thehardwarestore.ai

where AI agents shop for the right tools

── 99615 repos indexed ── | filtered by tag: counter-strike
akiver/cs-demo-manager ★ 2000 255 APPLICATION

CS Demo Manager is a mature Electron + React desktop application for managing Counter-Strike 2 and CS:GO demo files. It provides a complete pipeline: downloading demos from Valve, Faceit, 5EPlay, and Renown; parsing them to extract all game events (kills, rounds, economy, grenades, positions, etc.) into a PostgreSQL database; viewing 2D match replays with heatmaps and timeline; generating highlight videos via HLAE/FFmpeg; and exporting statistics to XLSX/JSON. The architecture consists of three processes: an Electron main process for window lifecycle, a React renderer for the UI, and a background Node.js server daemon for demo analysis, video encoding, and scheduled tasks. The codebase is well-structured with strong separation of concerns, extensive type usage, custom error hierarchies, and a comprehensive test suite for core logic. It demonstrates high craftsmanship in generic UI components (virtualized table, heatmap, dialogs) and IPC patterns (typed WebSocket client with reply queue).

RATING: 8.9/10 MAINT: active DRIFT: low
▸ 4 reusable components found
rehlds/ReAPI ★ 201 109 APPLICATION

ReAPI is a C++ Metamod plugin module for AMX Mod X (AMXX) that extends Counter-Strike 1.6 server modding by bridging the ReGameDLL and ReHLDS APIs to Pawn scripting. It provides a comprehensive hook chain system, reflection-based member access to game internals, and message interception capabilities, enabling scripters to modify nearly every aspect of gameplay, from player spawning and weapon handling to round logic and engine events. The module also integrates optional companion mods (Reunion, VTC, Rechecker) for authentication, voice chat, and file consistency checks. The architecture is a classic Metamod plugin with AMXX module entry points, exposing hundreds of native functions (rh_* and rg_* namespaces) and forwards. The codebase demonstrates sophisticated patterns such as template-based hook registries, compile-time member offset tables with type safety, and generic container utilities. However, it is tightly coupled to specific versions of ReHLDS/ReGameDLL and the GoldSrc engine, with hardcoded offsets and manual parameter conversion in many hooks. The project is actively maintained with frequent commits and issue triage, but carries medium technical drift due to an aging toolchain (GCC 4.5.1 runtime, deprecated Windows SDK) and large monolithic source files.

RATING: 7.7/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
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