Connection#
Defined in Core.hpp. Network latency queries and game-level button injection.
GetClientPing#
Returns the client-side network ping in milliseconds. Returns 0 if the connection component is not available.
GetServerPing#
Returns the server-side network ping in milliseconds. Returns 0 if the connection component is not available.
PressGameButton#
Presses a game-level button. The button remains pressed until ReleaseGameButton() is called with the same bit.
| Parameter | Type | Description |
|---|---|---|
bit |
uint32_t |
Button bit from GameButton namespace |
Warning
Always pair PressGameButton with ReleaseGameButton. Forgetting to release will keep the button held indefinitely.
ReleaseGameButton#
Releases a previously pressed game button.
| Parameter | Type | Description |
|---|---|---|
bit |
uint32_t |
Button bit from GameButton namespace |
PulseGameButton#
Presses a game button and schedules an automatic release after holdMs
milliseconds. This is the correct call for abilities and other
edge-triggered inputs (Skill1, Skill2, Ult, Reload, Interact,
Melee).
The game fires these abilities once on the button's rising edge. A plain
PressGameButton without a matching release keeps the bit held and blocks
every subsequent cast — the plugin looks like it's "not activating the
spell". PulseGameButton owns the press/release timing on the host side so
plugins don't have to manage a per-bit timer.
| Parameter | Type | Description |
|---|---|---|
bit |
uint32_t |
Button bit from GameButton namespace |
holdMs |
uint32_t |
Hold duration before auto-release. Default 50, clamped to [1, 2000]. |
// Fire Tracer blink once:
PulseGameButton(GameButton::Skill2);
// Fire pulse bomb, slightly longer hold to be safe across ticks:
PulseGameButton(GameButton::Ult, 80);
Continuous inputs (LMouse, RMouse, Jump, Crouch) are still best
expressed with PressGameButton / ReleaseGameButton because you want the
bit held for as long as the condition is true.
GameButton Constants#
See Constants — Game Buttons for the full table of button bits.