export declare enum GameMode { /** * Unknown game mode */ Unknown = "unknown", /** * Doesn't seem to be used in cs2 */ Custom = "custom", /** * Not used in cs2 */ Wargames = "skirmish", /** * Used in cs2 */ Competitive = "competitive", /** * Used in cs2 */ Wingman = "scrimcomp2v2", /** * Not used in cs2 */ WeaponsExpert = "scrimcomp5v5", /** * Used in cs2 */ Casual = "casual", /** * Not used in cs2 */ Cooperative = "cooperative", /** * Not used in cs2, replaced by TrainingDay */ Training = "training", /** * Used in cs2 */ Deathmatch = "deathmatch", /** * Used in cs2 */ Armsrace = "gungameprogressive", /** * Used in cs2 */ Retakes = "retakes", /** * Used in cs2 */ TrainingDay = "new_user_training", /** * Not used in cs2 */ Demolition = "gungametrbomb", /** * Not used in cs2 */ CoopStrike = "coopmission", /** * Not used in cs2 */ DangerZone = "survival", /** * Introduced in cs2 */ Workshop = "workshop" } export declare function stringToGameMode(str?: string): GameMode; export declare enum Team { Unknown = "unknown", CT = "CT", T = "T" } export declare function stringToTeam(str?: string): Team; export declare enum Activity { Unknown = "unknown", Menu = "menu", Playing = "playing", TextInput = "textinput" } export declare function stringToActivity(str?: string): Activity; export declare enum RoundPhase { Unknown = "unknown", Warmup = "warmup", Live = "live", Over = "over", Freezetime = "freezetime" } export declare function stringToRoundPhase(str?: string): RoundPhase; export declare enum CountdownPhase { Unknown = "unknown", Warmup = "warmup", Live = "live", Over = "over", Freezetime = "freezetime", /** * Phase when the bomb is planted, alongisde phase_ends_in that corresponds to the time remaining until the bomb explodes. */ Bomb = "bomb", /** * Phase when the bomb is being defused, alongisde phase_ends_in that corresponds to the time remaining until the bomb is successfully defused. */ Defusing = "defuse" } export declare function stringToCountdownPhase(str?: string): CountdownPhase; export declare enum MapPhase { Unknown = "unknown", Warmup = "warmup", Live = "live", Intermission = "intermission", GameOver = "gameover" } export declare function stringToMapPhase(str?: string): MapPhase; export declare enum BombState { Unknown = "unknown", Carried = "carried", Dropped = "dropped", Planting = "planting", Planted = "planted", Exploded = "exploded", Defusing = "defusing", Defused = "defused" } export declare function stringToBombState(str?: string): BombState; /** * This enum represents a stable version of the BombState enum, which is used in the round model. * It is used to determine the state of the bomb where only the planted, exploded, and defused states are relevant. */ export declare enum StableBombState { Unknown = "unknown", Planted = "planted", Exploded = "exploded", Defused = "defused" } export declare function stringToStableBombState(str?: string): StableBombState; export declare enum WeaponState { Unknown = "unknown", Active = "active", Holstered = "holstered", Reloading = "reloading" } export declare function stringToWeaponState(str?: string): WeaponState; export declare enum GrenadeType { Unknown = "unknown", Smoke = "smoke", Incendiary = "inferno", Molotov = "firebomb", HighExplosive = "frag", Flashbang = "flashbang", Decoy = "decoy" } export declare function stringToGrenadeType(str?: string): GrenadeType; export declare enum WeaponType { Unknown = "unknown", Pistol = "Pistol", Knife = "Knife", SubmachineGun = "SubmachineGun", Rifle = "Rifle", Shotgun = "Shotgun", Grenade = "Grenade", Sniper = "SniperRifle", C4 = "C4", Stackable = "StackableItem", Tablet = "Tablet", Fists = "Fists", BreachCharge = "BreachCharge", Melee = "Melee" } export declare const WeaponTypeDisplayNames: Record; export declare function stringToWeaponType(str?: string): WeaponType; export declare enum RoundWinCondition { Unknown = "unknown", CTWinsByElimination = "ct_win_elimination", CTWinsByDefusal = "ct_win_defuse", CTWinsByTimeRunout = "ct_win_time", TWinsByElimination = "t_win_elimination", TWinsByExplosion = "t_win_bomb" } export declare function stringToRoundWinCondition(str?: string): RoundWinCondition;