Enhanced server-side GameDLL for Counter-Strike 1.6 (and CS: Condition Zero), offering new features and fixes.
Enhanced server-side GameDLL for Counter-Strike 1.6 (and CS: Condition Zero), offering new features and fixes.
Reverse-engineered gamedll (mp.dll / Counter-Strike)
ReGameDLL_CS is a result of reverse engineering of original library mod HLDS (build 6153beta) using DWARF debug info embedded into linux version of HLDS, cs.so
ReGameDLL_CS is licensed under the MIT License.
[!NOTE] Originally released under GPLv3, ReHReGameDLL_CSLDS transitioned to the MIT License in July 2025 with the agreement of the core contributors. See LICENSE-TRANSITION.md for details.
ReGameDLL_CS is fully compatible with official mod CS 1.6 / CZero by Valve. All you have to do is to download binaries and replace original mp.dll/cs.so
Warning! ReGameDLL_CS is not binary compatible with original hlds since it's compiled with compilers other than ones used for original mod CS. This means that plugins that do binary code analysis (Orpheu for example) probably will not work with ReGameDLL_CS.
ReGameDLL_CS also have beta version with latest changes from official version of Counter-Strike.
-beta option at the command line HLDS.| Command | Description |
|---|---|
| game version | Will show GameDLL build version, date & URL. |
| endround | Args: |
T force round end with Terrorists win. |
|
CT force round end with Counter-Terrorists win. |
|
| or terminate round draw when called without arguments. | |
| swapteams | Swap the teams and restart the game (1 sec delay to restart by default). |
| Args: | |
0 - swap teams without restart. |
|
>0.001 - time delay in seconds to restart the round after swap. |
|
| give | Give weapon command. |
| Args: |
Usage:
give weapon_ak47
give weapon_usp
NOTE: sv_cheats 1 required. |
| impulse 255 | Give all weapons.
NOTE: sv_cheats 1 required. |
| impulse 200 | Noclip with air acceleration.
NOTE: sv_cheats 1 required. |
Click to expand
| CVar | Default | Min | Max | Description |
|---|---|---|---|---|
| mp_freeforall | 0 | 0 | 1 | The style of gameplay where there aren't any teams (FFA mode) |
0 disabled |
||||
1 enabled |
||||
| mp_autoteambalance | 1 | 0 | 2 | Auto balancing of teams. |
0 disabled |
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1 on after next round |
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2 on next round |
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| mp_buytime | 1.5 | 0.0 | - | Designate the desired amount of buy time for each round. (in minutes) |
-1 means no time limit |
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0 disable buy |
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| mp_maxmoney | 16000 | 0 | 999999 |
The maximum allowable amount of money in the game |
| mp_round_infinite | 0 | 0 | 1 | Flags for fine grained control (choose as many as needed) |
0 disabled |
||||
1 enabled |
or flags
a block round time round end check
b block needed players round end check
c block VIP assassination/success round end check
d block prison escape round end check
e block bomb round end check
f block team extermination round end check
g block hostage rescue round end check
h block VIP assassination/success round time end check
i block prison escape round time end check
j block bomb round time end check
k block hostage rescue round time end check
Example setting: "ae" blocks round time and bomb round end checks |
| mp_roundover | 0 | 0 | 3 | The round by expired time will be over, if on a map it does not have the scenario of the game.
0 disabled
1 end of the round with a draw
2 round end with Terrorists win
3 round end with Counter-Terrorists win |
| mp_round_restart_delay | 5 | - | - | Number of seconds to delay before restarting a round after a win. |
| mp_hegrenade_penetration | 0 | 0 | 1 | Disable grenade damage through walls.
0 disabled
1 enabled |
| mp_nadedrops | 0 | 0 | 2 | Drop a grenade after player death.
0 disabled
1 drop first available grenade
2 drop all grenades |
| mp_weapondrop | 1 | 0 | 3 | Drop player weapon after death.
0 do not drop weapons after death
1 drop best/heaviest weapon after death
2 drop active weapon after death
3 drop all weapons after death (primary and secondary) |
| mp_ammodrop | 1 | 0 | 2 | Drop ammo on weapon boxes on death or manual drop.
0 always keep ammo on player
1 drop all ammo only after death
2 drop all ammo whenever player drops a weapon |
| mp_roundrespawn_time | 20 | 0 | - | Player cannot respawn until next round if more than N seconds has elapsed since the beginning round.
-1 means no time limit
|
| mp_auto_reload_weapons | 0 | 0 | 1 | Automatically reload each weapon on player spawn.
0 disabled
1 enabled |
| mp_refill_bpammo_weapons | 0 | 0 | 2 | Refill amount of backpack ammo up to the max.
0 disabled
1 refill backpack ammo on player spawn
2 refill backpack ammo on player spawn and on the purchase of the item |
| mp_infinite_ammo | 0 | 0 | 2 | Sets the mode infinite ammo for weapons.
0 disabled
1 weapon clip infinite
2 weapon bpammo infinite (This means for reloading) |
| mp_infinite_grenades | 0 | 0 | 1 | Enable infinite grenades.
0 disabled
1 grenades infinite |
| mp_auto_join_team | 0 | 0 | 1 | Automatically joins the team.
0 disabled
1 enable (Use in conjunction with the cvar humans_join_team any/CT/T) |
| mp_max_teamkills | 3 | 0 | - | Maximum number of allowed teamkills before autokick. Used when enabled mp_autokick. |
| mp_fragsleft | - | - | - | Is the number of frags left, if you have set mp_fraglimit. You just type mp_fragsleft in server console, and it tells you the number of frags left depending of mp_fraglimit. |
| mp_fraglimit | 0 | 0 | - | If set to something other than 0, when anybody’s scored reaches mp_fraglimit the server changes map.
0 means no limit |
| mp_timeleft | - | - | - | Is the number of time left before the map changes, if you have set mp_timelimit. You just type mp_timeleft in server console, and it tells you the number of time left depending of mp_timelimit. |
| mp_timelimit | 0 | - | - | Period between map rotations.
0 means no limit |
| mp_forcerespawn | 0 | 0 | - | Players will automatically respawn when killed.
0 disabled
>0.00001 time delay to respawn |
| mp_hostage_hurtable | 1 | 0 | 1 | The hostages can take damage.
0 disabled
1 from any team
2 only from CT
3 only from T |
| mp_hostage_fear | 1 | 0 | 1 | The hostages with improved AI (hostage_ai_enable 1) get scared of gunfire, explosions and nearby deaths.
0 disabled (hostages stay calm)
1 enabled |
| mp_show_radioicon | 1 | 0 | 1 | Show radio icon.
0 disabled
1 enabled |
| mp_show_scenarioicon | 0 | 0 | 1 | Show scenario icon in HUD such as count of alive hostages or ticking bomb.
0 disabled
1 enabled |
| mp_show_bomb_timer | 0 | 0 | 1 | Show the time until the planted bomb explodes on the HUD round timer.
0 disabled
1 enabled (when the bomb is planted, the round timer shows the C4 countdown) |
| mp_old_bomb_defused_sound | 1 | 0 | 1 | Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
0 disabled
1 enabled |
| showtriggers | 0 | 0 | 1 | Debug cvar shows triggers. |
| sv_alltalk | 0 | 0 | 5 | When players can hear each other (further explanation).
0 dead don't hear alive
1 no restrictions
2 teammates hear each other
3 Same as 2, but spectators hear everybody
4 alive hear alive, dead hear dead and alive.
5 alive hear alive teammates, dead hear dead and alive.
| bot_deathmatch | 0 | 0 | 1 | Sets the mode for the zBot.
0 disabled
1 enable mode Deathmatch and not allow to do the scenario |
| bot_quota_mode | normal | - | - | Determines the type of quota.
normal default behaviour
fill the server will adjust bots to keep N players in the game, where N is bot_quota
match the server will maintain a 1:N ratio of humans to bots, where N is bot_quota |
| bot_join_delay | 0 | - | - | Prevents bots from joining the server for this many seconds after a map change. |
| bot_join_after_player | 1 | 0 | 2 | If non-zero, bots will wait for a human to join before entering the game.
0 disabled (bots join an empty server immediately after a map change)
1 strict (bots wait for the first human to join a playable team - T or CT)
2 soft (bots wait for the first human to connect, including spectators) |
| bot_freeze | 0 | 0 | 1 | Prevents bots on your server from moving.
0 disabled
1 enabled |
| mp_item_staytime | 300 | - | - | Time to remove item that have been dropped from the players. |
| mp_legacy_bombtarget_touch | 1 | 0 | 1 | Legacy func_bomb_target touch. New one is more strict.
0 New behavior
1 Legacy behavior|
| mp_respawn_immunitytime | 0 | 0 | - | Specifies the players defense time after respawn. (in seconds).
0 disabled
>0.00001 time delay to remove protection |
| mp_respawn_immunity_effects | 1 | 0 | 1 | Enable effects on player spawn protection.
0 disabled
1 enable (Use in conjunction with the cvar mp_respawn_immunitytime) |
| mp_respawn_immunity_force_unset | 1 | 0 | 2 | Force unset spawn protection if the player doing any action.
0 disabled
1 when moving and attacking
2 only when attacking |
| mp_kill_filled_spawn | 1 | 0 | 1 | Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
Only disable this if you have semiclip or other plugins that prevents stucking.
0 disabled
1 enabled |
| mp_allow_point_servercommand | 0 | 0 | 1 | Allow use of point_servercommand entities in map.
0 disallow
1 allow
NOTE: Potentially dangerous for untrusted maps. |
| mp_hullbounds_sets | 1
No open issues yet, or sync has not completed.