### Sound Events Examples Definition Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/core/pak01_dir.txt This file provides example definitions for sound events, demonstrating various use cases. ```soundevents soundevents/soundevents_examples.vsndevts_c CRC:00eb00a066 size:1373 ``` -------------------------------- ### Start Sound Entry Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/core/pak01_dir/scripts/sound_operator_stacks.txt Starts a specific sound entry. Use 'execute_once' to ensure it plays only once. ```Haskell "play_distant_version_1" { "operator" "sys_start_entry" "execute_once" "true" "input_execute" "1.0" "input_start" "1" "entry_name" "Default.Null" //Replace with the sound you want to play. } ``` -------------------------------- ### UI Element Text Examples Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/scenesystem_strings.txt Provides examples of text strings used for various UI elements and controls. These are common labels and descriptions found in user interfaces. ```plaintext this cell %d ``` ```plaintext this is a 300-wide button ``` ```plaintext this is a tree node ``` -------------------------------- ### Create Media Foundation Objects Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/valve_wmf_strings.txt Demonstrates the creation of essential Media Foundation objects like media types, sample, and sink writer. ```cpp MFCreateMediaType( &pAudioTypeIn ) MFCreateMediaType( &pAudioTypeOut ) MFCreateMediaType( &pVideoTypeIn ) MFCreateMediaType( &pVideoTypeOut ) MFCreateMemoryBuffer MFCreateSample MFCreateSinkWriterFromURL ``` ```cpp MFCreateSinkWriterFromURL( filename, NULL, NULL, &pSinkWriter ) ``` -------------------------------- ### Initialize Platform Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/pi_level_zero_strings.txt Initializes the Level Zero platform. This is typically the first step in interacting with Level Zero. ```C++ Platform->initialize() ``` -------------------------------- ### Interpolate Sim Guide Hair Verts Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/scenesystem_strings.txt Functionality to interpolate hair vertices for simulation guides. ```text Interpolate sim guide hair verts ``` -------------------------------- ### Explain Buy Menu Lesson Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/csgo/pak01_dir/scripts/mod_lessons.txt Instructs the player to press 'B' to open the buy menu. This lesson has a high priority and a success limit of 2. ```kv "csgo_instr_explain_buymenu" { "priority" "800" "instance_type" "1" "binding" "buymenu" "gamepad_binding" "+use" "onscreen_icon" "use_binding" "caption" "#csgo_instr_explain_buymenu" "success_limit" "2" "timeout" "20" "open" { "enter_buyzone" { "local_player is" "player userid" "icon_target set" "player local_player" "integer1 set" "bool canbuy" "integer1 is" "int 1" "void !round state is" "int 2" } } "close" { "round_end" { } "buytime_ended" { } "item_purchase" { "local_player is" "player userid" "void success" "void" } "exit_buyzone" { "local_player is" "player userid" } "player_death" { "local_player is" "player userid" } } } ``` -------------------------------- ### NV API Direct Get Method Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/rendersystemdx11_strings.txt Calls the NV API function to get a direct method. ```c nvapi_Direct_GetMethod ``` -------------------------------- ### FFX FSR 2.0 Get Jitter Offset Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/rendersystemdx11_strings.txt Gets the jitter offset for FSR 2.0 rendering. ```c ffxFsr2GetJitterOffset ``` -------------------------------- ### SDL_StringToGUID Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Converts a string representation of a GUID into a SDL_GUID structure. This is useful for parsing GUIDs from configuration files or network data. ```APIDOC ## SDL_StringToGUID ### Description Converts a string representation of a GUID into a SDL_GUID structure. ### Method Not applicable (C function) ### Endpoint Not applicable (C function) ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example ```c SDL_GUID guid; const char* guidString = "00000000-0000-0000-0000-000000000000"; if (SDL_StringToGUID(guidString, &guid) < 0) { // Handle error } ``` ### Response #### Success Response Returns 0 on success, or -1 on error. #### Response Example ```json { "success": true } ``` ``` -------------------------------- ### Explain Buy Armor Lesson Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/csgo/pak01_dir/scripts/mod_lessons.txt Prompts the player to buy armor. This lesson has a high priority and requires the 'explain buymenu' lesson to be completed first. ```kv "csgo_instr_explain_buyarmor" { "priority" "800" "instance_type" "1" "onscreen_icon" "icon_alert" "caption" "#csgo_instr_explain_buyarmor" "success_limit" "1" "prereq" "csgo_instr_explain_buymenu" "open" { "enter_buyzone" { "local_player is" "player userid" "icon_target set" "player local_player" "void game mode is" "int 1" "integer1 set" "bool canbuy" "integer1 is" "int 1" "void !round state is" "int 2" } } "close" { "round_end" { } "buymenu_open" { ``` -------------------------------- ### FFX FSR 2.0 Get Jitter Phase Count Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/rendersystemdx11_strings.txt Gets the total number of jitter phases for FSR 2.0. ```c ffxFsr2GetJitterPhaseCount ``` -------------------------------- ### Buy Menu Bumper Configuration Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/csgo/pak01_dir/scripts/mod_lessons.txt Hides lessons when the buy menu is open. This bumper has a high priority and a 15-second timeout. ```kv "buymenu bumper" { "priority" "999" "instance_type" "1" "timeout" "15" "no_icon_target" "1" "start_sound" "" "open" { "buymenu_open" { "local_player is" "player userid" "icon_target set" "player local_player" } } "close" { "buymenu_close" { "local_player is" "player userid" "icon_target set" "player local_player" } } } ``` -------------------------------- ### GFSDK_Aftermath_DX12_Initialize Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/gfsdk_aftermath_lib.x64_strings.txt Initializes the Aftermath system for DX12. This must be called after creating the context handle. ```APIDOC ## GFSDK_Aftermath_DX12_Initialize ### Description Initializes the GFSDK Aftermath system for DirectX 12. This function should be invoked after a DX12 context handle has been created. ### Method SDK Function Call ### Endpoint N/A ### Parameters None explicitly documented in the source. ### Request Example N/A ### Response N/A ``` -------------------------------- ### Panel 2D Initialization Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/panoramauiclient_strings.txt Logs the initialization process of a 2D panel. ```cpp CPanel2D::Initialize ``` -------------------------------- ### Lua Example Entity Script Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/core/pak01_dir.txt This Lua script serves as an example for defining game entities. It demonstrates entity class structure and properties. ```lua scripts/vscripts/game/entities/entclass_example.lua CRC:00892ddcb8 size:7025 ``` -------------------------------- ### Create Vulkan Instance Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/rendersystemvulkan_strings.txt Creates a Vulkan instance. Fails if instance creation is not possible. ```cpp vkCreateInstance vkCreateInstance failed, unable to create instance. ``` -------------------------------- ### String Formatting Examples Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/scenesystem_strings.txt Examples of string formatting using C-style specifiers. These are used for displaying numerical data, coordinates, and other variable information within strings. ```plaintext t/2 Wjc t1 ``` ```plaintext x=150 ``` ```plaintext x=300 ``` ```plaintext y?U0 ``` -------------------------------- ### Media Foundation Initialization and Shutdown Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/valve_wmf_strings.txt Shows the necessary calls to initialize and shut down the Media Foundation platform. ```cpp MFStartup MFShutdown ``` -------------------------------- ### CS2 Update Music Gungame Start Round Stack Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/core/pak01_dir/scripts/sound_operator_stacks.txt Imports stereo music updates and configures volume fades and mixer settings for the start of a gungame round. ```Haskell "CS_update_music_gungame_startround" { "import_stack" "CS_update_music_stereo" "volume_fade_initial" { "input_execute" "1" "input_min" "1.0" "input_max" "6.0" "input_map_min" "1.0" "input_map_max" "0.3" "default_to_max" "false" } "volume_fade_out" { "input_max" "3.0" } "mixer" { "mixgroup" "BuyMusic" } "update_track" { "operator" "track_update" } "import_stack" "update_stop_at_time" "usat_stop_time" { "input2" "6.0" } } ``` -------------------------------- ### Example Sound Mixer Configuration Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/csgo/pak01_dir/scripts/soundmixers.txt Defines a sound mixer with multiple mix groups and triggers. Used for custom soundscapes in CS:GO. ```text Mixers = [ { mixgroup = "Ambient" vol = 0.6 }, { mixgroup = "Ambient" lvl = 0.0 dsp = 1.0 solo = 0.0 mute = 0.0 vol = 0.3 }, ] Triggers = [ { trigger = "ArmsRace" threshold = 0.0 mixamount = 1.0 attack = 0.0 release = 0.23 }, ] ``` -------------------------------- ### Initialize Kernel Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/pi_level_zero_strings.txt Initializes the Level Zero kernel. This prepares the kernel for execution on the device. ```C++ Kernel->initialize() ``` -------------------------------- ### Tensor Descriptor Configuration Example Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/OpenImageDenoise_device_hip_strings.txt Example of a complex tensor descriptor configuration involving Embed, RightPad, UnMerge, and PassThrough operations for a tuple of integers and integral constants. ```cpp ck::TensorDescriptor, ck::Tuple>, false>, ck::RightPad, ck::RightPad, ck::UnMerge, ck::integral_constant>, false>, ck::UnMerge, ck::integral_constant>, false>>, ck::Tuple, ck::Sequence<1>, ck::Sequence<2>, ck::Sequence<3>, ck::Sequence<4>>, ck::Tuple, ck::Sequence<3>, ck::Sequence<4>, ck::Sequence<5, 6, 7>, ck::Sequence<8, 9, 10>>, ck::Sequence<5, 6, 7, 8, 9, 10>, long long> ``` -------------------------------- ### Resource System Initialization Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/rendersystemdx11_strings.txt Indicates that the resource system is being initialized. ```string resourcesystem ``` -------------------------------- ### Start Sound at Elapsed Time Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/core/pak01_dir/scripts/sound_operator_stacks.txt Starts playing a sound when the elapsed time exceeds a calculated duration, typically twice the sound's original duration. Used for timed audio events. ```scripts "p2_update_start_at_elapsed" { "usae_elapsed_time" { "operator" "sys_get_entry_time" } "sound_duration_mult" { "operator" "math_float" "apply" "mult" "input1" "@usae_elapsed_time.output_sound_duration" "input2" "2" } "time_elapsed_trigger" { "operator" "math_float" "apply" "greater_than_or_equal" "input1" "@usae_elapsed_time.output_sound_elapsed" "input2" "@sound_duration_mult.output" } "stop_this" { "operator" "sys_stop_entries" "input_execute" "@time_elapsed_trigger.output" "stop_this_entry" "true" } "play_entry" { "operator" "sys_start_entry" "execute_once" "true" "input_execute" "@time_elapsed_trigger.output" "input_start" "1" "entry_name" "Default.Null" //Replace with the sound you want to play. } } ``` -------------------------------- ### GFSDK_Aftermath_DX11_Initialize Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/gfsdk_aftermath_lib.x64_strings.txt Initializes the Aftermath system for DX11. This must be called after creating the context handle. ```APIDOC ## GFSDK_Aftermath_DX11_Initialize ### Description Initializes the GFSDK Aftermath system for use with DirectX 11. This function should be called after successfully creating a DX11 context handle. ### Method SDK Function Call ### Endpoint N/A ### Parameters None explicitly documented in the source. ### Request Example N/A ### Response N/A ``` -------------------------------- ### SDL_GetTextureSize Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the dimensions of a texture. ```APIDOC ## SDL_GetTextureSize ### Description Gets the dimensions of a texture. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **int width, int height** - The width and height of the texture. #### Response Example None ``` -------------------------------- ### Define Instructor Lesson Parameters Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/csgo/pak01_dir/scripts/instructor_lessons.txt Sets up the basic properties for an instructor lesson, such as priority, instance type, and display options. ```kv "Serverside Hint" { "priority" "0" "instance_type" "2" //instance name is stored in string1 "timeout" "0" "onscreen_icon" "icon_none" "offscreen_icon" "icon_none" "caption" "No Caption Specified" "caption_color" "255,255,255" "icon_offset" "0" "range" "0" "flags" "0" "binding" "" "gamepad_binding" "" "allow_nodraw_target" "1" "no_offscreen" "0" "force_caption" "0" ``` -------------------------------- ### SDL_GetTextureProperties Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the properties of a texture. ```APIDOC ## SDL_GetTextureProperties ### Description Gets the properties of a texture. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **SDL_PropertiesID** - The properties ID of the texture. #### Response Example None ``` -------------------------------- ### Lua Framework Initialization Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/core/pak01_dir.txt This Lua script provides general framework initialization for the game's vscripts. ```lua scripts/vscripts/framework/frameworkinit.lua CRC:0066f41142 size:170 ``` -------------------------------- ### SDL_GetTouchDeviceType Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the type of a touch device. ```APIDOC ## SDL_GetTouchDeviceType ### Description Gets the type of a touch device. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **SDL_TouchDeviceType** - The type of the touch device. #### Response Example None ``` -------------------------------- ### Panel Creation with Context Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/panoramauiclient_strings.txt Creates a UI panel using the current context. ```cpp CreatePanelWithCurrentContext ``` -------------------------------- ### SDL_GetTouchDeviceName Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the name of a touch device. ```APIDOC ## SDL_GetTouchDeviceName ### Description Gets the name of a touch device. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **const char*** - The name of the touch device. #### Response Example None ``` -------------------------------- ### Create Vulkan Ray Tracing Pipelines Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/rendersystemvulkan_strings.txt Creates Vulkan ray tracing pipelines. Reports errors if creation fails. ```cpp vkCreateRayTracingPipelinesKHR( m_pDevice, VK_NULL_HANDLE, pPipelineCache, 1, &rpci, nullptr, &m_vkRayTracePipeline ) ``` -------------------------------- ### SDL_GetThreadState Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the state of the calling thread. ```APIDOC ## SDL_GetThreadState ### Description Gets the state of the calling thread. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **SDL_ThreadState** - The state of the calling thread. #### Response Example None ``` -------------------------------- ### SDL_GetThreadName Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the name of the calling thread. ```APIDOC ## SDL_GetThreadName ### Description Gets the name of the calling thread. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **const char*** - The name of the calling thread. #### Response Example None ``` -------------------------------- ### Create Command List Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/pi_level_zero_strings.txt Creates a command list for execution on a queue. Supports options for copy engines and batching. ```C++ Q->createCommandList(UseCopyEngine, CommandList) ``` -------------------------------- ### SDL_GetThreadID Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the ID of the calling thread. ```APIDOC ## SDL_GetThreadID ### Description Gets the ID of the calling thread. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **SDL_ThreadID** - The ID of the calling thread. #### Response Example None ``` -------------------------------- ### SDL_GetTexturePalette Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the palette used by a texture. ```APIDOC ## SDL_GetTexturePalette ### Description Gets the palette used by a texture. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **SDL_Palette** - The palette of the texture. #### Response Example None ``` -------------------------------- ### Initialize Device Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/pi_level_zero_strings.txt Initializes the Level Zero device. This is a fundamental step before using device functionalities. ```C++ Device->initialize() ``` -------------------------------- ### Initialization and Device Management Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/pi_level_zero_strings.txt Functions for initializing the Level Zero API, enumerating devices, and retrieving device properties. ```APIDOC ## zeInit ### Description Initializes the Level Zero API. This function must be called before any other Level Zero function. ### Endpoint N/A (Library function) ### Parameters None ### Response Example `0` on success, non-zero on failure. ## zeDeviceGet ### Description Retrieves a handle to a device. ### Endpoint N/A (Library function) ### Parameters - **ordinal** (uint32_t) - Required - The ordinal of the device to retrieve. ### Response Example `ZE_RESULT_SUCCESS` on success. ## zeDeviceGetProperties ### Description Retrieves properties of a device. ### Endpoint N/A (Library function) ### Parameters - **device** (ze_device_handle_t) - Required - Handle to the device. - **pProperties** (ze_device_properties_t *) - Output - Pointer to a structure to receive device properties. ### Response Example `ZE_RESULT_SUCCESS` on success. ``` -------------------------------- ### SDL_GetTextureBlendMode Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the blend mode for a texture. ```APIDOC ## SDL_GetTextureBlendMode ### Description Gets the blend mode for a texture. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **SDL_BlendMode** - The blend mode of the texture. #### Response Example None ``` -------------------------------- ### SDL_GetSystemTheme Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/bin/win64/SDL3_strings.txt Gets the current system theme. ```APIDOC ## SDL_GetSystemTheme ### Description Gets the current system theme. ### Method Not Applicable (Function Call) ### Endpoint Not Applicable ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example None ### Response #### Success Response - **SDL_SystemTheme** - The current system theme. #### Response Example None ``` -------------------------------- ### Lua Main Initialization Script Source: https://github.com/steamtracking/gametracking-cs2/blob/master/game/core/pak01_dir.txt This is the primary initialization script for all vscripts in the game. ```lua scripts/vscripts/init.lua CRC:0011a24058 size:6508 ```