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What the codes in the data mean. The values and labels below were read from the 1,752 matches published from 2026-10-01 to 2026-10-08, unless a section says otherwise.

Teams​

team_code, every *_team_code column, winner_team_code, and team_change.old_team_code and new_team_code.

CodeTeam
0Unassigned, seen as old_team_code when a player joins a team
1Spectator (the game's code; not seen in these matches)
2Terrorists
3Counter-Terrorists

Round end​

round_end.win_reason_code, with the game's message for it in win_reason_message.

CodeMessageWinnerMeaning
1#SFUI_Notice_Target_BombedTerroristsThe bomb exploded.
7#SFUI_Notice_Bomb_DefusedCounter-TerroristsThe bomb was defused.
8#SFUI_Notice_CTs_WinCounter-TerroristsThe Terrorists were eliminated.
9#SFUI_Notice_Terrorists_WinTerroristsThe Counter-Terrorists were eliminated.
11#SFUI_Notice_All_Hostages_RescuedCounter-TerroristsHostages rescued (hostage maps).
12#SFUI_Notice_Target_SavedCounter-TerroristsTime ran out with no bomb planted.
13#SFUI_Notice_Hostages_Not_RescuedTerroristsTime ran out on a hostage map.
17#SFUI_Notice_Terrorists_SurrenderCounter-TerroristsThe Terrorists surrendered.
18#SFUI_Notice_CTs_SurrenderTerroristsThe Counter-Terrorists surrendered.

No other code appears. A drawn round would be code 10, but drawn rounds are removed before publication.

Hit groups​

player_hurt.hit_box_code: where the damage landed. The names are the game's hit groups; the data holds the codes 0 to 8.

CodeHit group
0Generic (no hit group)
1Head
2Chest
3Stomach
4Left arm
5Right arm
6Left leg
7Right leg
8Neck

Weapon types​

item_equip.weapon_type_code.

CodeTypeExamples
0Knife
1PistolP2000, Glock-18, Desert Eagle
2SMGMAC-10, MP9, MP7
3RifleAK-47, M4A4, Galil AR
4ShotgunXM1014, MAG-7, Nova
5Sniper rifleAWP, SSG 08, SCAR-20
6Machine gunNegev, M249
7C4
8TaserZeus x27
9GrenadeFlashbang, HE Grenade, Smoke Grenade

Weapons and items​

player_vector.weapon_code, every *_weapon_code column, grenade_vector.grenade_weapon_code, and def_index in item_pickup, item_dropped, item_refund and world_item_vector are all Valve's item definition index. weapon_codes.csv lists every code seen in the data except 0, with the game's name for it and its type.

CodeItemCodeItemCodeItem
1Desert Eagle24UMP-4542Knife (CT default)
2Dual Berettas25XM101443Flashbang
3Five-SeveN26PP-Bizon44HE Grenade
4Glock-1827MAG-745Smoke Grenade
7AK-4728Negev46Molotov
8AUG29Sawed-Off47Decoy Grenade
9AWP30Tec-948Incendiary Grenade
10FAMAS31Zeus x2749C4
11G3SG132P200050Kevlar Vest
13Galil AR33MP751Kevlar + Helmet
14M24934MP955Defuse Kit
16M4A435Nova59Knife (T default)
17MAC-1036P25060M4A1-S
19P9038SCAR-2061USP-S
23MP5-SD39SG 55363CZ75-Auto
40SSG 0864R8 Revolver

Codes 500 and up are knife skins, such as 507 for the Karambit; the data names all of them knife, and the CSV gives Valve's name for each.

Prefer the code to the item name. The short names in item_equip and item_pickup are shared between weapons that use the same slot: hkp2000 is both the P2000 and the USP-S, m4a1 both the M4A4 and the M4A1-S, mp7 both the MP7 and the MP5-SD, and deagle both the Desert Eagle and the R8 Revolver. item_dropped and world_item_vector use display names such as AK-47 instead. item_equip has no item code: CS2's equip event doesn't carry one, and its def_index column, always 0, was removed on 2026-10-05.

Ranks​

player_info.rank_type says which ladder player_info.rank is on.

rank_typeLadderrank
11PremierThe CS Rating, from 0 up; the highest seen is 28,467.
12CompetitiveThe skill group on that map, 0 to 18 (below).
7WingmanThe Wingman skill group, 0 to 18 (below).
-1Not a Valve ladder0. FACEIT matches and most manual uploads.
0UnknownOlder matches use 0 instead of -1; none in October.

Skill groups, for Competitive and Wingman: 0 unranked, 1 Silver I, 2 Silver II, 3 Silver III, 4 Silver IV, 5 Silver Elite, 6 Silver Elite Master, 7 Gold Nova I, 8 Gold Nova II, 9 Gold Nova III, 10 Gold Nova Master, 11 Master Guardian I, 12 Master Guardian II, 13 Master Guardian Elite, 14 Distinguished Master Guardian, 15 Legendary Eagle, 16 Legendary Eagle Master, 17 Supreme Master First Class, 18 The Global Elite. The names are the game's; the data holds the numbers.

Round phases​

round_state.phase: first and second for the halves, halftime between them, and postgame after the last round.

Event types​

event_type in each multi-event channel takes these values:

Channelevent_type values
bomb_actionbomb_begin_plant, bomb_pickup, bomb_dropped
bomb_defusebomb_begin_defuse
bomb_statebomb_planted, bomb_defused, bomb_exploded
grenade_stateflashbang_detonate, hegrenade_detonate, smokegrenade_detonate, smokegrenade_expired, decoy_started, decoy_detonate
molotov_stateinferno_startburn, inferno_expire
weapon_actionreload, zoom, fire_on_empty
round_statebegin_new_match, round_announce_match_start, round_prestart, round_start, round_poststart, cs_round_start_beep, cs_round_final_beep, round_freeze_end, freezetime_ended_inferred, buytime_ended, bomb_planted, bomb_defused, bomb_exploded, round_end, round_officially_ended, cs_pre_restart, announce_phase_end, round_announce_last_round_half, round_announce_match_point, round_announce_final, cs_win_panel_match

The spec lists a few more event types for some channels, such as bomb_abort_plant and inferno_extinguish; none appeared in these matches.

Bombsites​

site_code in bomb_action and bomb_state is not A or B. It is the game's id for the bombsite's trigger, and it differs from match to match: Mirage alone had 325 different values in these matches. Tell the sites apart by position, or by the callout in player_status.place_name.

Radar colours​

player_info.radar_color_code: 0 to 4 are the five teammate colours on the radar, and -1 means none. The data doesn't say which colour each number is.