VerifiedAll tag definitionsBuild 2026.06.26.1097863.1-Rel-i343-Meteorite-2606-CU2

chud_globals_definition

chgd

Fields
222
Structs
12
Shipped tags
1
Root size
Version
1

chud_globals_definition_struct_definition

Root70 fields
OffsetSizeFieldType
012skinsblock chud_skin_info_block · max 3block
1212player training datablock player_training_entry_data_block · max 47block
241medal basis
  • parent
  • top left
  • top center
  • top right
  • center
  • bottom left
  • bottom center
  • bottom right
  • motion sensor
  • d-damge
  • messaging
  • state msg left
  • state msg right
  • msg bottom state
  • msg bottom prim
  • tracked target
  • <tracking object>
  • crosshair
  • backpack weapon
  • grenade
  • equipment
  • weapon target
  • ghost reticule
  • hologram target
  • airstrike target
  • <player>
  • <scripted object>
  • metagame bar
  • metagame p1
  • metagame p2
  • metagame p3
  • metagame p4
  • s.b. friendly
  • s.b. enemy
  • territory 1
  • territory 2
  • territory 3
  • territory 4
  • territory 5
  • state msg fireteam
  • fireteam possible action object
  • fireteam pending target object
  • fireteam current target object
  • fireteam pending directive unit
  • fireteam current directive unit
  • enemy objective object
  • friendly objective object
  • neutral objective object
  • lasing target object
  • <campaign fireteam member>
  • top center savedfilm
char enum
284medal scalereal
324medal widthreal
364medal horizontal offsetreal
404medal vertical offsetreal
444metagame s.b. primary heightreal
484metagame s.b. other heightreal
5216survival mode multiplayer introtag reference
684progression toast timereal
721motion sensor flags
  • motion_sensor_draw_ft_triangle
  • pings appear beyond gutter
  • do not orient enemy waypoints
  • use 3d motion sensor
byte flags
764medium blip scalereal
804small blip scalereal
844large blip scalereal
884vehicle 3d motion tracker rangereal
9243d motion tracker tiltreal
964up movement registration percentagereal
1004down movement registration percentagereal
1044default max distancereal
1084gutter rangereal
1124vehicle gutter rangereal
1164max age sizereal
120sizestruct
alphastruct
4motion sensor velocity threshold (non-players)real
4ft triangle close color dist thresholdreal
4ft triangle far color dist thresholdreal
4fireteam triangle texels/pixelreal
1minimap flags
  • minimap_draw_ft_triangle_for_my_fireteam
  • minimap_draw_allied_ft_leaders
  • minimap_draw_allied_non_leader_players
  • minimap_draw_known_enemy_players
  • minimap_active_while_dead
byte flags
4active timereal
1ping_sequencebyte integer
1ping_framebyte integer
4ping initial sizereal
4ping final sizereal
4ping initial alphareal
4ping final alphareal
4ping expansion timereal
4maximum simultaneous pingslong integer
4new_camera_perspective_ping_durationreal
16new_camera_perspective_ping_colorreal argb color
4new_camera_perspective_ping_scalereal
4new_camera_perspective_ping_priorityreal
4enemy_spotted_ping_durationreal
16enemy_spotted_ping_colorreal argb color
4enemy_spotted_ping_scalereal
4enemy_spotted_ping_priorityreal
4radio_message_sent_ping_durationreal
16radio_message_sent_ping_colorreal argb color
4radio_message_sent_ping_scalereal
4radio_message_sent_ping_priorityreal
1viewing_player_sequencebyte integer
1viewing_player_framebyte integer
1viewing_player_should_orientbyte integer
1ft_mate_player_sequencebyte integer
1ft_mate_player_framebyte integer
1ft_mate_player_should_orientbyte integer
1ft_leader_player_sequencebyte integer
1ft_leader_player_framebyte integer
1ft_leader_player_should_orientbyte integer
1allied_player_sequencebyte integer
1allied_player_framebyte integer
1allied_player_should_orientbyte integer
1allied_ft_leader_sequencebyte integer
1allied_ft_leader_framebyte integer
1allied_ft_leader_should_orientbyte integer
1known_enemy_player_sequencebyte integer
1known_enemy_player_framebyte integer
1known_enemy_player_should_orientbyte integer
12state categoriesblock chud_state_category_block · max 4096block

chud_skin_info_block_struct

2 fields · 260 B
OffsetSizeFieldType
04condition
  • FLAG DELETED FROM CODE
  • fullscreen wide
  • fullscreen standard
  • halfscreen
  • quarterscreen wide
  • quarterscreen standard
  • texture camera available
  • chud_state_debug_flag
  • hs variable 1 active
  • hs variable 2 active
  • hs variable 3 active
  • hs variable 4 active
  • hs variable 5 active
  • hs variable 6 active
  • hs variable 7 active
  • hs variable 8 active
  • hs variable 9 active
  • hs variable 10 active
  • hs screen training active
  • hs screen objective active
  • hs screen chapter title active
  • spartan
  • elite
  • monitor
  • first person
  • third person
  • unshielded minor
  • unshielded major
  • unshielded critical
  • shielded minor
  • shielded major
  • shielded critical
  • shield available
  • overshield 2
  • overshield 3
  • overshield 4
  • player training available
  • minimap enabled
  • sensor range 10m
  • sensor range 25m
  • sensor range 75m
  • sensor range 150m
  • unarmed
  • single wielding
  • dual wielding
  • support weapon
  • in sabre
  • motion sensor enabled
  • motion sensor disabled
  • binoculars enabled
  • binoculars disabled
  • equipment active
  • equipment inactive
  • equipment disabled by player traits
  • equipment reached minimum activation energy
  • lasing enabled
  • lasing disabled
  • player is firing
  • player is talking
  • player is broadcasting
  • VOICE no
  • VOICE banned
  • VOICE radio
  • VOICE radio brdcst
  • VOICE open
  • VOICE open brdcst
  • in space
  • airstrike enabled
  • airstrike is offscreen
  • ghost target available
  • hologram target available
  • airstrike target available
  • target tracking available
  • tracked target is offscreen
  • heat is on fire
  • heat is on betrayal penalty
  • 3d motion sensor enabled
  • out of bounds
  • vtol altitude locked
  • missile locked
  • missile tracking
  • missile locked really close
  • backpack weapon unavailable
  • zoomed
  • unzoomed
  • zoom lvl 1
  • zoom lvl 2
  • zoom changing 0 to 1
  • zoom changing 1 to 2
  • zoom changing 1 to 0
  • zoom changing 2 to 0
  • sniper flava available
  • grenades unusable
  • <grenade> selected
  • <grenade> unselected
  • <grenade> pickup
  • <grenade> empty
  • weapon is right hand
  • weapon is left hand
  • weapon is backpacked
  • crosshair normal
  • crosshair friendly
  • crosshair enemy
  • crosshair enemy headshot
  • crosshair enemy weakpoint
  • crosshair invincible
  • plasma track
  • ammo loaded low
  • ammo loaded empty
  • ammo reserve low
  • ammo reserve empty
  • battery low
  • battery empty
  • overheating
  • locking on available
  • lock available
  • lock unavailable
  • locked on available
  • locked on unavailable
  • ammo pickup
  • <skull> active
  • <skull> is primary
  • <skull> is secondary
  • <skull> is custom
  • fireteam command mode available
  • fireteam possible action object valid
  • fireteam pending action object valid
  • fireteam current target object valid
  • fireteam possible action object offscreen
  • fireteam pending action object offscreen
  • fireteam current target object offscreen
  • fireteam pending directive unit valid
  • fireteam current directive unit valid
  • fireteam pending directive unit offscreen
  • fireteam current directive unit offscreen
  • campaign fireteam regroup enabled
  • campaign fireteam slot 1 open
  • campaign fireteam slot 2 open
  • campaign fireteam slot 3 open
  • campaign fireteam slot 4 open
  • campaign fireteam slot 5 open
  • <campaign ft member> active
  • <campaign ft member> slot open
  • <campaign ft member> directive given
  • <campaign ft member> directive complete
  • <campaign ft member> health critical
  • <campaign ft member> dead
  • <campaign ft member> speaking
  • <medal> valid
  • <progression toast> active
  • <progression toast> level clear
  • <progression toast> level steel
  • <progression toast> level bronze
  • <progression toast> level silver
  • <progression toast> level gold
  • <progression toast> level onyx
  • <progression toast> level max
  • <player> active
  • <player> alive
  • <player> is me
  • <player> on same team/fireteam
  • <player> is enemy
  • <player> is talking
  • <player> in line of sight
  • <player> taking damage
  • <player> is shooting
  • <player> has been spotted
  • <player> is being spawned on
  • <player> offscreen
  • watermark compass on
  • commendation callout active
  • commendation callout level steel
  • commendation callout level bronze
  • commendation callout level silver
  • commendation callout level gold
  • commendation callout level onyx
  • commendation callout level max
  • transient cookies available
  • campaign solo
  • campaign coop
  • campaign survival
  • difficulty easy
  • difficulty normal
  • difficulty heroic
  • difficulty legendary
  • campaign objective available
  • <metagame player> active
  • <metagame player> talking
  • metagame p1 talking
  • metagame p2 enabled
  • metagame p2 talking
  • metagame p3 enabled
  • metagame p3 talking
  • metagame p4 enabled
  • metagame p4 talking
  • transient score avail.
  • metagame multikill avail
  • metagame neg. score avail.
  • metagame FFA scoring
  • metagame team scoring
  • <scripted object> valid
  • <scripted object> alive
  • <scripted object> offscreen
  • <scripted object> taken recent body damage
  • <scripted object> taken recent shield damage
  • <scripted object> priority 0
  • <scripted object> priority 1
  • <scripted object> priority 2
  • <scripted object> priority 3
  • <scripted object> priority 4
  • <scripted object> priority 5
  • <scripted object> priority 6
  • <scripted object> priority 7
  • <scripted object> priority 8
  • <scripted object> priority 9
  • <scripted object> priority 10
  • <scripted object> priority 11
  • <scripted object> priority 12
  • <scripted object> priority 13
  • <scripted object> priority 14
  • <scripted object> priority 15
  • <scripted object> priority 16
  • <scripted object> priority 17
  • <scripted object> priority 18
  • <scripted object> priority 19
  • <scripted object> priority 20
  • <scripted object> priority 21
  • <scripted object> priority 22
  • <scripted object> priority 23
  • <scripted object> priority 24
  • <scripted object> priority 25
  • <scripted object> priority 26
  • <scripted object> priority 27
  • <scripted object> priority 28
  • <scripted object> priority 29
  • survival wave 0
  • survival wave 1
  • survival wave 2
  • survival wave 3
  • survival wave 4
  • survival wave 5
  • survival wave 6
  • survival wave 7
  • survival wave 8
  • survival wave 9
  • survival round 0
  • survival round 1
  • survival round 2
  • survival round 3
  • survival round 4
  • survival round 5
  • survival round 6
  • survival round 7
  • survival round 8
  • survival round 9
  • survival lives infinite
  • survival lives 0
  • survival lives 1
  • survival lives 2
  • survival lives 3
  • survival lives 4
  • survival lives 5
  • survival bonus round
  • multi ffa
  • multi team
  • mp sandbox
  • mp megalo
  • offense
  • defense
  • game has no teams
  • player is special
  • player special and defense
  • friendly score available
  • enemy score available
  • variant name available
  • variant objective available
  • variant objective designator available
  • talking player available
  • arming meter available
  • time left available
  • friendly posession
  • enemy posession
  • variant custom a
  • variant custom b
  • variant custom c
  • variant custom d
  • variant custom e
  • variant custom f
  • round start period
  • test enabled
  • <megalo omni widget> available
  • <megalo omni widget> label string available
  • <megalo omni widget> value string available
  • <megalo omni widget> meter available
  • <megalo omni widget> icon available
  • megalo progress bar available
  • last man standing
  • teammate attempting to spawn
  • status ready to spawn
  • status waiting to spawn
  • status enemy territory
  • status teammate damage
  • status enemy nearby
  • status projectiles
  • ft member 1
  • ft member 2
  • ft member 3
  • <ft member> is member 1
  • <ft member> is member 2
  • <ft member> is member 3
  • <ft member> exists
  • <ft member> alive
  • <ft member> idle
  • <ft member> arming
  • <ft member> disarming
  • <ft member> dead
  • <ft member> buying
  • <ft member> taking damage
  • <ft member> shield empty
  • budget available
  • default crosshair
  • active crosshair
  • manipulation crosshair
  • not-allowed crosshair
  • forge screen open
  • axes global
  • axes local
  • film playback
  • saved film recording mode
  • saved film normal mode
long enum
4256category namelong string

chud_globals_color_function_struct

7 fields · 20 B
OffsetSizeFieldType
04display stringstring id
42max display timeword integer
62display countword integer
82dissapear delayword integer
102redisplay delayword integer
124display delay (s)real
162flags
  • not in multiplayer
word flags

mapping_function

80 fields
OffsetSizeFieldType
04type
  • default
  • dervish
  • monitor
long enum
416primary backgroundreal argb color
2016secondary backgroundreal argb color
3616highlight backgroundreal argb color
5216flash backgroundreal argb color
6816crosshair normalreal argb color
8416crosshair enemy)real argb color
10016crosshair friendlyreal argb color
11616navpt normalreal argb color
13216navpt allyreal argb color
14816navpt neutralreal argb color
16416navpt enemyreal argb color
18016navpt deadreal argb color
19616navpt laser point unlockedreal argb color
21216navpt laser point lockedreal argb color
22816navpt textreal argb color
24416msg flash selfreal argb color
26016msg flash friendreal argb color
27616msg flash enemyreal argb color
29216msg flash neutralreal argb color
30816invincible shieldreal argb color
32416player navpoint (firing)real argb color
34016player navpoint (taking damage)real argb color
35616player navpoint (speaking)real argb color
37216player navpoint (coop spawning)real argb color
38816custom 0real argb color
40416custom 1real argb color
42016custom 2real argb color
43616neutral territoryreal argb color
45216fire team triangle (close)real argb color
46816fire team triangle (far)real argb color
48416fire team triangle border (close)real argb color
50016fire team triangle border (far)real argb color
51620blip (base)struct
53620blip (self)struct
55620blip (enemy)struct
57620blip (neutral)struct
59620blip (friend)struct
61620blip (fireteam)struct
63620blip (ping)struct
65620blip (custom onscreen)struct
67620blip (custom offscreen)struct
696motion sensor heightstruct
4motion sensor height maxreal
4motion sensor height above thresholdreal
4motion sensor height below thresholdreal
4motion sensor height minreal
12curvature infosblock chud_curvature_info_block · max 64block
12hud soundsblock chud_sound_block · max 16block
4close projectile warning distancereal
16banned vehicle entrance soundtag reference
1directional damage flags
  • screen space
  • top down
  • halo 3 style clamped angles
  • fast forward
byte flags
4microtexture scalereal
4microtexture center fade scalereal
4microtexture center fade falloffreal
4microtexture center fade inner alphareal
4microtexture center fade outer alphareal
4dir. damage fast forward thresholdreal
4dir. damage hidden anglereal
4dir. damage arrow sizereal
4dir. damage distance from crosshairreal
4dir. damage duration modifierreal
4dir. damage pitch minreal
4dir. damage pitch maxreal
directional damage pitchstruct
16mini-scoreboard referencetag reference
16campaign scoreboardtag reference
16survival-scoreboard referencetag reference
16saved-film referencetag reference
16sandbox referencetag reference
16chud texttag reference
16medal animationtag reference
16jammer damagetag reference
16jammer damage soundtag reference
24config infostruct
4waypoint minimum distance scalereal
4waypoint maximum distance scalereal
_shieldedstruct
_unshieldedstruct
12<scripted object> priority prioritiesblock chud_scripted_object_priority_definition · max 29block

chud_curvature_info_block

6 fields · 44 B
OffsetSizeFieldType
04textstring id
44description textstring id
81onscreen_sequence_indexchar integer
91offscreen_sequence_indexchar integer
1216primary_colorreal argb color
2816secondary_colorreal argb color

screen_transform_basis_array_definition

9 fields
OffsetSizeFieldType
04recent damage falloff timereal
44fade startreal
84fade stopreal
1212fade colorreal rgb color
244minor thresholdreal
284major thresholdreal
324critical thresholdreal
36healthstruct
recent damagestruct

chud_sound_block

6 fields · 24 B
OffsetSizeFieldType
04grenade anchor offsetreal
44backpack_equipment v.offset (single)real
84backpack_equipment v.offset (dual)real
124backpack_equipment v.offset (none)real
164equipment horizontal sizereal
204scoreboard spacing sizereal

chud_config_info_block_struct

3 fields · 24 B
OffsetSizeFieldType
016soundtag reference
164latched to
  • health recharging
  • health minor damaged
  • health major damaged
  • health critical damaged
  • health minor
  • health major
  • health critical
  • shield recharging
  • shield minor damaged
  • shield major damaged
  • shield critical damaged
  • shield minor
  • shield major
  • shield critical
  • weapon tracking
  • weapon locked
  • player tracked
  • player locked
  • player locked really close
long flags
204scalereal

chud_damage_tracker_struct

36 fields
OffsetSizeFieldType
01res flags
  • fullscreen wide
  • fullscreen standard
  • halfscreen
  • quarterscreen wide
  • quarterscreen standard
byte flags
48curvature point TL (-1, -1)real point 2d
128curvature point CL (-1, 0)real point 2d
208curvature point BL (-1, 1)real point 2d
288curvature point TM (0, -1)real point 2d
368curvature point CM (0, 0)real point 2d
448curvature point BM (0, 1)real point 2d
528curvature point TR (1, -1)real point 2d
608curvature point CR (1, 0)real point 2d
688curvature point BR (1, 1)real point 2d
76screen transform basisarray [9]
4virtual widthlong integer
4virtual heightlong integer
8sensor originreal point 2d
4sensor radiusreal
4vehicle 3d sensor radiusreal
4blip radiusreal
8minimap world ULreal point 2d
8minimap world LRreal point 2d
8minimap hud ULreal point 2d
8minimap hud LRreal point 2d
4global safe frame horiz.real
4global safe frame vert.real
4safe frame horizontal dingreal
4safe frame vertical dingreal
4message anchor h. offsetreal
4message anchor v. offsetreal
4state message v. offsetreal
4bottom state v. offsetreal
4bottom primary v. offsetreal
4fireteam state v. offsetreal
4fireteam state h. offsetreal
4state message scalereal
4message scalereal
4message heightreal
4message count deltalong integer

chud_scripted_object_priority_definition

1 fields · 8 B
OffsetSizeFieldType
08screen transform basis elementreal point 2d

player_training_entry_data_block

1 fields
OffsetSizeFieldType
0colorstruct

chud_state_category_block

1 fields · 20 B
OffsetSizeFieldType
020datadata

Generated from the shipped game data, which carries its own tag definitions. Schema only: field names, types, offsets, and option names are published; tag values are not. See Self-describing tag layout for how this is extracted.