CS2 external web radar showing all player positions

CS2 Radar Hack & Sound ESP — Complete Information Advantage Guide

March 18, 2026 · Counter Strike

Radar hacks give you complete map awareness without any visual overlay in the game itself. The most elegant implementation is a web-based radar displayed on a second monitor or phone — completely undetectable by screenshots or recordings.

CS2 external web radar on second monitor

External Web Radar Architecture

The cleanest radar implementation uses three components:

  1. Memory reader — External process that reads entity positions from CS2
  2. WebSocket server — Streams position data to connected clients
  3. Web frontend — HTML5 canvas rendering the minimap with player dots

Step 1: Reading Entity Positions

#include <nlohmann/json.hpp>
using json = nlohmann::json;

json GetRadarData() {
    json data;
    data["players"] = json::array();

    uintptr_t entityList = mem.Read<uintptr_t>(client + offsets::dwEntityList);
    uintptr_t localPawn = GetLocalPawn();
    int localTeam = mem.Read<int>(localPawn + offsets::m_iTeamNum);

    for (int i = 1; i < 64; i++) {
        uintptr_t controller = GetController(entityList, i);
        if (!controller) continue;

        uintptr_t pawn = GetPawnFromController(entityList, controller);
        if (!pawn) continue;

        int health = mem.Read<int>(pawn + offsets::m_iHealth);
        if (health <= 0) continue;

        int team = mem.Read<int>(pawn + offsets::m_iTeamNum);

        uintptr_t sceneNode = mem.Read<uintptr_t>(pawn + offsets::m_pGameSceneNode);
        Vector3 pos = mem.Read<Vector3>(sceneNode + offsets::m_vecAbsOrigin);
        Vector3 angles = mem.Read<Vector3>(pawn + offsets::m_angEyeAngles);

        json player;
        player["x"] = pos.x;
        player["y"] = pos.y;
        player["z"] = pos.z;
        player["yaw"] = angles.y;
        player["health"] = health;
        player["team"] = team;
        player["isEnemy"] = (team != localTeam);
        player["hasDefuser"] = mem.Read<bool>(pawn + offsets::m_bHasDefuser);

        data["players"].push_back(player);
    }

    // Bomb info
    uintptr_t plantedC4 = mem.Read<uintptr_t>(client + offsets::dwPlantedC4);
    if (plantedC4) {
        uintptr_t bombEntity = mem.Read<uintptr_t>(plantedC4);
        if (bombEntity) {
            float blowTime = mem.Read<float>(bombEntity + offsets::m_flC4Blow);
            float serverTime = mem.Read<float>(client + offsets::dwGlobalVars + 0x34);
            data["bomb"] = {
                {"planted", true},
                {"timeLeft", blowTime - serverTime},
                {"beingDefused", mem.Read<bool>(bombEntity + offsets::m_bBeingDefused)}
            };
        }
    }

    return data;
}

Step 2: WebSocket Server

// Using lightweight WebSocket library (e.g., uWebSockets or websocketpp)
#include <websocketpp/config/asio_no_tls.hpp>
#include <websocketpp/server.hpp>

typedef websocketpp::server<websocketpp::config::asio> server;

void RunRadarServer() {
    server ws_server;
    ws_server.init_asio();
    ws_server.set_reuse_addr(true);
    ws_server.listen(47700);
    ws_server.start_accept();

    // Broadcast thread — sends data every 16ms (~60fps)
    std::thread broadcaster([&]() {
        while (running) {
            json radarData = GetRadarData();
            std::string payload = radarData.dump();

            for (auto& conn : connections)
                ws_server.send(conn, payload, websocketpp::frame::opcode::text);

            Sleep(16);
        }
    });

    ws_server.run();
}
CS2 web radar frontend rendering on canvas

Step 3: Web Frontend

<!-- Simplified radar renderer -->
<canvas id="radar" width="512" height="512"></canvas>
<script>
const canvas = document.getElementById('radar');
const ctx = canvas.getContext('2d');
const mapImage = new Image();
mapImage.src = '/maps/de_dust2.png'; // Radar map overlay

const ws = new WebSocket('ws://localhost:47700');
ws.onmessage = (event) => {
    const data = JSON.parse(event.data);
    ctx.clearRect(0, 0, 512, 512);
    ctx.drawImage(mapImage, 0, 0, 512, 512);

    data.players.forEach(p => {
        // Convert world coords to radar coords (map-specific)
        const rx = (p.x - mapOffsetX) / mapScale * 512;
        const ry = (mapOffsetY - p.y) / mapScale * 512;

        ctx.beginPath();
        ctx.arc(rx, ry, 6, 0, Math.PI * 2);
        ctx.fillStyle = p.isEnemy ? '#ff4444' : '#44ff44';
        ctx.fill();

        // Direction indicator
        const rad = p.yaw * Math.PI / 180;
        ctx.beginPath();
        ctx.moveTo(rx, ry);
        ctx.lineTo(rx + Math.cos(rad) * 15, ry - Math.sin(rad) * 15);
        ctx.strokeStyle = 'white';
        ctx.stroke();
    });

    // Bomb timer
    if (data.bomb && data.bomb.planted) {
        ctx.fillStyle = data.bomb.timeLeft < 10 ? '#ff0000' : '#ffaa00';
        ctx.font = 'bold 24px monospace';
        ctx.fillText(`💣 ${data.bomb.timeLeft.toFixed(1)}s`, 10, 30);
    }
};
</script>

Sound ESP

Sound ESP draws directional indicators showing where footsteps, gunshots, and other sounds originate — similar to Valorant's audio visualization but with precise positions:

// Read the sound list from the engine
// CS2 stores recent sounds in a circular buffer
struct SoundInfo {
    Vector3 origin;
    int entityIndex;
    float volume;
    int soundType;  // 0=footstep, 1=gunshot, 2=reload, etc.
};

void DrawSoundESP(const SoundInfo& sound) {
    Vector2 screenPos;
    if (WorldToScreen(sound.origin, screenPos)) {
        // Draw expanding circles at sound origin
        float alpha = sound.volume;  // Fade with distance
        Color color = (sound.soundType == 1)
            ? Color(255, 50, 50, alpha * 255)   // Gunshot = red
            : Color(255, 255, 50, alpha * 255);  // Footstep = yellow

        DrawCircle(screenPos.x, screenPos.y, 20, color);
        DrawCircle(screenPos.x, screenPos.y, 30, color.WithAlpha(alpha * 0.5f));
    }
}

Spectator List

Know when someone is watching you in Overwatch or spectating live:

// Check m_hObserverTarget on all player controllers
// If it points to your pawn, they're spectating you
std::vector<std::string> GetSpectators() {
    std::vector<std::string> spectators;
    uintptr_t localPawn = GetLocalPawn();
    uintptr_t entityList = mem.Read<uintptr_t>(client + offsets::dwEntityList);

    for (int i = 1; i < 64; i++) {
        uintptr_t controller = GetController(entityList, i);
        if (!controller) continue;

        uintptr_t pawn = GetPawnFromController(entityList, controller);
        if (!pawn || pawn == localPawn) continue;

        // Check if this player is spectating
        int health = mem.Read<int>(pawn + offsets::m_iHealth);
        if (health > 0) continue;  // Alive players aren't spectating

        uint32_t observerTarget = mem.Read<uint32_t>(pawn + offsets::m_hObserverTarget);
        uintptr_t targetPawn = GetEntityFromHandle(observerTarget);

        if (targetPawn == localPawn) {
            char name[128];
            mem.Read(controller + offsets::m_sSanitizedPlayerName, name, sizeof(name));
            spectators.push_back(name);
        }
    }
    return spectators;
}
💡 Why Web Radar? A web-based radar is undetectable by game-side anti-cheat. There's no overlay, no injected DLL, no hooked functions — just an external process reading memory. Put it on your phone or a second monitor for zero in-game footprint.

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