
WeakThrowDuration |
number | get |
Duration of the weak throw animation after the grenade is thrown. |
WeakThrowSpeed |
number | get |
Initial speed of the weak throw, in meters per second. |
name |
string | get |
Name of the throwable configuration entry. Usually matches the item name. |
ItemConfigs
Section titled “ItemConfigs”Names for subtype lookup
Section titled “Names for subtype lookup”For GetConfigItemFirearmByName() and GetConfigItemThrowableByName(), use the base item internal name from Item_cfg.name. Obtain it from a real item:
local firearm = Agents:GetLocalAgent().Inventory.CurrentItem.AsFirearmItem
if firearm ~= nil then local name = firearm.Config.Item_cfg.name local config = ItemConfigs.GetConfigItemFirearmByName(name)endPassing a name from the shop list does not guarantee a valid subtype wrapper.
Methods
Section titled “Methods”GetConfigItemByName
Section titled “GetConfigItemByName”ItemConfigs.GetConfigItemByName(name: string): ConfigItemReturns the item configuration by name, or nil if the name is empty or the item is not found.
| Param | Type | Optional | Comment |
|---|---|---|---|
name |
string |
Returns: ConfigItem
GetConfigItemFirearmByName
Section titled “GetConfigItemFirearmByName”ItemConfigs.GetConfigItemFirearmByName(name: string): ConfigItemFirearmReturns the firearm configuration by name, or nil if the name is empty or the item is not found.
| Param | Type | Optional | Comment |
|---|---|---|---|
name |
string |
Returns: ConfigItemFirearm
GetConfigItemMeleeByName
Section titled “GetConfigItemMeleeByName”ItemConfigs.GetConfigItemMeleeByName(name: string): ConfigItemMeleeReturns the melee weapon configuration by name, or nil if the name is empty or the item is not found.
| Param | Type | Optional | Comment |
|---|---|---|---|
name |
string |
Returns: ConfigItemMelee
GetConfigItemThrowableByName
Section titled “GetConfigItemThrowableByName”ItemConfigs.GetConfigItemThrowableByName(name: string): ConfigItemThrowableReturns the throwable item configuration by name, or nil if the name is empty or the item is not found.
| Param | Type | Optional | Comment |
|---|---|---|---|
name |
string |
Returns: ConfigItemThrowable
GetItemConfigById
Section titled “GetItemConfigById”ItemConfigs.GetItemConfigById(itemId: int): ConfigItemReturns the item configuration by ID, or nil if the ID is invalid or the item is not found.
| Param | Type | Optional | Comment |
|---|---|---|---|
itemId |
int |
Returns: ConfigItem
GetItemIconById
Section titled “GetItemIconById”ItemConfigs.GetItemIconById(itemId: int): TextureReturns the item icon by ID, or nil if the ID is invalid, the item is not found, or it has no icon.
| Param | Type | Optional | Comment |
|---|---|---|---|
itemId |
int |
Returns: Texture
GetItemNameById
Section titled “GetItemNameById”ItemConfigs.GetItemNameById(itemId: int): stringReturns the item name by ID. Returns ‘Unknown’ if the item is not found.
| Param | Type | Optional | Comment |
|---|---|---|---|
itemId |
int |
Returns: string
WeaponPreview
Section titled “WeaponPreview”Client-only. GetWeaponPreview() creates or returns a cached preview texture; the confirmed call produced a 512x512 texture.
The client preview renderer produces an item image and returns it as a Texture. This is a separate visual render and does not create an item in the world. Results are cached by name, while RemoveFromCache() removes only the stored preview.
The method does not open the shop or display the image automatically. Render the returned Texture through UI or ImGui. RemoveFromCache() removes the stored result so a later request can generate it again; that call does not change the screen by itself either.
Methods
Section titled “Methods”GetWeaponPreview
Section titled “GetWeaponPreview”WeaponPreview.GetWeaponPreview(weaponName: string): TextureClient only Returns the weapon preview texture by name, or nil if the preview renderer is unavailable or the preview could not be obtained.
| Param | Type | Optional | Comment |
|---|---|---|---|
weaponName |
string |
Related APIs and types: Array, Color, Shop, and Time.
Returns: Texture
RemoveFromCache
Section titled “RemoveFromCache”WeaponPreview.RemoveFromCache(weaponName: string)Client only Removes the preview for a specific weapon from the cache.
| Param | Type | Optional | Comment |
|---|---|---|---|
weaponName |
string |