Onetap v3 Re:Run Javascript globals

__filename

Filename of the running script.

Type

string

Classes

class Reference(...path)
Arguments
  • ...path (string) – Path to the javascript element

Reference.path
Type

Array[string]

Reference.GetValue()

Returns the value of this UI element.

Example:

FAKELAG_ENABLED = new Reference("Anti-Aim", "Fake-Lag", "Enabled")
FAKELAG_LIMIT = new Reference("Anti-Aim", "Fake-Lag", "Limit")
function GetFakelag() {
    if(!FAKELAG_ENABLED.GetValue())
        return 0; // fakelag disabled
    return FAKELAG_LIMIT.GetValue();
}
Returns

The value of the element

Return type

Any

Reference.SetValue(value)

Sets the value of this UI element.

Example:

FAKELAG_ENABLED = new Reference("Anti-Aim", "Fake-Lag", "Enabled")
function disableFakelag() {
    FAKELAG_ENABLED.SetValue(false);
}
Arguments
  • ...path (string) – Path of the element

  • value (Any) – New value

Reference.SetEnabled(value)

Enables/disables this element.

Arguments
  • value (boolean) – Whether to enable or disable

Reference.GetString()

Returns the value of this textbox element.

Returns

The value of the element

Return type

string

Reference.GetColor()

Returns the value of this colorpicker element.

Returns

The value of the element

Return type

RGBA()

Reference.SetColor(value)

Sets the value of the colorpicker element at the specified path to the color.

Arguments
  • ...path (string) – Path of the element

  • color (RGBA()) – New color

Reference.IsHotKeyActive()

Returns if the hotkey of this element is being held/pressed.

Returns

If the hotkey is being held/pressed

Return type

boolean

Reference.ToggleHotkey()

Simulates pressing the hotkey for this element.

Returns

New state of the hotkey, 1 is active, 0 means inactive

Return type

integer

class Entity(entityindex)
Arguments
  • entityindex (integer) – Entityindex of the entity

Entity.entityindex
Type

integer

Entity.IsTeammate()

Returns if this entity is a teammate.

Returns

Entity is a teammate

Return type

boolean

Entity.IsEnemy()

Returns if this entity is an enemy.

Returns

Entity is an enemy

Return type

boolean

Entity.IsBot()

Returns if this entity is a bot.

Returns

Entity is a bot

Return type

boolean

Entity.IsLocalPlayer()

Returns if this entity matches yourself.

Returns

Entity is yourself

Return type

boolean

Entity.IsValid()

Returns if this entity is valid.

Returns

Entity is valid

Return type

boolean

Entity.IsAlive()

Returns if this entity is alive.

Returns

Entity is alive

Return type

boolean

Entity.IsDormant()

Returns if this entity is dormant.

Returns

Entity is dormant

Return type

boolean

Entity.GetClassID()

Returns the class id of the class this entity belongs to.

Returns

Class id of the entity

Return type

integer

Entity.GetClassName()

Returns the name of the class this entity belongs to.

Returns

Class name of the entity

Return type

string

Entity.GetName()

Returns the name of this entity.

Returns

Name of the entity

Return type

string

Entity.GetWeapon()

Returns the current held weapon entity.

Returns

Held weapon

Return type

Entity()

Entity.GetWeapons()

Returns all weapons this entity has.

Returns

All weapons of this entity

Return type

Array[Entity()]

Entity.GetRenderOrigin()

Returns position of this entity.

Returns

Position of this entity

Return type

Vector3

Entity.GetRenderBox()

Returns the render box of this entity.

Returns

An array comprising of: valid/invalid (boolean), min X, min Y, max X, max Y

Return type

Array

Entity.GetProp(table, propname)

Returns the value of the prop of this entity. table is most of the time the name of the entity’s class, e.g. CCSPlayer for players.

Arguments
  • table (string) – Name of entity’s class

  • propname (string) – Name of the prop

Returns

The value

Return type

Any

Entity.SetProp(table, propname, value)

Sets the value of the prop of this entity. table is most of the time the name of the entity’s class, e.g. CCSPlayer for players.

Arguments
  • table (string) – Name of entity’s class

  • propname (string) – Name of the prop

  • value (Any) – The value

Entity.GetHitboxPositions(hitboxindex)

Returns position of the hitbox.

Arguments
  • hitgroup (integer) – Hitboxindex of the hitbox

Returns

Position of the hitbox

Return type

Vector3()

Entity.GetEyePosition()

Returns position of the eye hitbox.

Returns

Position of the eye hitbox

Return type

Vector3()

class Material(material)
Arguments
  • material (string) – Name of the material

Material.name

Name of the material

Type

string

Material.SetKeyValue(key, value)

Overrides values.

Note

Can only be used during a Material() callback.

Arguments
  • key (string) – Key

  • value (string) – value

Material.Refresh()

Refreshes the material with the new values from Material.SetKeyValue().

Note

Can only be used during a Material() callback.

class Vector2(x, y)

A 2d vector

Arguments
  • x (number) – x position

  • y (number) – y position

Vector2.pack()
Vector2.unpack(array)
class Vector3(x, y, z)

A 3d vector

Arguments
  • x (number) – x position

  • y (number) – y position

  • z (number) – z position

Vector3.pack()
Vector3.unpack(array)
class Angles(pitch, yaw, roll)

An angle.

Arguments
  • pitch (number) – pitch

  • yaw (number) – yaw

  • roll (number) – roll

Angles.pack()
Angles.unpack(array)
class RGBA(r, g, b, a)

A RGBA color.

Arguments
  • r (integer) – red channel

  • g (integer) – green channel

  • b (integer) – blue channel

  • a (integer) – alpha (transparency)

RGBA.pack()
RGBA.unpack(array)

Globals

Globals.Tickcount()

Returns the current tick.

Returns

Current tick

Return type

integer

Globals.Tickrate()

Returns the current tickrate, aka how many ticks the server is running per second.

It is 64 in matchmaking and most community servers.

Returns

Tickrate

Return type

integer

Globals.TickInterval()

Returns the delay between each tick.

Equivalent to:

function TickInterval() {
    return 1 / Global.Tickrate();
}
Returns

Tickinterval in seconds

Return type

float

Globals.Curtime()

Returns the current time of the server.

Returns

Current time in seconds

Return type

float

Globals.Realtime()

Returns the time in seconds since CS:GO was started.

Returns

Time in seconds

Return type

float

Globals.Frametime()

Returns the time the last frame took to render.

Returns

Time in seconds

Return type

float

Sound

Sound.Play(filename)

Plays a sound from a .wav file.

Arguments
  • filename (string) – Filename of the sound

Sound.PlayMicrophone(filename)

Plays a sound from a .wav file over your microphone.

Arguments
  • filename (string) – Fileanme of the sound

Sound.StopMicrophone()

Interrupt the playing sound from Sound.PlayMicrophone().

Cheat

Cheat.GetUsername()

Returns the onetap username, but in OTCv3 this is replaced by the steam name on injection.

Returns

Onetap username or steam name

Return type

string

Cheat.RegisterCallback(callback, function)

Registers a callback, valid callbacks can be found here.

Example:

Global.RegisterCallback("CreateMove", function() {
    // gets called every tick
});
Arguments
  • callback (string) – Name of the callback.

  • name (string) – Name of the callback function.

Cheat.ExecuteCommand(command)

Executes a command in the CS:GO console.

Arguments
  • command (string) – The command to execute.

Cheat.FrameStage()

Returns the current frame stage.

Stage

Meaning

0

Frame Start

1

Frame NetUpdate Start

2

Frame NetUpdate PostDataUpdate Start

3

Frame NetUpdate PostDataUpdate End

4

Frame NetUpdate End

5

Frame Render Start

6

Frame Render End

Returns

Current frame stage

Return type

integer

Note

Can only be used during a FrameStageNotify() callback.

Cheat.Print(text)

Prints text into the CS:GO console.

Arguments
  • text (string) – The text to print into the console.

Cheat.PrintChat(text)

Prints colored text into the chat.

You can use special bytes to change the color.

Byte

Color

Byte

Color

Byte

Color

Byte

Color

\x01

White

\x05

Lighter green

\x09

Gold

\x0D

Dark purple

\x02

Dark red

\x06

Light green

\x0A

Gray

\x0E

Light purple

\x03

Purple

\x07

Red

\x0B

Aqua

\x0F

Light red

\x04

Green

\x08

Gray

\x0C

Blue

\xA0

N/A

Arguments
  • text (string) – The text to print into the chat.

Note

The text is clientside, so only you can see the text.

Cheat.PrintColor(color, text)

Prints colored text into the CS:GO console.

Arguments
  • color (RGBA()) – The color for the text

  • text (string) – The text to print into the console.

Local

Local.Latency()

Returns your latency to the server.

Returns

Latency in seconds.

Return type

float

Local.GetViewAngles()

Returns the current viewangles of yourself.

Example:

Global.RegisterCallback("Draw", function() {
    const angles = Global.GetViewAngles();
    Render.String(5, 5, 0, "Angles: pitch=" + angles.pitch + " yaw=" + angles.yaw + " roll=" + angles.roll, [255, 0, 0, 255]);
});
Returns

Current viewangles

Return type

Angles()

Local.SetViewAngles(angles)

Sets the current viewangles of yourself.

Arguments
Local.SetClanTag(tag)

Sets the current clantag.

Arguments
  • tag (string) – Clantag to change to.

Local.GetRealYaw()

Returns the current yaw of your real.

Returns

Absolute yaw of the real

Return type

float

Local.GetFakeYaw()

Returns the current yaw of your fake.

Returns

Absolute yaw of the fake

Return type

float

Local.GetSpread()

Returns the S P R E A D of the current selected gun.

Returns

Gun spread

Return type

float

Local.GetInaccuracy()

Returns the inaccuracy of the current selected gun with moving inaccuracy calculations.

Returns

Shot inaccuracy

Return type

float

World

World.GetMapName()

Returns the current map name.

Examples:

  • de_dust2

  • de_mirage

  • cs_office

Returns

Current map name

Return type

string

World.GetServerString()

Returns the current server (ip, port, offline match, …) as a string. This is used in the watermark.

Returns

Current server as string

Return type

string

Input

Input.GetCursorPosition()

Returns the current position of the cursor.

Returns

Cursorposition

Return type

Vector2()

Input.IsKeyPressed(key)

Returns if the key is currently pressed.

Arguments
Returns

If the key is is pressed

Return type

boolean

Render

Note

Can only be used during a Draw() callback.

Render.String(x, y, align, text, color[, size])

Renders the string text at x|y. Align 0 is left-aligned and everything else is centered.

Arguments
  • text (string) – Text to write

  • x (integer) – x position

  • y (integer) – y position

  • color (RGBA()) – Color

  • size (integer) – Size of the text

Render.TextSize(text[, size])

Returns the size of the text.

Arguments
  • text (string) – Text to measure

  • size (integer) – Size of the text

Returns

Size the text would take

Return type

Vector2()

Render.Line(x1, y1, x2, y2, color)

Renders a line from x1|y1 to x2|y2.

Arguments
  • x1 (integer) – x position of the start

  • y1 (integer) – y position of the start

  • x2 (integer) – x position of the end

  • y2 (integer) – y position of the end

  • color (RGBA()) – Color

Render.Rect(x, y, width, height, color)

Renders a rectangle from x|y with the width width and height height.

Arguments
  • x (integer) – x position

  • y (integer) – y position

  • width (integer) – width

  • height (integer) – height

  • color (RGBA()) – Color

Render.FilledRect(x, y, width, height, color)

Renders a rectangle from x|y with the width width and height height filled with color.

Arguments
  • x (integer) – x position

  • y (integer) – y position

  • width (integer) – width

  • height (integer) – height

  • color (RGBA()) – Color

Render.GradientRect(x, y, width, height, color1, color2)

Renders a rectangle from x|y with the width width.

Arguments
  • x (integer) – x position

  • y (integer) – y position

  • width (integer) – width

  • height (integer) – height

  • color1 (RGBA()) – First color

  • color2 (RGBA()) – Second color

Render.Circle(x, y, r, color)

Renders a circle at x|y.

Arguments
  • x (integer) – x position

  • y (integer) – y position

  • r (integer) – radius of the circle

  • color (RGBA()) – Color

Render.Polygon(points, color)

Renders a polygon/triangle, the 3 corners are in points.

Example:

Cheat.RegisterCallback("Draw", function() {
    Render.Polygon([[50, 0], [25, 50], [75, 50]], [255, 0, 0, 255]);
});
Arguments
Render.WorldToScreen(position)

Returns screen position from world position.

Arguments
  • position (Vector3()) – Position in the world

Returns

Position on screen

Return type

Vector2()

Render.AddFont(name, size, weight)

Returns font object.

Arguments
  • name (string) – Name of the font

  • size (integer) – Font size

  • weight (integer) – Font weight

Returns

Font object

Return type

Any

Render.FindFont(name, size, weight)

Returns font object.

Arguments
  • name (string) – Name of the font

  • size (integer) – Font size

  • weight (integer) – Font weight

Returns

Font object

Return type

Any

Render.StringCustom(x, y, align, text, color, font)

Renders the string text at x|y with a custom font.

Arguments
  • x (integer) – x position

  • y (integer) – y position

  • align (integer) – How to align the text

  • text (string) – Text to write

  • color (RGBA()) – Color

  • font (Font) – Font

Render.TexturedRect(x, y, width, height, texture)

Renders the texture texture at x|y with the width width and height height.

Arguments
  • x (integer) – x position

  • y (integer) – y position

  • width (integer) – with

  • height (integer) – height

  • texture (Texture) – Texture

Render.AddTexture(filename)

Returns a texture loaded from a file.

Arguments
  • filename (string) – Filename of the image

Returns

Texture from the file

Return type

Texture

Render.TextSizeCustom(text, font)

Returns the size of the text with a custom font.

Arguments
  • text (string) – Text

  • font (Font) – Font

Returns

Size of the text

Return type

Vector2()

Render.GetScreenSize()

Returns the size of the screen.

Returns

Screensize

Return type

Vector2()

UI

UI.AddCheckbox(name)

Adds a checkbox element to “Misc”, “JAVASCRIPT”, “Script Items”.

Arguments
  • name (string) – Name of the checkbox

Returns

A Reference to the element

Return type

Reference()

UI.AddSliderInt(name[, min[, max])

Adds a slider element to “Misc”, “JAVASCRIPT”, “Script Items”.

Arguments
  • name (string) – Name of the slider

  • min (integer) – Minimal value

  • max (integer) – Maximal value

Returns

A Reference to the element

Return type

Reference()

UI.AddSliderFloat(name[, min[, max])

Adds a slider element to “Misc”, “JAVASCRIPT”, “Script Items”.

Arguments
  • name (string) – Name of the slider

  • min (float) – Minimal value

  • max (float) – Maximal value

Returns

A Reference to the element

Return type

Reference()

UI.AddHotkey(name)

Adds a hotkey element to “Misc”, “JAVASCRIPT”, “Script Items”.

Arguments
  • name (string) – Name of the hotkey

Returns

A Reference to the element

Return type

Reference()

UI.AddLabel(text)

Adds a label element to “Misc”, “JAVASCRIPT”, “Script Items”.

Arguments
  • text (string) – The text to add

Returns

A Reference to the element

Return type

Reference()

UI.AddDropdown(name, options)

Adds a dropdown element to “Misc”, “JAVASCRIPT”, “Script Items”.

Example:

reference = UI.AddDropdown("sample dropdown", ["option 1", "option 2"])
reference.GetValue() == 0 // selected by default
Arguments
  • name (string) – Name of the dropdown

  • options (Array[options]) – Array of options

Returns

A Reference to the element

Return type

Reference()

UI.AddMultiDropdown(name, options)

Adds a multidropdown element to “Misc”, “JAVASCRIPT”, “Script Items”.

Example:

reference = UI.AddMultiDropdown("sample dropdown", ["option 1", "option 2"])
reference.GetValue() == [] // empty list because nothing is selected
Arguments
  • name (string) – Name of the multidropdown

  • options (Array[options]) – Array of options

UI.AddColorPicker(name)

Adds a colorpicker element to “Misc”, “JAVASCRIPT”, “Script Items”.

Arguments
  • name (string) – Name of the colorpicker

UI.AddTextbox(name)

Adds a textbox element to “Misc”, “JAVASCRIPT”, “Script Items”.

Arguments
  • name (string) – Name of the textbox

UI.IsMenuOpen()

Returns if the menu is opened.

Returns

If the menu is opened

Return type

boolean

Convar

Convar.GetInt(name)

Returns the current value of the specified ConVar.

Arguments
  • name (string) – Name of the ConVar

Returns

Value of the ConVar

Return type

integer

Convar.SetInt(name, value)

Sets the value of the specified ConVar.

Arguments
  • name (string) – Name of the ConVar

  • value (integer) – New value

Convar.GetFloat(name)

Returns the current value of the specified ConVar.

Arguments
  • name (string) – Name of the ConVar

Returns

Value of the ConVar

Return type

float

Convar.SetFloat(name, value)

Sets the value of the specified ConVar.

Arguments
  • name (string) – Name of the ConVar

  • value (float) – New value

Convar.GetString(name)

Returns the current value of the specified ConVar.

Arguments
  • name (string) – Name of the ConVar

Returns

Value of the ConVar

Return type

string

Convar.SetString(name, value)

Sets the value of the specified ConVar.

Arguments
  • name (string) – Name of the ConVar

  • value (string) – New value

Event

Note

Can only be used during a CS:GO Event and a Special Cheat Event.

Event.GetInt(name)

Returns the integer representation of the specified name.

Returns

Value of the name

Return type

integer

Event.GetFloat(name)

Returns the floating point representation of the specified name.

Returns

Value of the name

Return type

float

Event.GetString(name)

Returns the string representation of the specified name.

Returns

Value of the name

Return type

string

Entities

Entities.GetEntities()

Returns all entities.

Returns

All entities

Return type

Array[Entity()]

Entities.GetEntitiesByClassID(classid)

Returns all entities with a matching class id.

Arguments
  • classid (integer) – classid

Returns

All matching entities

Return type

Entity()

Entities.GetPlayers()

Returns all players.

Returns

All players

Return type

Array[Entity()]

Entities.GetEnemies()

Returns all players in the enemy team.

Returns

All enemies

Return type

Array[Entity()]

Entities.GetTeammates()

Returns all players your team.

Returns

All teammates

Return type

Array[Entity()]

Entities.GetLocalPlayer()

Returns the index of yourself.

Returns

Yourself

Return type

Entity()

Entities.GetGameRulesProxy()

Returns the game rules entity

Returns

Entity of the game rules

Return type

Entity()

Entities.GetEntityFromUserID(userid)

Returns the player with the userid.

Arguments
  • userid (string) – Userid of the player to find

Returns

Entity matching the userid

Return type

Entity()

Trace

Trace.Line(entityindex, start, end)

Traces a line between start and end

Arguments
  • entityindex (integer) – Entityindex of the entity

  • start (Vector3()) – Start of the trace

  • end (Vector3()) – End of the trace

Returns

What it hit

Return type

Array[target, fraction]

Trace.Bullet(?)

Warning

Undocumented function.

UserCMD

Note

Can only be used during a CreateMove() callback.

UserCMD.SetMovement(movement)

Sets the movement for the current move command.

Arguments
UserCMD.GetMovement()

Returns the planned movement for the current move command.

Returns

The movement

Return type

Vector3()

UserCMD.SetAngles(angles)

Sets the viewangles for the current move command.

Arguments

Note

You can use Local.GetViewAngles() to get them.

UserCMD.ForceJump(value)

Forces the command to jump/not jump.

Arguments
  • value (boolean) – Whether to force jump or not

UserCMD.ForceCrouch(value)

Forces the command to crouch/not crouch.

Arguments
  • value (boolean) – Whether to force crouch or not

AntiAim

AntiAim.GetOverride()

Returns 1 if the antiaim is being managed by a script, 0 otherwise.

Returns

If antiaim is mangaged by a script

Return type

integer

AntiAim.SetOverride(state)

Enable/disable mangagment of the antiaim.

Arguments
  • state (boolean) – 1 to enable, 0 to disable

Note

Booleans (true/false) are not supported!

AntiAim.SetRealOffset(degree)

Sets the real offset.

Arguments
  • degree (integer) – Real offset from yaw.

Note

AntiAim.GetOverride() must return 1 before this affects anything.

AntiAim.SetFakeOffset(degree)

Offsets yaw offset by degree.

Arguments
  • degree (integer) – Offsets yaw.

Note

AntiAim.GetOverride() must return 1 before this affects anything.

AntiAim.SetLBYOffset(degree)

Sets the fake offset.

Arguments
  • degree (integer) – Fake offset from yaw.

Note

AntiAim.GetOverride() must return 1 before this affects anything.

Exploit

Exploit.GetCharge()

Returns the current doubletap charge percentage and -1 when disabled.

Returns

Doubletap charge in percent

Return type

float

Exploit.Recharge()

Forces the ragebot to recharge the doubletap asap.

Exploit.DisableRecharge()

Disables automatic recharge.

Exploit.EnableRecharge()

Re-enables automatic recharge.

Ragebot

Ragebot.GetTarget()

Returns the entity targetted by the ragebot.

Returns

Entityindex of ragebot target

Return type

integer

Ragebot.IgnoreTarget(entityindex)

Ignores the entity matching entityindex.

Note

Only active for one tick and must be called in a CreateMove() callback.

Arguments
  • entityindex (integer) – Entityindex of the entity

Ragebot.ForceTarget(entityindex)

Forces the ragebot to shoot at the entity whenever possible.

Note

Only active for one tick and must be called in a CreateMove() callback.

Arguments
  • entityindex (integer) – Entityindex of the entity

Ragebot.ForceTargetSafety(entityindex)

Forces safety on a specific entity. (safepoint)

Note

Only active for one tick and must be called in a CreateMove() callback.

Arguments
  • entityindex (integer) – Entityindex of the entity

Ragebot.ForceTargetHitchance(entityindex, hitchance)

Forces a minimum hitchance for entity.

Note

Only active for one tick and must be called in a CreateMove() callback.

Arguments
  • entityindex (integer) – Entityindex of the entity

  • hitchance (integer) – Hitchance to force

Ragebot.ForceTargetMinimumDamage(entityindex, minimum_damage)

Forces the minimum damage for entity.

Note

Only active for one tick and must be called in a CreateMove() callback.

Arguments
  • entityindex (integer) – Entityindex of the entity

  • minimum_damage (integer) – Damage to force

Ragebot.ForceHitboxSafety(hitboxindex)

Forces safety on a specific hitbox. (safepoint)

Note

Only active for one tick and must be called in a CreateMove() callback.

Arguments
  • hitboxindex (integer) – Hitboxindex of the hitbox

Materials

Materials.Create(name)

Creates a material.

Arguments
  • name (string) – Name of the material

Returns

If the creation was successful

Return type

Material()

Materials.Get(name)

Returns the material index.

Note

Can only be used during a Material() callback.

Arguments
  • name (string) – Name of the material

Returns

Materialindex

Return type

Material()