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2025-10-13

23 changes

C4 Defusing Now Blocks Scoping and Delays Your Next Shot by 150ms

Defusing the C4 now lowers your viewmodel weapon, prevents scoping, and delays firing for 150ms after you stop defusing. This update also moves to the latest Source 2 engine code, reworking bullet penetration and particle/sound processing to reduce CPU usage during gunfights. Scripters using the API gain new enums for round-end reasons, hit groups, and damage types, plus a CSWeaponData.GetGearSlot function.

C4

misc

  • reworkUpdated engine code to the latest version of Source 2.
  • reworkReworked bullet penetration simulation to reduce CPU usage.
  • reworkImproved core utilization of some client particle and sound effects processing, reducing overall CPU usage when players are shooting.
  • fixFixed a case where 1 tick was incorrectly subtracted from sv_predictable_damage_tag_ticks.

weapon

  • reworkDefusing C4 will now lower the viewmodel weapon, prevent scoping, and delay firing the weapon by 150ms after exiting the defuse.C4

ui

  • reworkMajor Highlight clips are now viewable from the Spectator Loadout.
  • reworkSelected player is now more visible in the Team Counter.
  • reworkContext menu in the Inventory now opens in a position relative to the cursor.
  • reworkHUD weapon mode indicator has been moved to the ammo count.

scripting

  • reworkCSWeaponType.PISTOL == 1
  • reworkCSWeaponType\[1] == "PISTOL"
  • reworkAdded enums CSRoundEndReason, CSHitGroup, CSLoadoutSlot, CSDamageTypes, CSDamageFlags and CSWeaponAttackType
  • reworkAdded BOOSTS value to CSGearSlot. This is the gear slot for healthshots.
  • reworkUpdated Instance.OnRoundEnd to now receive the reason
  • reworkUpdated Instance.OnBeforePlayerDamage to now receive damageType and damageFlags and the result can now modify damageType and damageFlags
  • reworkUpdated Instance.OnPlayerDamage to now receive damageType and damageFlags
  • reworkUpdated Instance.OnKnifeAttack to now receive attackType
  • reworkThe trace config now accepts an array of ignore entities or just one
  • reworkThe trace config can specify to trace against hitboxes
  • reworkThe trace result will include hitGroup if tracing against hitboxes
  • reworkUpdated Instance.BulletTrace result to include hitGroup
  • reworkUpdated Entity.TakeDamage to accept damageType and damageFlags
  • reworkAdded CSWeaponData.GetGearSlot()
Valve's original notes
[p align="start"]A new pre-release build (“1.41.1.3-rc1”) is now available in the CS2 beta depot. This build is not compatible with public matchmaking.[/p][p align="start"]For instructions on how to opt into a CS2 beta depot build, visit the following page: [/p][p][url="https://support.steampowered.com/kb_article.php?ref=9847-WHXC-7326"]https://support.steampowered.com/kb_article.php?ref=9847-WHXC-7326[/url][/p][p align="start"][/p][p]\[ ENGINE ][/p][list][*][p]Updated engine code to the latest version of Source 2.[/p][/*][*][p]Reworked bullet penetration simulation to reduce CPU usage.[/p][/*][*][p]Improved core utilization of some client particle and sound effects processing, reducing overall CPU usage when players are shooting.[/p][/*][/list][p]\[ GAMEPLAY ][/p][list][*][p]Defusing C4 will now lower the viewmodel weapon, prevent scoping, and delay firing the weapon by 150ms after exiting the defuse.[/p][/*][*][p]Fixed a case where 1 tick was incorrectly subtracted from sv_predictable_damage_tag_ticks.[/p][/*][/list][p]\[ UI ][/p][list][*][p]Major Highlight clips are now viewable from the Spectator Loadout.[/p][/*][*][p]Selected player is now more visible in the Team Counter.[/p][/*][*][p]Context menu in the Inventory now opens in a position relative to the cursor.[/p][/*][*][p]HUD weapon mode indicator has been moved to the ammo count.[/p][/*][/list][p]\[ MAP SCRIPTING ][/p][list][*][p]cs_script enums can now be imported and behave the same as TypeScript enums.[/p][list][*][p]CSWeaponType.PISTOL == 1[/p][/*][*][p]CSWeaponType\[1] == "PISTOL"[/p][/*][/list][/*][*][p]Added enums CSRoundEndReason, CSHitGroup, CSLoadoutSlot, CSDamageTypes, CSDamageFlags and CSWeaponAttackType[/p][/*][*][p]Added BOOSTS value to CSGearSlot. This is the gear slot for healthshots.[/p][/*][*][p]Updated Instance.OnRoundEnd to now receive the reason[/p][/*][*][p]Updated Instance.OnBeforePlayerDamage to now receive damageType and damageFlags and the result can now modify damageType and damageFlags[/p][/*][*][p]Updated Instance.OnPlayerDamage to now receive damageType and damageFlags[/p][/*][*][p]Updated Instance.OnKnifeAttack to now receive attackType[/p][/*][*][p]Updated Instance.TraceLine, Instance.TraceSphere and Instance.TraceBox[/p][list][*][p]The trace config now accepts an array of ignore entities or just one[/p][/*][*][p]The trace config can specify to trace against hitboxes[/p][/*][*][p]The trace result will include hitGroup if tracing against hitboxes[/p][/*][/list][/*][*][p]Updated Instance.BulletTrace result to include hitGroup[/p][/*][*][p]Updated Entity.TakeDamage to accept damageType and damageFlags[/p][/*][*][p]Added CSWeaponData.GetGearSlot()[/p][/*][/list]

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