CS2 Radar Hack & Sound ESP — Complete Information Advantage Guide
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.
External Web Radar Architecture
The cleanest radar implementation uses three components:
- Memory reader — External process that reads entity positions from CS2
- WebSocket server — Streams position data to connected clients
- 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();
}
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;
}
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