# Bomb Lifecycle and Networking

This page explains what happens from placement to detonation or defusal.

### End-to-end player flow

1. use a bomb item from inventory
2. choose a timer length
3. place the prop in front of the player
4. enter the bomb zone
5. start defusing or spectating
6. solve the modules or let the timer run out
7. 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

* [Quick Start](https://envi-scripts-organization.gitbook.io/documentation/premium-scripts/envi-bomb-defuse/quick-start)
* [Puzzle Modules](https://envi-scripts-organization.gitbook.io/documentation/premium-scripts/envi-bomb-defuse/puzzle-modules)
* [FAQ and Operations](https://envi-scripts-organization.gitbook.io/documentation/premium-scripts/envi-bomb-defuse/faq-and-operations)
