Game data · Counter-Strike 2 1.41.9.1build 11133601 · Oct 15 2026 10:15:52
What the game registers, searchable
The data a plugin works against — schema classes with every field's offset and size, entity keyvalues and outputs, ConVars, game events, protobuf messages and Panorama's CSS — dumped from the game's own files and browsable here.
Schema
Classes and enums of every module, the fields of a class with byte offset, size and type, its base classes, which fields are networked and the metadata Valve attached to them — and, for the classes the SDK generates, its C++ header, the fields it has accessors for, its helper methods and the SourcePawn methodmap.
SourceThe DumpSource2 dump the SDK generates its headers from — our fork, run over the dedicated server's binaries: it loads the modules without starting the game and reads what they registered with the schema system. The SDK side (helpers, methodmaps) is read from the SDK itself.
Entities
What a map and CEntityKeyValues see of an entity: the designer name (func_button) of a class (CBaseButton), the keyvalues it accepts and the schema field each one sets, its outputs, components and whether it is spawnable.
SourceThe entity class list and data descriptions DumpSource2 reads from the server and client modules; outputs are the class's CEntityIOOutput schema fields.
ConVars & commands
Every ConVar and ConCommand the modules register: type, default, minimum and maximum, flags (cheat, replicated, protected, ...), the module it lives in and the help text.
SourceThe convar and concommand registration queues DumpSource2 reads from every module, client included.
Game events
Each event with its fields and their key types, Valve's comments from the files, and which of core.gameevents, game.gameevents and mod.gameevents declare or extend it — a later file can add fields to an earlier event.
SourceThe .gameevents files in the core and csgo VPKs of the dedicated server.
Protobufs
Every message and enum by .proto file — net messages, user messages, game events, GC messages — with field numbers, labels, types, defaults and Valve's boxed types.
SourceThe .proto files SteamDatabase recovers from the game binaries (SteamDatabase/Protobufs).
Panorama CSS
The style properties Panorama's layout engine recognises — the ones a custom_hud_layout stylesheet can use — with the description and examples Valve wrote for its property dump.
SourceRead out of libpanorama.so: the property names from the calls that register them, the texts from each property class's description function.
Schema or entities?
The schemais the memory layout: every class the game registers — entities, but also components, services and plain structs — with each field's offset, size and type. It is what a plugin reads and writes.
The entity data is how a map talks to an entity: the designer name it is spawned by (func_button for CBaseButton), the keyvalues Hammer and CEntityKeyValues set — under names that are not the field names (speed sets m_flSpeed) — and the outputs other entities connect to. Each keyvalue links to the schema field behind it.
Where it comes from
Nothing here is typed by hand. A script in the website repository reads the DumpSource2 dump the SDK generates its schema classes from — one dump of the dedicated server's binaries for both — the SDK's own headers for the helpers, the server's VPKs, SteamDatabase's protobufs and libpanorama.so, and is run again after a game update.
- Game version
- 1.41.9.1
- Build
- 11133601
- Protobufs
- d2c65c5 2026-10-07
- Generated
- 2026-10-17
The idea of these viewers comes from SwiftlyS2's game data browsers.