Bomb Lifecycle and Networking
This page explains what happens from placement to detonation or defusal.
End-to-end player flow
use a bomb item from inventory
choose a timer length
place the prop in front of the player
enter the bomb zone
start defusing or spectating
solve the modules or let the timer run out
the bomb either defuses cleanly or triggers its configured outcome
Server bomb state
The server keeps the active bomb state.
That includes things like:
bomb type
metadata
selected puzzles
solved modules
puzzle state
action history
strikes
timer
timer speed
active defuser
spectators
coords
active state
Defuser
Only one player can actively defuse a bomb at a time.
If a second player tries to start, they get the in-use flow instead.
If the current defuser disconnects, the timer keeps running.
Spectators
If Config.AllowSpectate is enabled, spectators can watch an active defusal.
They get:
the same puzzle layout
a live-action view of the defuser's inputs
Synced sounds
Bomb sounds are synced through the server and played at the bomb coordinates.
Important detail:
players need to be inside the bomb zone to hear the synced positional sounds
Related pages
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