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Game mechanics

Numbers the game itself uses, read from the client’s data tables.

Hit boxes

A player model has 30 hit boxes. Each weapon carries its own damage multiplier for every one of them (that is what the weapon pages show); the defaults below apply to anything that does not.

#BoneDefault multiplierSize
0Head×1.28
1Head×117
2Neck×0.69.25
3L Clavicle×0.518
4R Clavicle×0.518
5Spine1×0.515
6Spine1×0.515
7Spine×0.620
8Spine×0.620
9L UpperArm×0.3313
10R UpperArm×0.3313
11L ForeArm×0.3312
12R ForeArm×0.3312
13L ForeArm×0.3312
14R ForeArm×0.3312
15L Hand×0.2810
16R Hand×0.2810
17pelvis×0.4323
18L Thigh×0.3318
19L Calf×0.3312
20L Calf×0.3312
21L Calf×0.3312
22L Foot×0.3312
23L Toe0×0.288
24R Thigh×0.3318
25R Calf×0.3312
26R Calf×0.3312
27R Calf×0.3312
28R Foot×0.3312
29R Toe0×0.288

Weapon classes on average

ClassWeaponsHeadChestRPMTime to killMovement
Assault rifles89013934.4628243 ms−13.2%
Sniper rifles366380193.2169364 ms−31.6%
Submachine guns1779825.2885258 ms−5.5%
Machine guns13814834.3689209 ms−24.8%
Shotguns107612164.8228171 ms−12.8%
Pistols39517358.0890317 ms−4.9%
Grenades27118770.5——−6.5%

Movement

  • Health100
  • Walking59% of run speed
  • Crouch walking38% of run speed
  • Strafing93% of run speed
  • Jump rise time0.25 s
  • Recovery after landing0.15 s
  • Jumping again during recovery20% height, 80% speed

Each weapon then lowers run speed by its own movement penalty.

Search & Destroy

  • Planting C45 s
  • Defusing7 s
  • Defusing with a kit5 s
  • Defuse reach300

From the client’s data tables, build 2026-08-24.