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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
world_objectspawned, opening, open, closing, closed, moving, broken, cleanup
hostage_statebeing_untied, getting_picked_up, being_carried, getting_dropped, idle, rescued, hurt

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

Bombsites​

Use site in bomb_action and bomb_state for the bombsite: it is A or B, and null when site_code is null. A map with one bombsite (wingman) calls it A.

site_code beside it 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. Matches parsed before site was added have only site_code; tell their 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.

Game constants​

The game's fixed numbers: timers, sizes and speeds. They are not codes, but they come up whenever you work with the data. Each value below was measured on 50 production matches from September and October 2026 (Premier, Competitive, Wingman and FACEIT, hostage maps included); a row says when a value is the game's rather than measured. Distances are in game units; a unit is about an inch, so a standing player is about 6 feet tall.

Match and round​

Premier, FACEITCompetitiveWingmanWhere to see it
Tick rate646464header.tick_rate
Rounds in regulation242416header.max_rounds
Rounds to win13139
Freeze time20 s15 s10 sheader.freeze_time
Buy time after freeze20 s20 s20 sround_freeze_end to buytime_ended
Round time1:55 (115 s)1:55 (115 s)1:30 (90 s)header.round_time, in seconds (115, 90; parser 6.2.0 and later). header.round_time_defuse holds the same in minutes (1.92, 1.50), but on FACEIT and league servers it can hold the warmup value (2)
Starting money$800$800$800player_status.money in round 1
Most money a player holds$16,000$16,000$8,000player_status.money
Health, armour at most100100100player_status.health, armor

Round time runs from the end of freeze time. Hostage maps use the same 1:55. A few rounds have a longer freeze time than the setting.

At 12–12, Premier and FACEIT play overtime: six more rounds, first to 16. Premier ends a 15–15 overtime as a draw; two matches here did. Competitive and Wingman have no overtime and can end level, 12–12 or 8–8.

Bomb and utility​

TimerValueMeasured as
Planting the bomb3.125 sbomb_begin_plant to bomb_planted: 200 ticks
Bomb timer41 sbomb_planted to bomb_exploded; see below
Defusing, no kit10 sbomb_begin_defuse to bomb_defused, has_kit false
Defusing with a kit5 sthe same, has_kit true
Smoke22.06 ssmokegrenade_detonate to smokegrenade_expired
Molotov fire7.03 sinferno_startburn to inferno_expire, not put out by smoke
Incendiary fire5.5 sthe same
Flash blindnessup to 5.3 splayer_status.flash_duration

The bomb can be defused for 40 s after it is planted. The last second is the explosion itself: defusing stops, and bomb_exploded comes at 41 s.

Player size and jumps​

MeasureUnitsMeasured as
Height, standing72a player standing on a standing teammate is 72 units higher
Height, crouched54on a crouched teammate, 54 units higher
Width32two players side by side are never closer than 32 units in x or y
Jump height55.83rise of z_pos from take-off to the top of a jump on flat ground
Crouch-jump height64.83the same, crouching in the air
Eye height, standing64the game's value; the data holds the feet, not the eyes
Eye height, crouched46the game's value

A player is a box 32 units wide and deep, which doesn't turn with the player. Its position (x_pos, y_pos, z_pos) is the middle of the bottom of the box: the feet.

Movement speed​

Top speed on the ground, in units per second, as player_vector.speed_2d reaches it. speed_2d is a derived column that newer matches don't store: compute it on load with add_player_vector_derived_columns, as the spec explains. Top speed depends on the weapon in hand:

SpeedWeapon in hand
250Every knife, C4
245Every grenade
240Glock-18, USP-S, P2000, P250, Five-SeveN, Tec-9, CZ75-Auto, Dual Berettas, MAC-10, MP9, PP-Bizon
235MP5-SD
230Desert Eagle, Zeus x27, UMP-45, P90, SSG 08
225M4A4, M4A1-S, MAG-7
220R8 Revolver, MP7, FAMAS, AUG, Nova
215AK-47, Galil AR, XM1014, G3SG1, SCAR-20
210SG 553, Sawed-Off
200AWP
195M249
150Negev

Other ways of moving change that:

MovingTop speedWhere to see it
Walking (shift)52% of the weapon's speed: 130 with a knife, 112 with an AK-47player_status.is_walking
Crouched34% of the weapon's speed: 85 with a knife, 73 with an AK-47player_vector.is_ducked
Scoped, AWP100player_status.is_scoped
Scoped, G3SG1, SCAR-20120
Scoped, AUG, SG 553150
Scoped, SSG 08230: scoping doesn't slow it
Carrying a hostage200, whatever the weapon: even a knife is held to 200player_vector.is_rescuing

These are speeds on the ground. Players can go faster in the air.