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SharpModMenu

A native CSSUniversalMenuAPI implementation, mirroring the behavior of SourceMod radio menus for CounterStrikeSharp.

https://www.youtube.com/watch?v=Be7qop6pVpI

When number keys are bound with the following snippet, automatically detected and the menu will look like it used to in CSS and CS:GO:

bind 1 "slot1;css_1" // menuselect 1 is also supported
bind 2 "slot2;css_2"
...
bind 9 "slot9;css_9"
bind 0 "slot0;css_0"

When these binds are not present, the player is prevented from moving, and the following keys are used to control the menu:

Key Action
Forward (W) Move selection up
Back (S) Move selection down
Left (A) Previous/back
Right (D) Next
Use (E) Select item
Reload (R) Exit

In the event that there is no spectator on which to create the predicted view model, the system will further fall back to a CenterHtmlMenu for that free roaming player.

Note

Since the 2025 July update, a method to parent an entity to a player's view is unknown or impossible. Unless a new method is found, SharpModMenu will always use the "fallback" HTML menu.

Many thanks to @T3Marius's CS2ScreenMenuAPI for acting as reference when it comes to using the point_worldtext entity.

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