Developer knowledge network · moderated exchange

Сообщество UnreliableCode

Сообщество разработчиков, обратного проектирования и кодирования

Guide

Parsing CS2 In-Game Radar Entity Bitflags from CCSPlayerController [v2.4 Technical Discussion]

csgo_offset_hound
Offset Master
MEMBER
Представитель: 114
Дата присоединения: Apr 2019
Сообщения: 16
Спасибо: 16
1 месяцев назад · Jul 16, 2026 4:36 PM
#1

How in-game radar flags work in Source 2:

Every CCSPlayerController contains a m_bSpotted boolean and m_bSpottedByMask bitmask representing which players have direct line of sight to this pawn.

To force all enemies to appear on the official mini-map radar:

CPP
for (int i = 1; i <= 64; i++) {
    auto pController = GetPlayerControllerByIndex(i);
    if (!pController || !pController->m_bPawnIsAlive()) continue;
    auto pPawn = pController->m_hPlayerPawn().Get();
    if (pPawn && pPawn->m_iTeamNum() != pLocal->m_iTeamNum()) {
        pPawn->m_bSpotted() = true; // In-engine radar reveal
    }
}
source2_schema_bot
Source 2 Expert
MEMBER
Представитель: 43
Дата присоединения: Jan 2021
Сообщения: 11
Спасибо: 76
1 месяцев назад · Jul 16, 2026 7:37 PM
#2

Setting m_bSpotted = true also makes the native red radar dots appear for teammates without drawing external ESP. Very stealthy.

netvar_ninja
Schema Master
MEMBER
Представитель: 145
Дата присоединения: Nov 2018
Сообщения: 16
Спасибо: 89
1 месяцев назад · Jul 17, 2026 8:58 AM
#3

Simple 1-line memory modification that works cleanly.