Enums
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.
| Code | Team |
|---|---|
| 0 | Unassigned, seen as old_team_code when a player joins a team |
| 1 | Spectator (the game's code; not seen in these matches) |
| 2 | Terrorists |
| 3 | Counter-Terrorists |
Round end
round_end.win_reason_code, with the game's message for it in
win_reason_message.
| Code | Message | Winner | Meaning |
|---|---|---|---|
| 1 | #SFUI_Notice_Target_Bombed | Terrorists | The bomb exploded. |
| 7 | #SFUI_Notice_Bomb_Defused | Counter-Terrorists | The bomb was defused. |
| 8 | #SFUI_Notice_CTs_Win | Counter-Terrorists | The Terrorists were eliminated. |
| 9 | #SFUI_Notice_Terrorists_Win | Terrorists | The Counter-Terrorists were eliminated. |
| 11 | #SFUI_Notice_All_Hostages_Rescued | Counter-Terrorists | Hostages rescued (hostage maps). |
| 12 | #SFUI_Notice_Target_Saved | Counter-Terrorists | Time ran out with no bomb planted. |
| 13 | #SFUI_Notice_Hostages_Not_Rescued | Terrorists | Time ran out on a hostage map. |
| 17 | #SFUI_Notice_Terrorists_Surrender | Counter-Terrorists | The Terrorists surrendered. |
| 18 | #SFUI_Notice_CTs_Surrender | Terrorists | The 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.
| Code | Hit group |
|---|---|
| 0 | Generic (no hit group) |
| 1 | Head |
| 2 | Chest |
| 3 | Stomach |
| 4 | Left arm |
| 5 | Right arm |
| 6 | Left leg |
| 7 | Right leg |
| 8 | Neck |
Weapon types
item_equip.weapon_type_code.
| Code | Type | Examples |
|---|---|---|
| 0 | Knife | |
| 1 | Pistol | P2000, Glock-18, Desert Eagle |
| 2 | SMG | MAC-10, MP9, MP7 |
| 3 | Rifle | AK-47, M4A4, Galil AR |
| 4 | Shotgun | XM1014, MAG-7, Nova |
| 5 | Sniper rifle | AWP, SSG 08, SCAR-20 |
| 6 | Machine gun | Negev, M249 |
| 7 | C4 | |
| 8 | Taser | Zeus x27 |
| 9 | Grenade | Flashbang, 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.
| Code | Item | Code | Item | Code | Item |
|---|---|---|---|---|---|
| 1 | Desert Eagle | 24 | UMP-45 | 42 | Knife (CT default) |
| 2 | Dual Berettas | 25 | XM1014 | 43 | Flashbang |
| 3 | Five-SeveN | 26 | PP-Bizon | 44 | HE Grenade |
| 4 | Glock-18 | 27 | MAG-7 | 45 | Smoke Grenade |
| 7 | AK-47 | 28 | Negev | 46 | Molotov |
| 8 | AUG | 29 | Sawed-Off | 47 | Decoy Grenade |
| 9 | AWP | 30 | Tec-9 | 48 | Incendiary Grenade |
| 10 | FAMAS | 31 | Zeus x27 | 49 | C4 |
| 11 | G3SG1 | 32 | P2000 | 50 | Kevlar Vest |
| 13 | Galil AR | 33 | MP7 | 51 | Kevlar + Helmet |
| 14 | M249 | 34 | MP9 | 55 | Defuse Kit |
| 16 | M4A4 | 35 | Nova | 59 | Knife (T default) |
| 17 | MAC-10 | 36 | P250 | 60 | M4A1-S |
| 19 | P90 | 38 | SCAR-20 | 61 | USP-S |
| 23 | MP5-SD | 39 | SG 553 | 63 | CZ75-Auto |
| 40 | SSG 08 | 64 | R8 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_type | Ladder | rank |
|---|---|---|
| 11 | Premier | The CS Rating, from 0 up; the highest seen is 28,467. |
| 12 | Competitive | The skill group on that map, 0 to 18 (below). |
| 7 | Wingman | The Wingman skill group, 0 to 18 (below). |
| -1 | Not a Valve ladder | 0. FACEIT matches and most manual uploads. |
| 0 | Unknown | Older 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:
| Channel | event_type values |
|---|---|
bomb_action | bomb_begin_plant, bomb_pickup, bomb_dropped |
bomb_defuse | bomb_begin_defuse |
bomb_state | bomb_planted, bomb_defused, bomb_exploded |
grenade_state | flashbang_detonate, hegrenade_detonate, smokegrenade_detonate, smokegrenade_expired, decoy_started, decoy_detonate |
molotov_state | inferno_startburn, inferno_expire |
weapon_action | reload, zoom, fire_on_empty |
round_state | begin_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.