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README.md

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## Documentation errors
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This documentation was made by Serein.Fn and Robonyan\_tame. Please report any errors in the documentation either to us in a private message on the forum or to Robonyan\_tame#4147 on Discord.
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Created this project by Robonyan\_tame, written by Robonyan\_tame and NineY and Fearless\_hamster, if you have any questions please send an error message to Robonyan\_tame#4147 via discord

SUMMARY.md

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* [Class](documentation/class/README.md)
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* [Page 3](documentation/class/page-3.md)
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* [Enumerations](documentation/enumerations/README.md)
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* [🎭 e\_trace\_mask](documentation/enumerations/e\_trace\_mask.md)
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* [😚 e\_hitbox](documentation/enumerations/e\_hitbox.md)
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* [👀 e\_path\_flags](documentation/enumerations/e\_path\_flags.md)
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* [📜 e\_font\_flags](documentation/enumerations/e\_font\_flags.md)
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* [Variables](documentation/variables/README.md)
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* [💣 debug\_overlay](documentation/variables/debug\_overlay.md)
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* [📽 netchannel](documentation/variables/netchannel.md)
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* [🧶 renderer](documentation/variables/renderer.md)
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* [🏎 engine](documentation/variables/engine.md)
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* [🧷 global\_vars](documentation/variables/global\_vars.md)
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* [🤣 hitscan](documentation/variables/hitscan.md)
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* [♿ entity\_list](documentation/variables/entity\_list.md)
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* [🤺 effects](documentation/variables/effects.md)
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* [🥵 clientstate](documentation/variables/clientstate.md)
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* [💀 ragebot](documentation/variables/ragebot.md)
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* [🤯 antiaim](documentation/variables/antiaim.md)
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* [👌 input](documentation/variables/input.md)
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* [🔫 menu\_ragebot](documentation/variables/menu\_ragebot.md)
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* [🦿 menu\_antiaim](documentation/variables/menu\_antiaim.md)
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* [🤔 esp\_info](documentation/variables/esp\_info.md)
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* [🤗 player\_resource](documentation/variables/player\_resource.md)
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* [🚜 engine\_game\_trace](documentation/variables/engine\_game\_trace.md)
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* [🤧 gamerules](documentation/variables/gamerules.md)
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* [🥶 gametypes](documentation/variables/gametypes.md)
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* [☃ model\_render](documentation/variables/model\_render.md)
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* [🥱 model\_info](documentation/variables/model\_info.md)
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# 😚 e\_hitbox
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{% tabs %}
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{% tab title="Functions:" %}
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`head` 
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`lower_neck`
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`pelvis`
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`stomach`
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`lower_chest`
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`chest` 
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`upper_chest` 
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`left_thigh`
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`right_thigh`
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`left_calf` 
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`right_calf` 
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`left_foot` 
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`right_foot` 
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`left_hand`
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`right_hand` 
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`left_upper_arm` 
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`left_forearm` 
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`right_upper_arm` 
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`right_forearm` 
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`max`
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{% endtab %}
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{% endtabs %}
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# 🎭 e\_trace\_mask
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{% tabs %}
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{% tab title="Functions:" %}
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`mask_all`
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`mask_solid`
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`mask_playersolid`
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`mask_npcsolid`
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`mask_npcfluid`
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`mask_water`
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`mask_opaque`
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`mask_opaque_and_npcs`
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`mask_blocklos`
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`mask_blocklos_and_npcs`
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`mask_visible`
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`mask_visible_and_npcs`
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`mask_shot`
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`mask_shot_brushonly`
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`mask_shot_hull`
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`mask_shot_player`
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`mask_shot_portal`
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`mask_solid_brushonly`
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`mask_playersolid_brushonly`
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`mask_npcsolid_brushonly`
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`mask_npcworldstatic`
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`mask_npcworldstatic_fluid`
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`mask_splitareaportal`
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`mask_current`
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`mask_deadsolid`
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{% endtab %}
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{% endtabs %}

documentation/events.md

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on ragebot shot
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🔗 struct <mark style="color:blue;">**`lua_shot_info`**</mark>
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| | | |
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| - | - | - |
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| | | |
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| | | |
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| | | |
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### on\_hitscan&#x20;
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on ragebot hitbox selection
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🔗 struct <mark style="color:blue;">**`on_hitscan`**</mark>
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| | | |
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| - | - | - |
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| | | |
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| | | |
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| | | |
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### on\_multipoints&#x20;
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on ragebot multipoint setup
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🔗 struct <mark style="color:blue;">**`lua_multipoints`**</mark>
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| | | |
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| - | - | - |
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| | | |
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| | | |
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| | | |

documentation/variables/antiaim.md

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# 🤯 antiaim
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## Functions:
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### get\_last\_viewangles
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`antiaim.get_last_viewangles():` <mark style="color:purple;">`c_vector3d`</mark>
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### get\_last\_desync
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`antiaim.get_last_desync():` <mark style="color:purple;">`float`</mark>
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### get\_last\_desync\_amount
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`antiaim.get_last_desync_amount():` <mark style="color:purple;">`float`</mark>
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### get\_manual\_direction
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`antiaim.get_manual_direction():` <mark style="color:purple;">`manual_direction`</mark>
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### did\_send\_packet\_last\_tick
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`antiaim.did_send_packet_last_tick():` <mark style="color:purple;">`bool`</mark>
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### override\_fake
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`antiaim.override_fake(angle):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| angle | float |
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### override\_desync
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`antiaim.override_desync(angle):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| angle | float |
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### override\_pitch
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`antiaim.override_pitch(angle):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| angle | float |
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### override\_roll
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`antiaim.override_roll(angle):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| angle | float |
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### get\_max\_desync
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`antiaim.get_max_desync(index):` <mark style="color:purple;">`float`</mark>
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| Name | Type |
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| ----- | ---- |
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| index | int |
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###
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# 🥵 clientstate
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## Functions:
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### get\_choked\_ticks
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`clientstate.get_choked_ticks():` <mark style="color:purple;">`int`</mark>
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### get\_client\_tick
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`clientstate.get_client_tick():` <mark style="color:purple;">`int`</mark>
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### get\_server\_tick
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`clientstate.get_server_tick():` <mark style="color:purple;">`int`</mark>
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### get\_delta\_tick
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`clientstate.get_delta_tick():` <mark style="color:purple;">`int`</mark>
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### get\_last\_command
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`clientstate.get_last_command():` <mark style="color:purple;">`int`</mark>

documentation/variables/effects.md

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# 🤺 effects
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## Functions:
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### draw\_screen\_effect
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`effects.draw_screen_effect(c_material* material,x,y,w,h):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ------- | ----- |
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| x/y/w/h | float |
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### dispatch\_effect
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`effects.dispatch_effect(std::string effect, origin):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ------ | ----------- |
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| origin | c\_vector3d |
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### dispatch\_particle\_effect
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`effects.dispatch_particle_effect(std::string particle_effect, origin):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ------ | ----------- |
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| origin | c\_vector3d |
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### dispatch\_tesla
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`effects.dispatch_particle_effect(origin, time, radius, beams, width, std::string sprite_name, float_red, float_green, float_blue):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ------ | ----------- |
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| origin | c\_vector3d |
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| time | float |
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| radius | float |
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| beams | float |
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| width | float |
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### dispatch\_smoke
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`effects.dispatch_smoke(x, y, z, scale, framerate):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| --------- | ----- |
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| x/y/z | float |
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| scale | float |
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| framerate | float |
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### dispatch\_sparks
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`effects.dispatch_sparks(x, y, z):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| x/y/z | float |
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### dispatch\_dust
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`effects.dispatch_dust(x, y, z, size, speed):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| x/y/z | float |
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| size | float |
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| speed | float |
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### dispatch\_muzzleflash
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`effects.dispatch_muzzleflash(x, y, z, scale, type):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| x/y/z | float |
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| scale | float |
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| type | int |
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### dispatch\_metalsparks
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`effects.dispatch_metalsparks(x, y, z):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| x/y/z | float |
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### dispatch\_energysplash
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`effects.dispatch_energysplash(x, y, z, explosive):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| --------- | ----- |
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| x/y/z | float |
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| explosive | bool |
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### dispatch\_ricochet
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`effects.dispatch_ricochet(x, y, z):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| ----- | ----- |
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| x/y/z | float |
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### suppress\_effects\_sounds
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`effects.suppress_effects_sounds(suppress):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| -------- | ---- |
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| suppress | bool |
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### draw\_lights
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`effects.draw_lights(c_client_entity* entity, float_red, float_green, float_blue, float_alpha):` <mark style="color:purple;">`void`</mark>
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### draw\_beam
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`effects.draw_lights(start, end, std::string sprite, time, width, amplitude, speed, segments, float_red, float_green, float_blue, float_alpha):` <mark style="color:purple;">`void`</mark>
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| Name | Type |
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| --------- | ----------- |
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| start/end | c\_vector3d |
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| time | float |
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| width | float |
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| amplitude | float |
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| speed | float |
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| segments | int |

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