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@mfin
Created October 1, 2016 21:25
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All the Insurgency cvars
"Name","Value","ARCHIVE","SPONLY","GAMEDLL","CHEAT","USERINFO","NOTIFY","PROTECTED","PRINTABLEONLY","UNLOGGED","NEVER_AS_STRING","REPLICATED","DEMO","DONTRECORD","SERVER_CAN_EXECUTE","CLIENTCMD_CAN_EXECUTE","CLIENTDLL","SS","SS_ADDED",,"Help Text"
"achievement_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Turn on achievement debug msgs."
"achievement_disable","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Turn off achievements."
"ai_debug_los","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l"
"ai_debug_ragdoll_magnets","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ai_debug_shoot_positions","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"ai_debug_speech","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ai_expression_frametime","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Maximum frametime to still play background expressions."
"ai_expression_optimization","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Disable npc background expressions when you can't see them."
"ai_force_serverside_ragdoll","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ai_LOS_mode","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"ai_sequence_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ai_setupbones_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Shows that bones that are setup every think"
"ai_shot_bias_max","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"ai_shot_bias_min","-1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"ai_show_hull_attacks","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ai_use_visibility_cache","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"anim_3wayblend","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Toggle the 3-way animation blending code."
"anim_showstate","-1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Show the (client) animation state for the specified entity (-1 for none)."
"anim_showstatelog","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both."
"anim_spewdesired","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"async_allow_held_files","1 ",,,,,,,,,,,,,,,,,,,,"Allow AsyncBegin/EndRead()"
"async_mode","0 ",,,,,,,,,,,,,,,,,,,,"Set the async filesystem mode (0 = async, 1 = synchronous)"
"async_serialize","0 ",,,,,,,,,,,,,,,,,,,,"Force async reads to serialize for profiling"
"async_simulate_delay","0 ",,,,,,,,,,,,,,,,,,,,"Simulate a delay of up to a set msec per file operation"
"autoaim_max_deflect","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"autoaim_max_dist","2160 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"blackbox","1 ",,,,,,,,,,,,,,,,,,,,""
"BlendBonesMode","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"bot_aim_aimtracking_base","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking"
"bot_aim_aimtracking_frac_easy","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the head aim tracking interval if difficulty is easy"
"bot_aim_aimtracking_frac_hard","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the head aim tracking interval if difficulty is hard"
"bot_aim_aimtracking_frac_impossible","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the head aim tracking interval if difficulty is impossible"
"bot_aim_aimtracking_frac_sprinting_target","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the head aim tracking interval if target is sprinting"
"bot_aim_angularvelocity_base","920 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How fast do the bots turn their heads ( deg/second )"
"bot_aim_angularvelocity_base_ooc","800 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How fast do the bots turn their heads WHEN OUT OF COMBAT( deg/second )"
"bot_aim_angularvelocity_frac_easy","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the angular velocity if difficulty is easy"
"bot_aim_angularvelocity_frac_hard","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the angular velocity if difficulty is hard"
"bot_aim_angularvelocity_frac_impossible","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the angular velocity if difficulty is impossible"
"bot_aim_angularvelocity_frac_sprinting_target","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the angular velocity if target is sprinting"
"bot_aim_attack_aimtolerance_frac_easy","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The easy frac for aim tolerance for the bots"
"bot_aim_attack_aimtolerance_frac_hard","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The hard frac for aim tolerance for the bots"
"bot_aim_attack_aimtolerance_frac_impossible","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The impossible frac for aim tolerance for the bots"
"bot_aim_attack_aimtolerance_frac_normal","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The normal frac for aim tolerance for the bots"
"bot_aimtracking_frac_survival_end","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at end (level 30) of Survival"
"bot_aimtracking_frac_survival_start","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at start of Survival"
"bot_attack_aimpenalty_amt_close","50 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How much should we offset our aim after just spotting enemy nearby"
"bot_attack_aimpenalty_amt_far","120 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How much should we offset our aim after just spotting enemy a long way away"
"bot_attack_aimpenalty_amt_frac_dark","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac to multiply against the aim penalty amount when target is in darkness"
"bot_attack_aimpenalty_amt_frac_easy","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Multiply amt by this much for easy difficulty"
"bot_attack_aimpenalty_amt_frac_hard","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Multiply amt by this much for hard difficulty"
"bot_attack_aimpenalty_amt_frac_impossible","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Multiply amt by this much for impossible difficulty"
"bot_attack_aimpenalty_amt_frac_light","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac to multiply against the aim penalty amount when target is in lightness"
"bot_attack_aimpenalty_time_close","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How long before we stop penalizing aim position nearby?"
"bot_attack_aimpenalty_time_far","9 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How long before we stop penalizing aim position a long way away?"
"bot_attack_aimpenalty_time_frac_dark","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac to multiply against the aim penalty time when target is in darkness"
"bot_attack_aimpenalty_time_frac_light","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac to multiply against the aim penalty time when target is in lightness"
"bot_attack_aimtolerance_newthreat_amt","3 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How much should we artificially bloat aimtolerance boxes for enemies we just spotted?"
"bot_attack_aimtolerance_newthreat_amt_solo","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How much should we artificially bloat aimtolerance boxes for enemies we just spotted? (solo)"
"bot_attack_aimtolerance_newthreat_time","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How long before we stop artificially bloating aimtolerance box?"
"bot_attack_aimtolerance_newthreat_time_solo","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How long before we stop artificially bloating aimtolerance box? (solo)"
"bot_attack_burst_maxtime","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The maximum amount of time the bot pulls the trigger for automatic weapons"
"bot_attack_burst_maxtime_solo","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The maximum amount of time the bot pulls the trigger for automatic weapons (solo)"
"bot_attack_burst_mintime","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The minimum amount of time the bot pulls the trigger for automatic weapons"
"bot_attack_burst_mintime_solo","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The minimum amount of time the bot pulls the trigger for automatic weapons (solo)"
"bot_attack_retarget_maxtime","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The maximum amount of time until the bot retargets"
"bot_attack_retarget_mintime","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The minimum amount of time until the bot retargets"
"bot_attackdelay_base","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Attack delay base value in seconds"
"bot_attackdelay_frac_desiredrange","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if distance is greater than hipfire range"
"bot_attackdelay_frac_difficulty_easy","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if in easy difficulty"
"bot_attackdelay_frac_difficulty_hard","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if in hard difficulty"
"bot_attackdelay_frac_difficulty_impossible","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if in impossible difficulty"
"bot_attackdelay_frac_hipfirerange","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if within hipfire range"
"bot_attackdelay_frac_maxrange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if distance is greater than desired range"
"bot_attackdelay_frac_outofrange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if distance is greater than max range"
"bot_attackdelay_frac_outsidefov","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied if the bot is not looking at the player"
"bot_attackdelay_frac_survival_end","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at end (level 20) of Survival"
"bot_attackdelay_frac_survival_start","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at start of Survival"
"bot_damage","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Float representing the damage bots give off."
"bot_fov_frac_survival_end","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at end (level 30) of Survival"
"bot_fov_frac_survival_start","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at start of Survival"
"bot_grenade_think_time","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"bot_hearing_flashbang_effect_max_distance","750 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max range that a flashbang will effect the bots"
"bot_hearing_flashbang_effect_max_time","10 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max time that a flashbang will effect the bots"
"bot_hearing_grenade_hearing_range","3000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How far away can a bot hear a grenade explosion"
"bot_hearing_silenced_weapon_sound_reduction","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"By what percentage do silenced weapons reduce the hearing range"
"bot_investigate_sneak_lightvalue","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The light value the bot must be in order to activate sneak"
"bot_loco_hurry_sprinthold_max","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum tme to hold the sprint when ShouldHurry returns true"
"bot_loco_hurry_sprinthold_min","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum tme to hold the sprint when ShouldHurry returns true"
"bot_loco_path_max_retreat_length","420 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum distance a bot will run a retreat path"
"bot_loco_path_minlookahead","120 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum look-ahead distance for bot pathing"
"bot_loco_pronehold_max","8 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum tme to hold the prone button"
"bot_loco_pronehold_min","3 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum tme to hold the prone button"
"bot_loco_slowdown_walkhold_max","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum tme to hold the walk button when within slowdown distance"
"bot_loco_slowdown_walkhold_min","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum tme to hold the walk button when within slowdown distance"
"bot_mimic","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Bot uses usercmd of player by index."
"bot_range_frac_desiredrange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied to the desired range of bots"
"bot_range_frac_hipfirerange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied to the hipfire range of bots"
"bot_range_frac_maxrange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied to the max range of bots"
"bot_recognizetime_frac_survival_end","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at end (level 30) of Survival"
"bot_recognizetime_frac_survival_start","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Frac applied at start of Survival"
"bot_recoil_multiplier","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Multiplier applied to recoil if the shooter is a bot"
"bot_rpg_spawn_attackdelay","15 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Bots won't shoot RPGs if within 8 seconds if players spawning"
"bot_silhouette_discover_timer","3 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Time in seconds that a silhouette remains visible after it's discovered"
"bot_silhouette_light_threshold_low","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Light data with a lower float value than this number will be considered low lighting"
"bot_silhouette_light_threshold_medium","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Light data with a lower float value than this number will be considered medium lighting"
"bot_silhouette_range_close","1200 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Silhouette has to be closer than this distance to qualify as close"
"bot_silhouette_range_far","3000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Silhouette has to be further than this distance to qualify as far"
"bot_silhouette_range_movement","4000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Movement makes silhouette easier to read within this range"
"bot_silhouette_readtime_clear","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Time it takes to shoot at a clear silhouette"
"bot_silhouette_readtime_dark","7 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Time it takes to shoot at a dark silhouette"
"bot_silhouette_readtime_fuzzy","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Time it takes to shoot at a fuzzy silhouette"
"bot_silhouette_scan_frequency","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Time in seconds between each silhouette scan if a silhouette is not visible"
"bot_targeting_noise_x_base","60 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise X value"
"bot_targeting_noise_x_base_solo","15 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise X value (solo)"
"bot_targeting_noise_x_frac_desiredrange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to X value on desired range"
"bot_targeting_noise_x_frac_hipfirerange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to X value on hipfire range"
"bot_targeting_noise_x_frac_maxrange","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to X value on max range"
"bot_targeting_noise_y_base","60 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise Y value"
"bot_targeting_noise_y_base_solo","15 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise Y value (solo)"
"bot_targeting_noise_y_frac_desiredrange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to Y value on desired range"
"bot_targeting_noise_y_frac_hipfirerange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to Y value on hipfire range"
"bot_targeting_noise_y_frac_maxrange","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to Y value on max range"
"bot_targeting_noise_z_base","80 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise Z value"
"bot_targeting_noise_z_base_solo","20 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise Z value (solo)"
"bot_targeting_noise_z_frac_desiredrange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to Z value on desired range"
"bot_targeting_noise_z_frac_hipfirerange","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to Z value on hipfire range"
"bot_targeting_noise_z_frac_maxrange","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The targeting noise frac applied to Z value on max range"
"bot_vis_foliage_threshold","250 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Bots LoS checking against a target < than this will ignore foliage."
"bot_vis_fov_attack_base","90 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"FOV when the bot is trying to attack"
"bot_vis_fov_frac_easy","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac applied to the FOV if the difficulty is easy"
"bot_vis_fov_frac_hard","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac applied to the FOV if the difficulty is hard"
"bot_vis_fov_frac_impossible","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac applied to the FOV if the difficulty is impossible"
"bot_vis_fov_idle_base","150 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"FOV when the bot is idle/guarding (normal difficulty)"
"bot_vis_recognizetime_base","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Time it takes for bot to recognize a target (normal difficulty)"
"bot_vis_recognizetime_frac_easy","2 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the recognize time if difficulty is easy"
"bot_vis_recognizetime_frac_hard","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the recognize time if difficulty is hard"
"bot_vis_recognizetime_frac_impossible","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Frac appplied to the recognize time if difficulty is impossible"
"breakable_disable_gib_limit","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"breakable_multiplayer","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"bullet_ff_through_walls","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
Print out contents of cache memory."
Print out contents of cache memory."
Print out a summary contents of cache memory."
"cc_norepeat","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"In multiplayer games, don't repeat captions more often than this many seconds."
"cc_showmissing","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Show missing closecaption entries."
"chet_debug_idle","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info"
"choreo_spew_filter","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Spew choreo. Use a sub-string or * to display all events."
"cl_clock_correction","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Enable/disable clock correction on the client."
"cl_clock_correction_adjustment_max_amount","200 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount "
"cl_clock_correction_adjustment_max_offset","90 ",,,,"CHEAT",,,,,,,,,,,,,,,,"As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply"
"cl_clock_correction_adjustment_min_offset","10 ",,,,"CHEAT",,,,,,,,,,,,,,,,"If the clock offset is less than this amount (in milliseconds), then no clock correction is applied."
"cl_clock_correction_force_server_tick","999 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Force clock correction to match the server tick + this offset (-999 disables it)."
"cl_clock_showdebuginfo","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Show debugging info about the clock drift. "
"cl_clockdrift_max_ms","150 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's."
"cl_clockdrift_max_ms_threadmode","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's."
"cl_csm_auto_entity","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
cl_csm_server_status
"
"cl_particles_debug_overdraw","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"cl_playlists_verbose","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"cl_resend","6 ",,,,,,,,,,,,,,,,,,,,"Delay in seconds before the client will resend the 'connect' attempt"
"cl_resend_timeout","60 ",,,,,,,,,,,,,,,,,,,,"Total time allowed for the client to resend the 'connect' attempt"
"cl_simdbones","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Use SIMD bone setup."
"cl_skipslowpath","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Set to 1 to skip any models that don't go through the model fast path"
"cl_use_simd_bones","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"1 use SIMD bones 0 use scalar bones."
"clientport","27005 ",,,,,,,,,,,,,,,,,,,,"Host game client port"
"collision_shake_amp","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"collision_shake_freq","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"collision_shake_time","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"con_logfile","0 ",,,,,,,,,,,,,,,,,,,,"Console output gets written to this file"
"con_timestamp","0 ",,,,,,,,,,,,,,,,,,,,"Prefix console.log entries with timestamps"
"coop","0 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"Cooperative play."
"cpu_level","3 ",,,,,,,,,,,,,,,,,,,,"CPU Level - Default: High"
"csm_quality_level","0 ",,,,,,,,,,,,,,,,,,,,"Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST"
"curve_bias","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"datacachesize","64 ",,,,,,,,,,,,,,,,,,,,"Size in MB."
"dbg_demofile","0 ",,,,,,,,,,,,,,,,,,,,""
Categories:
0: Entity I/O
1: AI Decisions
2: Sc"
"deathmatch","1 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"Running a deathmatch server."
"debug_materialmodifycontrol","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"debug_overlay_fullposition","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"debug_physimpact","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"debug_touchlinks","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Spew touch link activity"
"debug_visibility_monitor","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"decalfrequency","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"developer","0 ",,,,,,,,,,,,,,,,,,,,"Set developer message level"
"disable_static_prop_loading","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"If non-zero when a map loads, static props won't be loaded"
"disp_dynamic","0 ",,,,,,,,,,,,,,,,,,,,""
"dispcoll_drawplane","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"display_game_events","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"displaysoundlist","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"dod_grenadegravity","-420 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"gravity applied to grenades"
Arguments: x y z"
Green if no collision
Red is collides with something
Arguments: x1 y1 z1 x2 y2 z2"
"dt_ShowPartialChangeEnts","0 ",,,,,,,,,,,,,,,,,,,,"(SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE)."
"dt_UsePartialChangeEnts","1 ",,,,,,,,,,,,,,,,,,,,"(SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization."
"dtwarning","0 ",,,,,,,,,,,,,,,,,,,,"Print data table warnings?"
"dtwatchclass","0 ",,,,,,,,,,,,,,,,,,,,"Watch all fields encoded with this table."
"dtwatchdecode","1 ",,,,,,,,,,,,,,,,,,,,"When watching show decode."
"dtwatchencode","1 ",,,,,,,,,,,,,,,,,,,,"When watching show encode."
"dtwatchent","-1 ",,,,,,,,,,,,,,,,,,,,"Watch this entities data table encoding."
"dtwatchvar","0 ",,,,,,,,,,,,,,,,,,,,"Watch the named variable."
Ar"
Arguments: {entity_name} / {class_name} / no argument picks what player is loo"
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at"
"ent_debugkeys","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
ent_dump <entity name>
"
ent_fire <target> [action] [value] [delay]
"
ent_info <class name>
"
Format: ent_keyvalue <entity id> <key1>=<v"
"ent_messages_draw","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Visualizes all entity input/output activity."
(y=up=green, z=forward=blue, x=left=red).
Arguments: {entity_name} / {class"
Ar"
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at "
Arguments: {entity_name} / {class_name} "
Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh"
"ent_show_contexts","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Show entity contexts in ent_text display"
Arguments: {entity_name} / {class_name} /"
Format: ent_teleport <entity name>"
Arguments: {entity_"
Arguments: {entity_name} / {class_name} / no argument picks wha"
"filesystem_buffer_size","0 ",,,,,,,,,,,,,,,,,,,,"Size of per file buffers. 0 for none"
"filesystem_max_stdio_read","16 ",,,,,,,,,,,,,,,,,,,,""
"filesystem_native","1 ",,,,,,,,,,,,,,,,,,,,"Use native FS or STDIO"
"filesystem_report_buffered_io","0 ",,,,,,,,,,,,,,,,,,,,""
"filesystem_unbuffered_io","1 ",,,,,,,,,,,,,,,,,,,,""
Format: find_ent <substring>
"
Format: find_ent_index <index>
"
"fire_absorbrate","3 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_dmgbase","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_dmginterval","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_dmgscale","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_extabsorb","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_extscale","12 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_growthrate","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_heatscale","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_incomingheatscale","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fire_maxabsorb","50 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fish_dormant","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Turns off interactive fish behavior. Fish become immobile and unresponsive."
"flex_expression","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"flex_talk","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fog_enable_water_fog","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"fog_volume_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If enabled, prints diagnostic information about the current fog volume"
"fps_max","300 ",,,,,,,,,,,,,,,,,,,,"Frame rate limiter"
"fps_max_splitscreen","300 ",,,,,,,,,,,,,,,,,,,,"Frame rate limiter, splitscreen"
"fs_monitor_read_from_pack","0 ",,,,,,,,,,,,,,,,,,,,"0:Off, 1:Any, 2:Sync only"
"fs_report_sync_opens","0 ",,,,,,,,,,,,,,,,,,,,"0:Off, 1:Always, 2:Not during load"
"fs_warning_mode","0 ",,,,,,,,,,,,,,,,,,,,"0:Off, 1:Warn main thread, 2:Warn other threads"
"func_break_max_pieces","15 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"func_break_reduction_factor","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"func_breakdmg_bullet","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"func_breakdmg_club","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"func_breakdmg_explosive","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"fx_new_sparks","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Use new style sparks.
"
"g_debug_angularsensor","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"g_debug_constraint_sounds","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Enable debug printing about constraint sounds."
"g_debug_doors","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"g_debug_npc_vehicle_roles","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"g_debug_ragdoll_removal","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"g_debug_transitions","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities "
"g_debug_vehiclebase","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"g_debug_vehicleexit","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"g_debug_vehiclesound","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"g_Language","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"g_ragdoll_important_maxcount","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"g_ragdoll_maxcount","8 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"gamestats_file_output_directory","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
"
Arguments: <item_name>"
"global_event_log_enabled","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Enables the global event log system"
"gpu_level","3 ",,,,,,,,,,,,,,,,,,,,"GPU Level - Default: High"
"gpu_mem_level","3 ",,,,,,,,,,,,,,,,,,,,"Memory Level - Default: High"
"hide_server","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Whether the server should be hidden from the master server"
"hl2_episodic","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"host_flush_threshold","12 ",,,,,,,,,,,,,,,,,,,,"Memory threshold below which the host should flush caches between server instances"
"host_framerate","0 ",,,,,,,,,,,,,,,,,,,,"Set to lock per-frame time elapse."
"host_limitlocal","0 ",,,,,,,,,,,,,,,,,,,,"Apply cl_cmdrate and cl_updaterate to loopback connection"
"host_map","0 ",,,,,,,,,,,,,,,,,,,,"Current map name."
"host_print_frame_times","0 ",,,,,,,,,,,,,,,,,,,,""
"host_profile","0 ",,,,,,,,,,,,,,,,,,,,""
"host_runframe_input_parcelremainder","1 ",,,,,,,,,,,,,,,,,,,,""
"
"host_showcachemiss","0 ",,,,,,,,,,,,,,,,,,,,"Print a debug message when the client or server cache is missed."
"host_ShowIPCCallCount","0 ",,,,,,,,,,,,,,,,,,,,"Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame."
"host_sleep","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Force the host to sleep a certain number of milliseconds each frame."
"host_speeds","0 ",,,,,,,,,,,,,,,,,,,,"Show general system running times."
"host_threaded_sound","1 ",,,,,,,,,,,,,,,,,,,,"Run the sound on a thread (independent of mix)"
"host_threaded_sound_simplethread","0 ",,,,,,,,,,,,,,,,,,,,"Run the sound on a simple thread not a jobthread"
"host_timescale","1 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Prescale the clock by this amount."
"hostfile","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The HOST file to load."
"hostip","2130706688.000",,,,,,,,,,,,,,,,,,,,"Host game server ip"
"hostname","0 ",,,,,,,,,,,,,,,,,,,,"Hostname for server."
"hostport","27015 ",,,,,,,,,,,,,,,,,,,,"Host game server port"
"hunk_track_allocation_types","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
Arguments: <health to lose>"
"in_forceuser","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Force user input to this split screen player."
"ins_base_vehicle_max_turn_rate","25 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_base_vehicle_speed","160 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bipod_view_length_forward","22 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"ins_bipod_view_length_up","28 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"ins_bot_arousal_combat_falloff","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal falloff when in combat but not being suppressed"
"ins_bot_arousal_combat_max","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"0-10 how high can arousal go from being in combat alone"
"ins_bot_arousal_default_falloff","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How fast arousal falls off OOC"
"ins_bot_arousal_firing_max","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"0-10 how high can arousal go from firing weapon"
"ins_bot_arousal_frac_aimpenalty_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal aimpenalty Frac Max Arousal"
"ins_bot_arousal_frac_aimpenalty_med","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal aimpenalty Frac Halfway"
"ins_bot_arousal_frac_aimpenalty_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal aimpenalty Frac Min Arousal"
"ins_bot_arousal_frac_aimtolerance_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal aimtolerance Frac Max Arousal"
"ins_bot_arousal_frac_aimtolerance_med","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal aimtolerance Frac Halfway"
"ins_bot_arousal_frac_aimtolerance_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal aimtolerance Frac Min Arousal"
"ins_bot_arousal_frac_aimtracking_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal Aimtracking Frac Max Arousal"
"ins_bot_arousal_frac_aimtracking_med","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal Aimtracking Frac Halfway"
"ins_bot_arousal_frac_aimtracking_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal Aimtracking Frac Min Arousal"
"ins_bot_arousal_frac_angularvelocity_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal angularvelocity Frac Max Arousal"
"ins_bot_arousal_frac_angularvelocity_med","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal angularvelocity Frac Halfway"
"ins_bot_arousal_frac_angularvelocity_min","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal angularvelocity Frac Min Arousal"
"ins_bot_arousal_frac_attackdelay_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal attackdelay Frac Max Arousal"
"ins_bot_arousal_frac_attackdelay_med","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal attackdelay Frac Halfway"
"ins_bot_arousal_frac_attackdelay_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal attackdelay Frac Min Arousal"
"ins_bot_arousal_frac_recognizetime_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal recognizetime Frac Max Arousal"
"ins_bot_arousal_frac_recognizetime_med","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal recognizetime Frac Halfway"
"ins_bot_arousal_frac_recognizetime_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal recognizetime Frac Min Arousal"
"ins_bot_arousal_suppression_falloff","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Arousal falloff when being suppressed"
"ins_bot_arousal_suppression_max","7 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"0-10 how high can arousal go from being suppressed"
"ins_bot_attack_pistol_fire_rate","4 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Base Rate for easy pistol fire, scaled faster by difficulty"
"ins_bot_attack_reload_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Ratio of ammo that triggers a reload."
"ins_bot_attack_slide_cooldown","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_change_difficulty","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"When to change bot difficulty, 1 = instantly, 0 = when new bots are added"
"ins_bot_count_checkpoint","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"A set bot count for Checkpoint."
"ins_bot_count_checkpoint_default","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"This is the default bot count for Checkpoint that the server will reset to when hibernating."
"ins_bot_count_checkpoint_max","15 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The max bot count for Checkpoint."
"ins_bot_count_checkpoint_min","5 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The min bot count for Checkpoint."
"ins_bot_count_conquer","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"A set bot count for conquer."
"ins_bot_count_conquer_default","12 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"This is the default bot count for conquer that the server will reset to when hibernating."
"ins_bot_count_conquer_max","24 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Max bot count in Conquer mode."
"ins_bot_count_conquer_min","8 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Min bot count in Conquer mode."
"ins_bot_count_conquer_solo","8 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"A set bot count for conquer in solo mode."
"ins_bot_count_hunt","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"A set bot count for Checkpoint."
"ins_bot_count_hunt_default","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"This is the default bot count for Hunt that the server will reset to when hibernating."
"ins_bot_count_hunt_max","25 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The max bot count for Hunt."
"ins_bot_count_hunt_min","15 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The min bot count for Hunt."
"ins_bot_count_hunt_solo","15 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"A set bot count for hunt in solo mode."
"ins_bot_count_outpost","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"A set bot count for outpost."
"ins_bot_count_outpost_default","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"This is the default bot count for Survival that the server will reset to when hibernating."
"ins_bot_count_outpost_level_multiplier","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Multiplier applied to bot count each round that passes."
"ins_bot_count_outpost_max","24 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The max bot count at the end of outpost."
"ins_bot_count_outpost_start_max","12 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The max bot count at the start of outpost."
"ins_bot_count_outpost_start_min","6 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The min bot count at the start of outpost."
"ins_bot_count_survival","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"A set bot count for Survival."
"ins_bot_count_survival_day_start_max","19 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The max bot count at the start of Survival during daytime."
"ins_bot_count_survival_day_start_min","14 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The min bot count at the start of Survival during daytime."
"ins_bot_count_survival_default","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"This is the default bot count for Survival that the server will reset to when hibernating."
"ins_bot_count_survival_level_multiplier","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Multiplier applied to bot count each round that passes."
"ins_bot_count_survival_max","24 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The max bot count at the end of Survival."
"ins_bot_count_survival_start_max","18 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The max bot count at the start of Survival."
"ins_bot_count_survival_start_min","12 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The min bot count at the start of Survival."
"ins_bot_cover_debug","0 ","ARCHIVE",,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_debug_bounding","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_debug_combat_decisions","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_bot_debug_combat_target","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show active combat target"
"ins_bot_debug_escort_formations","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_bot_debug_movement_requests","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_bot_debug_silhouette","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_debug_visibility_blockers","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_bot_difficulty","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Difficulty of bots, 0-3"
"ins_bot_enemy_seen_notify_distance","300 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Hearing range of bots when talking to eachother"
"ins_bot_entrench_combat_hold_time","5 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"Time we should entrench for before moving in combat"
"ins_bot_entrench_hold_time","3 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"Time we should entrench for before moving"
"ins_bot_entrench_suppression_threshold","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"Any suppression over this will prevent us from peeking out/moving to next cover"
"ins_bot_friendly_death_hearing_distance","100 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Hearing range of bots when a friendly dies nearby"
"ins_bot_ignore_human_triggers","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"If 1, bots will ignore all things human. "
"ins_bot_knives_only","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_bot_knives_only_enable_slide","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_knives_only_sprint_range","360 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_max_grenade_range","900 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Max distance bots will try to throw grenades from"
"ins_bot_max_setup_gate_defend_range","2000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How far from the setup gate(s) defending bots can take up positions"
"ins_bot_min_setup_gate_defend_range","750 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush."
"ins_bot_min_setup_gate_sniper_defend_range","1500 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How far from the setup gate(s) a defending sniper will take up position"
"ins_bot_path_compute_throttle_combat","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum time between each path compute in combat (tweaked for optimization)"
"ins_bot_path_compute_throttle_ooc","5 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum time between each path compute Out of Combat(tweaked for optimization)"
"ins_bot_path_distance_conquer","12000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max distance for pathing to objectives in Conquer (to tune performance)"
"ins_bot_path_distance_hunt","20000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max distance for pathing to objectives in Hunt (to tune performance)"
"ins_bot_path_distance_max","12000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max distance for pathing (to tune performance)"
"ins_bot_path_distance_outpost","20000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max distance for pathing to objectives in Outpost (to tune performance)"
"ins_bot_path_distance_patrol","8000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max distance for pathing to patrol areas (to tune performance)"
"ins_bot_path_distance_survival","20000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max distance for pathing to objectives in Survival (to tune performance)"
"ins_bot_path_simplify_range","1000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_path_update_interval","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Time between each path update (tweaked for optimization)"
"ins_bot_pathfollower_aimahead","240 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_pistols_only","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_bot_pistols_only_enable_slide","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_pistols_only_sprint_range","720 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_bot_quota","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"How many bots to place on each team when no players are present?"
"ins_bot_radio_range","2000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How close do bots need to be to hear radio commands from another."
"ins_bot_radio_range_blocked_fraction","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"If we don't have LoS, cut down range by this much"
"ins_bot_rpg_grace_time","20 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_bot_rpg_minimum_firing_distance","512 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Minimum distance required to a target"
"ins_bot_rpg_minimum_player_cluster","2 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Minimum cluster size of players for bots to consider firing an RPG, 0 to disable RPG firing"
"ins_bot_rpg_player_cluster_bloat","20 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Bloat applied to rpg targets"
"ins_bot_rpg_player_cluster_radius","460 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Radius from target to consider within a cluster"
"ins_bot_suppress_visible_requirement","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Total time we have to have seen a threat before lighting him up!"
"ins_bot_suppressing_fire_duration","2 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How long should we light up the last spotted area of a threat"
"ins_bot_survival_cache_notify_radius_max","4800 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Notify radius of cache capture in survival mode (in early game)"
"ins_bot_survival_cache_notify_radius_min","2400 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Notify radius of cache capture in survival mode (in later game)"
"ins_cache_buy_zone_size","184 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Default size of the buy area on a weapon cache."
"ins_cache_explosion_damage","1000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Damage dealt by cache exploding"
"ins_cache_explosion_radius","256 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Radius of blast damage"
"ins_cache_health","200 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Default health of a weapon cache entity."
"ins_deadcam_modes","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Restricts Spectator Modes"
"ins_debug_centermass","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Debug the centermass attachment"
"ins_debug_head","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Debug the head attachment"
"ins_debug_spawnchange","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Display enabled/disabled spawnpoints."
"ins_nav_cp_surrounding_distance","620 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_nav_death_range","400 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_nav_debug_cover_entities","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_nav_debug_distance_to_cp","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"ins_nav_enable_distancetocp_pathing","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_nav_enable_pathfinding_debug_times","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_nav_enable_pathfinding_updates","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_nav_hiding_spot_update_rate","100 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_nav_in_combat_range","1000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"ins_object_destroyed_damage_amount_default","25 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Damage dealt by object being destroyed"
"ins_object_destroyed_damage_radius_default","50 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Radius of damage"
"ins_object_health_default","100 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Default health of a destructible object."
"ins_outpost_attack_wave_dpr_end","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio at level 30"
"ins_outpost_attack_wave_dpr_start","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio at start"
"ins_outpost_bot_hurry_final_distance","540 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Final minimum distance for bots to sprint"
"ins_outpost_bot_hurry_initial_distance","1800 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Initial minimum distance for bots to sprint"
"ins_outpost_bot_max_cache_destroyers","3 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Max amount of bots attempting to destroy the cache at a single moment"
"ins_outpost_bot_smoke_amount_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Max (unclamped) number of smoke grenade targets to generate per interval"
"ins_outpost_bot_smoke_amount_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Min number of smoke grenade targets to generate per interval"
"ins_outpost_bot_smoke_amount_total","3 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Absolute maximum of smoke grenade targets generated"
"ins_outpost_bot_smoke_interval_max","15 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Maximum delay between smoke targets being generated."
"ins_outpost_bot_smoke_interval_min","35 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Minimum delay between smoke targets being generated."
"ins_outpost_bot_smoke_length_max","15 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Max duration of grenade targets"
"ins_outpost_bot_smoke_length_min","35 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Min duration of grenade targets"
"ins_outpost_bot_smoke_scale_max","20 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Maximum level used in smoke scaling"
"ins_outpost_bot_smoke_scale_min","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Minimum level used in smoke scaling"
"ins_outpost_bot_smoke_variance","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Random variance added to the interval"
"ins_outpost_bot_spawn_distance","2000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Min distance between players and bot spawn zones"
"ins_outpost_bot_spawn_update_interval","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Seconds between each check to update which spawns are active/inactive"
"ins_outpost_bot_walk_final_distance","200 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Final maximum distance for bots to walk"
"ins_outpost_bot_walk_initial_distance","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Initial maximum distance for bots to walk"
"ins_outpost_last_deployment_timer","120 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Seconds the final deployment of the wave lasts for"
"ins_outpost_random_location_each_round","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Whether the cache being defended is randomized each round (otherwise will be on map load only)"
"ins_outpost_supply_frequency","3 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How frequently (in waves) should players get a supply point"
"ins_survival_bot_spawn_distance","2500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Min distance between players and bot spawn zones"
"ins_survival_bot_spawn_update_interval","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Seconds between each check to update which spawns are active/inactive"
"ins_survival_cache_distance_threshold_attacking","500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"threshold distance for attacking team to each cache to capture/block"
"ins_survival_cache_distance_threshold_defending","1000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"threshold distance for defending team to each cache to capture/block"
"ins_survival_cache_secure_cooldown_time","15 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Time before you can secure another safehouse"
"ins_survival_cache_secure_team_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Percentage of team required to secure a cache"
"ins_survival_coordinated_attack_time_max","24 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Max seconds that bots will attack the most recently captured point"
"ins_survival_coordinated_attack_time_min","12 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Min seconds that bots will attack the most recently captured point"
"ins_survival_human_spawn_update_interval","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Seconds between each check to update which spawns are active/inactive"
"ins_survival_next_cache_min_distance","3500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Distance the next cache must be in order to qualify as the next possible objective"
"ins_survival_safehouse_tip_delay_max","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Max time before the attacking team is tipped off about your safehouse"
"ins_survival_safehouse_tip_delay_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Min time before the attacking team is tipped off about your safehouse"
"ins_teamsize","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Maximum team size"
"ins_terminal_access_zone_size","72 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Default size of the terminal access area."
"ins_terminal_health","100 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Default health of a terminal entity."
"ins_vehicle_minibus_health","320 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Default health of a minibus."
"ip","0 ",,,,,,,,,,,,,,,,,,,,"Overrides IP for multihomed hosts"
"item_flag_respawntime","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Flag respawn time."
"joy_deadzone_mode","1 ",,,,,,,,,,,,,,,,,,,,"0 => Cross-shaped deadzone (default), 1 => Square deadzone."
"joy_xcontroller_found","0 ",,,,,,,,,,,,,,,,,,,,"Automatically set to 1 if an xcontroller has been detected."
"ladder_autocenter","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Auto-center players on ladders."
"loader_spew_info","0 ",,,,,,,,,,,,,,,,,,,,"0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All "
"loader_spew_info_ex","0 ",,,,,,,,,,,,,,,,,,,,"(internal)"
"loader_throttle_io","1 ",,,,,,,,,,,,,,,,,,,,""
"loopsingleplayermaps","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"lservercfgfile","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"map_noareas","0 ",,,,,,,,,,,,,,,,,,,,"Disable area to area connection testing."
"mapcycledisabled","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"repeats the same map after each match instead of using the map cycle"
"mapcyclefile","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Name of the default .txt file used to cycle the maps on multiplayer servers "
"mat_aaquality","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_antialias","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_bufferprimitives","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_bumpbasis","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_bumpmap","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_compressedtextures","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_debugalttab","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_debugdepth","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_depthbias_normal","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_depthfeather_enable","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_detail_tex","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_diffuse","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_drawflat","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_dynamiclightmaps","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_dynamicPaintmaps","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_envmapsize","128 ",,,,,,,,,,,,,,,,,,,,""
"mat_envmaptgasize","32 ",,,,,,,,,,,,,,,,,,,,""
"mat_exclude_async_update","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_excludetextures","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_fastnobump","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_fastspecular","1 ",,,,,,,,,,,,,,,,,,,,"Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf."
"mat_fillrate","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_filterlightmaps","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_filtertextures","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_forceaniso","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_forcedynamic","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_forcehardwaresync","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_fullbright","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_levelflush","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_lightmap_pfms","0 ",,,,,,,,,,,,,,,,,,,,"Outputs .pfm files containing lightmap data for each lightmap page when a level exits."
"mat_loadtextures","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_luxels","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_maxframelatency","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_measurefillrate","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_mipmaptextures","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_monitorgamma","2 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"monitor gamma (typically 2.2 for CRT and 1.7 for LCD)"
"mat_monitorgamma_tv_enabled","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"mat_monitorgamma_tv_exp","2 ",,,,,,,,,,,,,,,,,,,,""
"mat_monitorgamma_tv_range_max","235 ",,,,,,,,,,,,,,,,,,,,""
"mat_monitorgamma_tv_range_min","16 ",,,,,,,,,,,,,,,,,,,,""
"mat_morphstats","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_motion_blur_enabled","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_norendering","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_normalmaps","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_normals","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_paint_enabled","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_parallaxmap","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_phong","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_picmip","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_powersavingsmode","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Power Savings Mode"
"mat_print_top_model_vert_counts","0 ",,,,,,,,,,,,,,,,,,,,"Constantly print to screen the top N models as measured by total faces rendered this frame"
"mat_processtoolvars","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_proxy","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_queue_mode","-1 ",,,,,,,,,,,,,,,,,,,,"The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued"
"mat_queue_priority","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_reducefillrate","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_reduceparticles","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_rendered_faces_count","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use 'mat_re"
"mat_report_queue_status","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_reversedepth","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_shadowstate","1 ",,,,,,,,,,,,,,,,,,,,""
"mat_showenvmapmask","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_showmiplevels","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"color-code miplevels 2: normalmaps, 1: everything else"
"mat_software_aa_strength","-1 ",,,,,,,,,,,,,,,,,,,,"Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o"
"mat_softwarelighting","0 ",,,,,,,,,,,,,,,,,,,,""
"mat_softwareskin","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_specular","1 ",,,,,,,,,,,,,,,,,,,,"Enable/Disable specularity for perf testing. Will cause a material reload upon change."
"mat_spewalloc","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"mat_tessellation_accgeometrytangents","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_tessellation_cornertangents","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_tessellation_update_buffers","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"mat_triplebuffered","0 ",,,,,,,,,,,,,,,,,,,,"This means we want triple buffering if we are fullscreen and vsync'd"
"mat_vsync","0 ",,,,,,,,,,,,,,,,,,,,"Force sync to vertical retrace"
"mat_wireframe","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"melee_combo_reset_time","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Seconds after a swing until we reset the combo activities"
"melee_show_swing","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mem_dumpstats","0 ",,,,,,,,,,,,,,,,,,,,"Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
"
"mem_force_flush","0 ",,,,,,,,,,,,,,,,,,,,"Force cache flush of unlocked resources on every alloc"
"mem_force_flush_section","0 ",,,,,,,,,,,,,,,,,,,,"Cache section to restrict mem_force_flush"
"mem_incremental_compact_rate","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Rate at which to attempt internal heap compation"
"mem_level","3 ",,,,,,,,,,,,,,,,,,,,"Memory Level - Default: High"
"mem_max_heapsize","256 ",,,,,,,,,,,,,,,,,,,,"Maximum amount of memory to dedicate to engine hunk and datacache (in mb)"
"mem_max_heapsize_dedicated","64 ",,,,,,,,,,,,,,,,,,,,"Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)"
"mem_min_heapsize","48 ",,,,,,,,,,,,,,,,,,,,"Minimum amount of memory to dedicate to engine hunk and datacache (in mb)"
"mem_periodicdumps","0 ",,,,,,,,,,,,,,,,,,,,"Write periodic memstats dumps every n seconds."
"mem_test_each_frame","0 ",,,,,,,,,,,,,,,,,,,,"Run heap check at end of every frame
"
"mem_test_every_n_seconds","0 ",,,,,,,,,,,,,,,,,,,,"Run heap check at a specified interval
"
"mem_test_quiet","0 ",,,,,,,,,,,,,,,,,,,,"Don't print stats when memtesting"
"mm_csgo_community_search_players_min","3 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"When performing CSGO community matchmaking look for servers with at least so many human players"
"mm_heartbeat_seconds","300 ",,,,,,,,,,,,,,,,,,,,""
"mm_heartbeat_seconds_xlsp","60 ",,,,,,,,,,,,,,,,,,,,""
"mm_heartbeat_timeout","10 ",,,,,,,,,,,,,,,,,,,,""
"mm_heartbeat_timeout_legacy","15 ",,,,,,,,,,,,,,,,,,,,""
"mm_server_search_lan_ports","27015 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs."
"mod_check_vcollide","0 ",,,,,,,,,,,,,,,,,,,,"Check all vcollides on load"
"mod_dont_load_vertices","1 ",,,,,,,,,,,,,,,,,,,,"For the dedicated server, don't load model vertex data"
"mod_dynamicunloadtex","1 ",,,,,,,,,,,,,,,,,,,,""
"mod_dynamicunloadtime","150 ",,,,,,,,,,,,,,,,,,,,""
"mod_forcedata","1 ",,,,,,,,,,,,,,,,,,,,"Forces all model file data into cache on model load."
"mod_forcetouchdata","1 ",,,,,,,,,,,,,,,,,,,,"Forces all model file data into cache on model load."
"mod_load_anims_async","0 ",,,,,,,,,,,,,,,,,,,,""
"mod_load_fakestall","0 ",,,,,,,,,,,,,,,,,,,,"Forces all ANI file loading to stall for specified ms
"
"mod_load_mesh_async","0 ",,,,,,,,,,,,,,,,,,,,""
"mod_load_preload","1 ",,,,,,,,,,,,,,,,,,,,"Indicates how far ahead in seconds to preload animations."
"mod_load_showstall","0 ",,,,,,,,,,,,,,,,,,,,"1 - show hitches , 2 - show stalls"
"mod_load_vcollide_async","0 ",,,,,,,,,,,,,,,,,,,,""
"mod_lock_mdls_on_load","1 ",,,,,,,,,,,,,,,,,,,,""
"mod_lock_meshes_on_load","1 ",,,,,,,,,,,,,,,,,,,,""
"mod_log_filesystem","0 ",,,,,,,,,,,,,,,,,,,,"Log the filesystem type"
"mod_test_mesh_not_available","0 ",,,,,,,,,,,,,,,,,,,,""
"mod_test_not_available","0 ",,,,,,,,,,,,,,,,,,,,""
"mod_test_verts_not_available","0 ",,,,,,,,,,,,,,,,,,,,""
"mod_touchalldata","1 ",,,,,,,,,,,,,,,,,,,,"Touch model data during level startup"
"mod_trace_load","0 ",,,,,,,,,,,,,,,,,,,,""
"morph_debug","0 ",,,,,,,,,,,,,,,,,,,,""
"morph_path","7 ",,,,,,,,,,,,,,,,,,,,""
"mortar_visualize","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"motdfile","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The MOTD file to load."
"movement_anim_playback_minrate","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"mp_allowNPCs","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_allowspectators","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"toggles whether the server allows spectator mode or not"
"mp_ambush_single_point_max","10 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Max number of players where a single point is used"
"mp_autocrosshair","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_autokick","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Kick team-killing players"
"mp_autokick_idlers","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Kick idlers players ( mins )"
"mp_autokick_tk_cooldown","180 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Amount of time between TKs being cooled off"
"mp_autokick_tk_limit","3 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Number of TKs allowed before auto-kick"
"mp_autoteambalance","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"mp_checkpoint_counterattack_always","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Always have a counter-attack after each cap. Value represents number of human players needed."
"mp_checkpoint_counterattack_capture_speedup","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Bot capture speed-up"
"mp_checkpoint_counterattack_delay","12 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long (in seconds) until the enemy counter-attack wave spawns."
"mp_checkpoint_counterattack_delay_finale","20 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long (in seconds) until the enemy counter-attack wave spawns (finale)."
"mp_checkpoint_counterattack_disable","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"1 to Disable all counter attacks in Checkpoint"
"mp_checkpoint_counterattack_duration","65 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long a checkpoint counter-attack lasts"
"mp_checkpoint_counterattack_duration_finale","120 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long a checkpoint counter-attack lasts"
"mp_checkpoint_counterattack_wave_finale","60 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long until we get the subsequent waves in Checkpoint finale?"
"mp_clan_ready_signal","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Text that team leader from each team must speak for the match to begin"
"mp_clan_readyrestart","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If non-zero, game will restart once someone from each team gives the ready signal"
"mp_conquer_auto_reinforce_at_bot_count","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If there are this many bots left alive, an automatic reinforcement will be deployed"
"mp_conquer_cache_destroyed_response_distance_high_strength","4500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans destroying a cache when high strength"
"mp_conquer_cache_destroyed_response_distance_low_strength","3500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans destroying a cache when low strength"
"mp_conquer_capture_finished_response_distance_high_strength","5000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans finishing a capture when high strength"
"mp_conquer_capture_finished_response_distance_low_strength","3000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans finishing a capture when low strength"
"mp_conquer_capture_start_followup_response_distance_high_strength","16000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans starting a capture when high strength"
"mp_conquer_capture_start_followup_response_distance_low_strength","7000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans starting a capture when low strength"
"mp_conquer_capture_start_response_distance_high_strength","20000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans starting a capture when high strength"
"mp_conquer_capture_start_response_distance_low_strength","9000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to humans starting a capture when low strength"
"mp_conquer_debug_gamemode","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"mp_conquer_enemy_strength_all_caches","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The percentage of bots to spawn when none of the caches are destroyed"
"mp_conquer_enemy_strength_all_caches_solo","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The percentage of bots to spawn when none of the caches are destroyed in Solo mode"
"mp_conquer_enemy_strength_no_caches","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The percentage of bots to spawn when all the caches are destroyed"
"mp_conquer_enemy_strength_no_caches_solo","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The percentage of bots to spawn when all the caches are destroyed in Solo mode"
"mp_conquer_followup_wave_time_high_strength","20 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The time after a capture is initiated that a second AI wave will spawn when high strength"
"mp_conquer_followup_wave_time_low_strength","40 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The time after a capture is initiated that a second AI wave will spawn when low strength"
"mp_conquer_hostile_objective_response_distance_high_strength","5000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to a human owned objective when high strength"
"mp_conquer_hostile_objective_response_distance_high_strength_solo","2000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to a human owned objective when high strength"
"mp_conquer_hostile_objective_response_distance_low_strength","3500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to a human owned objective when low strength"
"mp_conquer_hostile_objective_response_distance_low_strength_solo","400 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to a human owned objective when low strength"
"mp_conquer_last_man_standing_capture_speedup","2 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How much faster capturing goes if you're the last man standing (scales towards this)"
"mp_conquer_losing_objective_response_distance_high_strength","9000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to losing an objective when high strength"
"mp_conquer_losing_objective_response_distance_high_strength_solo","5000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to losing an objective when high strength"
"mp_conquer_losing_objective_response_distance_low_strength","6000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to losing an objective when low strength"
"mp_conquer_losing_objective_response_distance_low_strength_solo","1500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will respond to losing an objective when low strength"
"mp_conquer_obj_recapture_distance_high_strength","6000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will attempt to recapture a nearby enemy objective when high strength"
"mp_conquer_obj_recapture_distance_low_strength","3500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The distance bots will attempt to recapture a nearby enemy objective when low strength"
"mp_coop_ai_teammate_count","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Number of Teammates, 0 to fill lobby"
"mp_coop_ai_teammate_handicap","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How much should these bots impact enemy bot counts"
"mp_coop_ai_teammates","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Use AI Teammate System"
"mp_coop_ai_teammates_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"mp_coop_lobbysize","6 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Size of coop lobby"
"mp_coop_max_bots","18 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Maximum number of bots allowed on the server."
"mp_coop_min_bots","5 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The number of bots used for 1 player."
"mp_cp_capture_time","2 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"capture time in seconds"
"mp_cp_deteriorate_time","8 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"deteriorate time in seconds"
"mp_cp_speedup_max","5 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Maximum players to effect the speed-up."
"mp_cp_speedup_rate","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Speed-up rate per additional teammate in the cap zone."
"mp_death_fade_in_duration","3 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Fade in duration from dying -> spectator"
"mp_death_fade_in_duration_critical","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Fade out duration from dying from a headshot or explosion."
"mp_death_fade_out_delay","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Death fade out delay"
"mp_death_fade_out_delay_critical","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Death fade out delay from a headshot or explosion"
"mp_death_fade_out_duration","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Fade out duration from dying."
"mp_defaultteam","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"mp_extract_point","0 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Point to use for patrol (0 = random, 1-3 = specified point)"
"mp_fadetoblack","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"fade a player's screen to black when he dies"
"mp_fall_damage_threshold","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Minimum HP of fall damage to be inflicted."
"mp_fall_speed_fatal","720 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"sqrt( 2 * gravity * x * 12 )"
"mp_fall_speed_safe","560 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"sqrt( 2 * gravity * x * 12 )"
"mp_fall_speed_safe_iron","250 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"sqrt( 2 * gravity * x * 12 )"
"mp_falldamage","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_flashlight","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_footsteps","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_forcecamera","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_"
"mp_forcerespawn","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_fraglimit","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"The number of kills at which the map ends"
"mp_freezetime","15 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Round freeze time in seconds"
"mp_friendlyfire","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Allows team members to injure other members of their team"
"mp_friendlyfire_damage","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The frac value applied to friendly fire damage"
"mp_friendlyfire_damage_spawnarea","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The frac value applied to friendly fire damage when either in a spawn area"
"mp_friendlyfire_explosives","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"When enabled, friendlies can set off each other's explosives if they are reactive."
"mp_hunt_autoattack_bot_frac","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The % of bot players that need to be left before auto attack starts"
"mp_hunt_autoattack_distance_too_close","400 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"If bots are closer than this distance to an alive player they won't auto attack"
"mp_hunt_autoattack_start_delay","10 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The delay after the autoattack bot % is reached before the autoattack actually begins"
"mp_hunt_counterattack_distance","6000 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Distance bots will respond to a cache blowing up"
"mp_hunt_nav_spawning","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Enable experimental spawning system?"
"mp_hunt_patrol_proximity_to_cache","6000 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Bots will prioritize patrol point pathing within this range of their cache"
"mp_hunt_patrol_proximity_to_cache_destroyed","2000 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Bots will prioritize patrol point pathing within this range of their cache"
"mp_ignore_timer_conditions","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Ignore round timer conditions."
"mp_ignore_win_conditions","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Ignore round win conditions."
"mp_invasion_capture_time_extension","480 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"How long (in seconds) the round should be extended for after a capture."
"mp_invasion_deferred_advance","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"If >0, advanced spawns will be delayed by this number of seconds."
"mp_invasion_final_holdout_spawn_delay","8 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa"
"mp_joinwaittime","20 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"How long to wait for the first round once the minimum players requirement has been reached."
"mp_lobbytime","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Lobby time in seconds"
"mp_match_restart_delay","15 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Time (in seconds) until a match restarts."
"mp_maxgames","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Max games before map change"
"mp_maxrounds","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Max rounds before game ends"
"mp_minteamplayers","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"min players on each team to start the match"
"mp_occupy_bonus_wave","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Number of waves given to a team for capturing the point."
"mp_outpost_nav_spawning","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"mp_player_resupply_delay_base","20 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Delay applied to resupplying"
"mp_player_resupply_delay_max","90 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Max delay for resupply"
"mp_player_resupply_delay_penalty","15 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Delay added for each additional resupply"
"mp_player_resupply_grace","15 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Grace time in which the resupply delay is not applied."
"mp_player_resupply_grace_initial","45 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Grace timer applied when the player hasn't left spawn yet"
"mp_player_resupply_penalty_reset","45 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Time taken to decrement resupply counter"
"mp_player_spotting","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"mp_push_capture_time_extension","300 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"How long (in seconds) the round should be extended for after a capture."
"mp_push_counter_round","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"If on, after full-cap victory, flip the attacking team for a counter attack round."
"mp_push_deferred_advance","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"If >0, advanced spawns will be delayed by this number of seconds."
"mp_push_final_holdout_spawn_delay","8 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa"
"mp_respawnwavetime_max","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Min respawn wave interval."
"mp_respawnwavetime_min","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Max respawn wave interval."
"mp_restartgame","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If non-zero, game will restart in the specified number of seconds"
"mp_restartround","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If non-zero, round will restart in the specified number of seconds"
"mp_restricted_area_wpn_time","3 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Time a player can use their weapon inside a restricted area for."
"mp_roundlives","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Max lives in a round"
"mp_roundtime","210 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"round time per map in seconds"
"mp_scrambleteams_auto","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Server will automatically scramble the teams if criteria met. Only works on dedicated servers."
"mp_scrambleteams_auto_windifference","3 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Number of round wins a team must lead by in order to trigger an auto scramble."
"mp_searchdestroy_capture_time_extension","120 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"How long (in seconds) the round should be extended for after a cache gets destroyed."
"mp_searchdestroy_single_cache_max","12 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Max number of players where a single cache is used"
"mp_showgestureslots","-1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Show multiplayer client/server gesture slot information for the specified player index (-1 for no one)."
"mp_slammoveyaw","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Force movement yaw along an animation path."
"mp_spawnprotectiontime_navspawn","15 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Spawn protection time in seconds when spawning on the nav"
"mp_spawnprotectontime","30 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Spawn protection time in seconds"
"mp_spawns_per_frame","6 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Maximum number of players to spawn per frame"
"mp_spectator_allow_chase","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"When set to 0, chase camera in spectator mode is disabled"
"mp_strike_capture_time_extension","180 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"How long (in seconds) the round should be extended for after a capture."
"mp_strike_capture_wave_decrement","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"How many waves to deduct from defenders when a cache is blown"
"mp_supply_rate_losing_team_high","2 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Amount of supply the more skilled players on the losing team get"
"mp_supply_rate_losing_team_low","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Amount of supply the less skilled players on the losing team get"
"mp_supply_rate_winning_team_high","3 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Amount of supply the more skilled players on the winning team get"
"mp_supply_rate_winning_team_low","2 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Amount of supply the less skilled players on the winning team get"
"mp_supply_token_base","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"The amount of supply players start with"
"mp_supply_token_bot_base","18 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"The amount of supply bots start with"
"mp_supply_token_max","20 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"The maximum amount of supply a player can get"
"mp_survival_nav_spawning","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"mp_survival_patrol_proximity_to_active_safehouse","3000 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Bots will prioritize patrol point pathing within this range of an active safehouse"
"mp_survival_patrol_proximity_to_potential_safehouse","8000 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Bots will prioritize patrol point pathing within this range of a potentially new safehouse"
"mp_switchteams_each_game","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Switch the teams after each game"
"mp_switchteams_each_round","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"If >0, switch the teams after x rounds"
"mp_switchteams_reset_supply","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Should supply be reset when teams are switched?"
"mp_teamlist","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_teamoverride","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"mp_teamplay","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_teams_auto_join","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"When enabled, players are automatically assigned to a team on join."
"mp_teams_unbalance_limit","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Teams are unbalanced when one team has this many more players than the other team. (0 disables check)"
"mp_theater_force_holiday","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"mp_theater_override","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"If set, the given theater file is loaded instead."
"mp_timelimit","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"game time per map in minutes"
"mp_timelimit_waiting","3600 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Time to wait on an empty server before changing levels."
"mp_timer_postgame","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Postgame timer in seconds"
"mp_timer_postround","15 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Postround timer in seconds"
"mp_timer_pregame","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Pregame timer in seconds"
"mp_timer_preround","15 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Preround timer in seconds"
"mp_timer_preround_first","15 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Preround timer in seconds for the first round"
"mp_timer_preround_switch","30 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Preround timer in seconds when a team switch occurs"
"mp_timer_voting","25 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Time given to post-game voting."
"mp_tkpunish","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Will a TK'er be punished in the next round? {0=no, 1=warning, 2=kill}"
"mp_voice_bias","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_blocked_lineofsight_enemy_volume","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_blocked_lineofsight_friendly_volume","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_max_distance_enemy","420 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_max_distance_friendly","1100 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_max_distance_friendly_radio","6000 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_max_enemy_volume_local","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_max_friendly_volume_local","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_max_squad_volume_local","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_max_squad_volume_radio","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_min_distance_enemy","8 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_min_distance_friendly","8 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_min_enemy_volume_local","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_min_friendly_volume_local","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_min_squad_volume_local","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_min_squad_volume_radio","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"mp_voice_radio_filter","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Should a radio filter be applied to distant squad comms?"
"mp_voice_squad_radio","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Whether to use the squad radio or not. Disabling this will force spatial only."
"mp_voice_use_3d_voip","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Alive players use spatial audio for voice communications?"
"mp_waitingforplayers_cancel","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Set to 1 to end the WaitingForPlayers period."
"mp_waitingforplayers_restart","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Set to 1 to start or restart the WaitingForPlayers period."
"mp_waitingforplayers_time","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"WaitingForPlayers time length in seconds"
"mp_wave_capture_increment","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Amount of waves awarded for capturing points"
"mp_wave_count_attackers","10 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Total waves for attackers"
"mp_wave_count_defenders","20 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Total waves for defenders"
"mp_wave_count_defenders_per_obj","5 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Total waves for defenders per objective (so Push can support many objectives)"
"mp_wave_count_perteam","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Total waves per team"
"mp_wave_dpr_attackers","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio that triggers a reinforcement wave for attacking team"
"mp_wave_dpr_attackers_finale","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio that triggers a reinforcement wave for attacking team during the last stand specifically"
"mp_wave_dpr_defenders","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio that triggers a reinforcement wave for defending team"
"mp_wave_dpr_defenders_finale","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio that triggers a reinforcement wave for defending team for the last objective specifically"
"mp_wave_dpr_perteam","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio that triggers a reinforcement wave for both teams"
"mp_wave_dpr_survival_end","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio at level 30 of Survival game"
"mp_wave_dpr_survival_start","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Dead player ratio at start of Survival game"
"mp_wave_grace_period","30 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Grace period where if a reinforcement wave occurs it does not get deducted from wave count"
"mp_wave_max_wait_attackers","30 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Max wave trigger time for attacking team"
"mp_wave_max_wait_defenders","30 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Max wave trigger time for defending team"
"mp_wave_max_wait_perteam","40 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Max wave trigger time for both teams"
"mp_wave_spawn_instant","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Server side option to force instant spawning"
"mp_waves_enabled","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Whether or not waves are enabled for this mode"
"mp_weaponstay","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,""
"mp_winlimit","5 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"win limit"
"mp_winlimit_coop","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"win limit for coop"
"name","0 ","ARCHIVE",,,,"USERINFO",,,"PRINTABLEONLY",,,,,,"SERVER_CAN_EXECUTE",,,"SS",,,"Current user name"
"nav_area_bgcolor","503316480",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"RGBA color to draw as the background color for nav areas while editing."
"nav_area_max_size","50 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max area size created in nav generation"
"nav_coplanar_slope_limit","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_coplanar_slope_limit_displacement","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_corner_adjust_adjacent","18 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"radius used to raise/lower corners in nearby areas when raising/lowering corners."
"nav_create_area_at_feet","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Anchor nav_begin_area Z to editing player's feet"
"nav_create_place_on_ground","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"If true, nav areas will be placed flush with the ground when created by hand."
"nav_debug_blocked","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_displacement_test","10000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Checks for nodes embedded in displacements (useful for in-development maps)"
"nav_drag_selection_volume_zmax_offset","32 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The offset of the nav drag volume top from center"
"nav_drag_selection_volume_zmin_offset","32 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"The offset of the nav drag volume bottom from center"
"nav_draw_limit","500 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The maximum number of areas to draw in edit mode"
"nav_edit","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode."
"nav_generate_fencetops","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Autogenerate nav areas on fence and obstacle tops"
"nav_generate_fixup_jump_areas","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Convert obsolete jump areas into 2-way connections"
"nav_generate_incremental_range","2000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_generate_incremental_tolerance","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Z tolerance for adding new nav areas."
"nav_max_view_distance","6000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum range for precomputed nav mesh visibility (0 = default 1500 units)"
"nav_max_vis_delta_list_length","64 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_potentially_visible_dot_tolerance","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_quicksave","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing."
"nav_selected_set_border_color","-16751516",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Color used to draw the selected set borders while editing."
"nav_selected_set_color","1623785472.000",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Color used to draw the selected set background while editing."
"nav_show_approach_points","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show Approach Points in the Navigation Mesh."
"nav_show_area_info","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Duration in seconds to show nav area ID and attributes while editing"
"nav_show_compass","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_show_continguous","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Highlight non-contiguous connections"
"nav_show_cursor_position","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_show_danger","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show current 'danger' levels."
"nav_show_func_nav_avoid","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show areas of designer-placed bot avoidance due to func_nav_avoid entities"
"nav_show_func_nav_prefer","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show areas of designer-placed bot preference due to func_nav_prefer entities"
"nav_show_light_intensity","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_show_node_grid","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_show_node_id","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_show_nodes","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_show_player_counts","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show current player counts in each area."
"nav_show_potentially_visible","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show areas that are potentially visible from the current nav area"
"nav_slope_limit","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The ground unit normal's Z component must be greater than this for nav areas to be generated."
"nav_slope_tolerance","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"The ground unit normal's Z component must be this close to the nav area's Z component to be generated."
"nav_snap_to_grid","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Snap to the nav generation grid when creating new nav areas"
"nav_solid_props","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Make props solid to nav generation/editing"
"nav_spawn_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Turn on debug messages for spawn system"
"nav_spawn_debug_show_discards","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_debug_show_spawns","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_spawn_enemy_maximum_distance_conquer","5000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum distance to players to consider (conquer)"
"nav_spawn_enemy_maximum_distance_hunt","20000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum distance to players to consider (hunt)"
"nav_spawn_enemy_maximum_distance_outpost","6000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum distance to players to consider (outpost)"
"nav_spawn_enemy_maximum_distance_survival","5000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum distance to players to consider (survival)"
"nav_spawn_enemy_minimum_distance_conquer","800 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum distance to players to consider (conquer)"
"nav_spawn_enemy_minimum_distance_frac_conquer","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Map based Frac for Conquer during Round"
"nav_spawn_enemy_minimum_distance_frac_conquer_start","2 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Map based Frac for Conquer at the start of the Round"
"nav_spawn_enemy_minimum_distance_frac_hunt_start","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Map based Frac for Hunt at the start of the Round"
"nav_spawn_enemy_minimum_distance_frac_outpost","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Map based Frac for Outpost during Round"
"nav_spawn_enemy_minimum_distance_frac_outpost_start","3 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Map based Frac for Outpost at the start of the Round"
"nav_spawn_enemy_minimum_distance_frac_survival","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Map based Frac for Survival during Round"
"nav_spawn_enemy_minimum_distance_frac_survival_start","4 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Map based Frac for Survival at the start of the Round"
"nav_spawn_enemy_minimum_distance_hunt","4000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum distance to players to consider (hunt)"
"nav_spawn_enemy_minimum_distance_outpost","500 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum distance to players to consider (outpost)"
"nav_spawn_enemy_minimum_distance_survival","500 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum distance to players to consider (survival)"
"nav_spawn_fill_empty_rate","250 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_max_per_controlpoint","16 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_max_player_distance_default","7000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Maximum distance to players to consider"
"nav_spawn_min_area_size","128 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum size of nav area tile to be considered"
"nav_spawn_min_bot_spawn_frequency","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum time inbetween each bot spawn"
"nav_spawn_min_human_spawn_frequency","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum time inbetween each human spawn"
"nav_spawn_min_per_controlpoint","8 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_min_player_distance_default","1500 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum distance to players to consider"
"nav_spawn_min_spacing_sq","1024 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum spacing inbetween each spawn point"
"nav_spawn_proximity_penalty","20 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_recollect_time","60 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max time before spawn system discards and recollects spawn points"
"nav_spawn_rescore_rate","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_rescore_time","15 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Persistently show the active spawns"
"nav_spawn_score_base","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Base score given to a nav spawn before anything is factored"
"nav_spawn_score_cachepoint_bonus","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"bonus max for being near a cache point"
"nav_spawn_score_controlpoint_bonus","2 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"bonus max for being near a control point"
"nav_spawn_score_controlpoint_proximity","1500 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"how far to fall off the controlpoint bonus"
"nav_spawn_score_cp_locked","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_cp_proximity_max","1800 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_cp_proximity_min","100 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_cp_score_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_cp_score_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_decoy_score_max","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_decoy_score_min","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_discard","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Minimum score a nav spawn must have to be added"
"nav_spawn_score_enemy_player_proximity_bonus","2 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Max bonus to apply"
"nav_spawn_score_enemy_player_proximity_distance","2000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Ideal distance from enemies for each spawn"
"nav_spawn_score_enemy_player_proximity_falloff","3000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Range to apply the distance bonus"
"nav_spawn_score_enemy_spawn_dist_ideal","2500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_enemy_spawn_dist_min","1500 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_enemy_spawn_score_ideal","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_enemy_spawn_score_ideal_falloff","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_friendly_spawn_bonus","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"bonus max for being near a friendly spawn zone"
"nav_spawn_score_friendly_spawn_bonus_max_distance","500 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"how far to fall off the spawn zone bonus"
"nav_spawn_score_hiding_bonus","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Bonus given to Nav Spawns derived from Hiding Spots"
"nav_spawn_score_inside","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Modifier for areas that are inside"
"nav_spawn_score_outpost_bonus","2 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_player_proximity_bonus","2 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_player_proximity_distance","1000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_player_proximity_outpost_max","2000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_player_proximity_outpost_min","100 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_player_proximity_penalty","2 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_player_proximity_sustained_max","1000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_player_proximity_sustained_min","100 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_score_potentially_visible","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Modifier for areas that are potentially visible by enemy team"
"nav_spawn_score_random_max","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Random modifier given to each spawn to prevent spawn patterns"
"nav_spawn_score_random_min","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Random modifier given to each spawn to prevent spawn patterns"
"nav_spawn_score_spawn_point_bonus","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Bonus given to Nav Spawns derived from Spawn Points"
"nav_spawn_score_sustained_bonus","2 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_stored_spawn_expiration","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_spawn_verify_rate","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nav_split_place_on_ground","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"If true, nav areas will be placed flush with the ground when split."
"nav_test_node","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_test_node_crouch","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_test_node_crouch_dir","4 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nav_update_visibility_on_edit","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"If nonzero editing the mesh will incrementally recompue visibility"
"nb_allow_avoiding","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_allow_climbing","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_allow_gap_jumping","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_blind","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Disable vision"
"nb_debug_climbing","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_debug_history","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"If true, each bot keeps a history of debug output in memory"
"nb_debug_known_entities","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show the 'known entities' for the bot that is the current spectator target"
"nb_debug_spectatefilter","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"If 1, nextbot debug will only show for the observer target."
"nb_goal_look_ahead_range","50 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_head_aim_resettle_angle","100 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad"
"nb_head_aim_resettle_time","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad"
"nb_head_aim_settle_duration","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_head_aim_steady_max_rate","100 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_ladder_align_range","50 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_combat_build_rate","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Gunfire/second increase (combat caps at 1.0)"
"nb_nav_combat_decay_rate","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Decay/second toward zero"
"nb_nav_death_build_rate","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Death increase (caps at 1.0)"
"nb_nav_death_decay_rate","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Decay/second toward zero"
"nb_nav_hiding_spot_show_cover","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_hiding_spot_show_score","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_in_combat_duration","30 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"How long after gunfire occurs is this area still considered to be 'in combat'"
"nb_nav_show_actor_potential_visibility","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_blocked_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Highlight areas that are considered blocked for TF-specific reasons"
"nb_nav_show_bomb_drop_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_bomb_target_distance","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Display travel distances to bomb target"
"nb_nav_show_control_points","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_death_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_enemy_invasion_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Highlight areas where the enemy team enters the visible environment of the local player"
"nb_nav_show_gate_defense_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_in_combat_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_incursion_distance","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Display travel distances from current spawn room (1=red, 2=blue)"
"nb_nav_show_incursion_flow","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_incursion_flow_gradient","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"1 = red, 2 = blue"
"nb_nav_show_incursion_flow_range","150 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"1 = red, 2 = blue"
"nb_nav_show_incursion_range","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"1 = red, 2 = blue"
"nb_nav_show_incursion_range_max","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Highlight areas with incursion distances between min and max cvar values"
"nb_nav_show_incursion_range_min","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Highlight areas with incursion distances between min and max cvar values"
"nb_nav_show_mesh_decoration","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Highlight special areas"
"nb_nav_show_mesh_decoration_manual","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Highlight special areas marked by hand"
"nb_nav_show_point_defense_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_sentry_danger","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_sniper_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_sniper_areas_safety_range","1000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_sweeped_areas","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_nav_show_turf_ownership","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Color nav area by smallest incursion distance"
"nb_nav_show_valid_spawn_points","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show points > 11 score ( 1 = team_one , 2 = team_two )"
"nb_path_draw_inc","100 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_path_draw_segment_count","100 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_path_segment_influence_radius","100 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_player_crouch","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Force bots to crouch"
"nb_player_move","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Prevents bots from moving"
"nb_player_move_direct","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"nb_player_stop","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Stop all NextBotPlayers from updating"
"nb_player_walk","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Force bots to walk"
"nb_saccade_speed","1000 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_saccade_time","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_speed_look_ahead_range","150 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_stop","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Stop all NextBots"
"nb_update_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_update_framelimit","10 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_update_frequency","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"nb_update_maxslide","4 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"net_allow_multicast","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"net_blockmsg","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Discards incoming message: <0|1|name>"
"net_compressvoice","0 ",,,,,,,,,,,,,,,,,,,,"Attempt to compress out of band voice payloads (360 only)."
"net_drawslider","0 ",,,,,,,,,,,,,,,,,,,,"Draw completion slider during signon"
"net_droppackets","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Drops next n packets on client"
"net_dumptest","0 ",,,,,,,,,,,,,,,,,,,,""
"net_fakejitter","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Jitter fakelag packet time"
"net_fakelag","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Lag all incoming network data (including loopback) by this many milliseconds."
"net_fakeloss","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Simulate packet loss as a percentage (negative means drop 1/n packets)"
"net_maxcleartime","4 ",,,,,,,,,,,,,,,,,,,,"Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit)."
"net_maxfilesize","16 ",,,,,,,,,,,,,,,,,,,,"Maximum allowed file size for uploading in MB"
"net_maxfragments","1200 ",,,,,,,,,,,,,,,,,,,,"Max fragment bytes per packet"
"net_maxroutable","1200 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,,,"Requested max packet size before packets are 'split'."
"net_megasnapshot","1 ",,,,,,,,,,,,,,,,,,,,""
"net_paranoid","1 ",,,,,,,,,,,,,,,,,,,,""
"net_public_adr","0 ",,,,,,,,,,,,,,,,,,,,"For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x'"
"net_queue_trace","0 ",,,,,,,,,,,,,,,,,,,,""
"net_queued_packet_thread","1 ",,,,,,,,,,,,,,,,,,,,"Use a high priority thread to send queued packets out instead of sending them each frame."
"net_showeventlisteners","0 ",,,,,,,,,,,,,,,,,,,,"Show listening addition/removals"
"net_showevents","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Dump game events to console (1=client only, 2=all)."
"net_showfragments","0 ",,,,,,,,,,,,,,,,,,,,"Show netchannel fragments"
"net_showpeaks","0 ",,,,,,,,,,,,,,,,,,,,"Show messages for large packets only: <size>"
"net_showreliablesounds","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"net_showsplits","0 ",,,,,,,,,,,,,,,,,,,,"Show info about packet splits"
"net_showtcp","0 ",,,,,,,,,,,,,,,,,,,,"Dump TCP stream summary to console"
"net_showudp","0 ",,,,,,,,,,,,,,,,,,,,"Dump UDP packets summary to console"
"net_showudp_oob","0 ",,,,,,,,,,,,,,,,,,,,"Dump OOB UDP packets summary to console"
"net_showudp_remoteonly","0 ",,,,,,,,,,,,,,,,,,,,"Dump non-loopback udp only"
"net_splitpacket_maxrate","15000 ",,,,,,,,,,,,,,,,,,,,"Max bytes per second when queueing splitpacket chunks"
"net_splitrate","1 ",,,,,,,,,,,,,,,,,,,,"Number of fragments for a splitpacket that can be sent per frame"
"net_usesocketsforloopback","0 ",,,,,,,,,,,,,,,,,,,,"Use network sockets layer even for listen server local player's packets (multiplayer only)."
"next","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Set to 1 to advance to next frame ( when singlestep == 1 )"
"nextlevel","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"If set to a valid map name, will change to this map during the next changelevel"
"noclip_fixup","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"npc_height_adjust","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"Enable test mode for ik height adjustment"
"npc_vphysics","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"obj_capture_damage","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Captures all damage taken by objects for dumping later."
"obj_show_damage","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Show all damage taken by objects."
"old_radiusdamage","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"paintsplat_bias","0 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Change bias value for computing circle buffer"
"paintsplat_max_alpha_noise","0 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Max noise value of circle alpha"
"paintsplat_noise_enabled","1 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"particle_test_attach_attachment","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Attachment index for attachment mode"
"particle_test_attach_mode","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'"
"particle_test_file","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Name of the particle system to dynamically spawn"
particle_test_attach_mode and particl"
Arguments: {entity_name} / {class_name} / no argument picks what playe"
"password","0 ","ARCHIVE",,,,,,,,,,,,"DONTRECORD",,,,,,,"Current server access password"
"perf_fire_bullet_firstpredictedonly","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Only do effects tracing, etc., first time a CUserCmd is predicted."
"perf_fire_bullet_single","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"phys_debug_check_contacts","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"phys_impactforcescale","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"phys_penetration_error_time","10 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Controls the duration of vphysics penetration error boxes."
"phys_pushscale","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"phys_show_active","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"phys_speeds","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"phys_stressbodyweights","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"phys_timescale","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Scale time for physics"
"phys_upimpactforcescale","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"physicsshadowupdate_render","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"pipeline_static_props","1 ",,,,,,,,,,,,,,,,,,,,""
"player_debug_print_damage","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"When true, print amount and type of all damage received by player to console."
"player_old_armor","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"player_prone_pushaway_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"player_prone_pushaway_distance","42 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"player_prone_pushaway_speed","35 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"player_prone_pushaway_speed_ads","14 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"player_prone_pushaway_sufacezmax","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"player_prone_pushaway_zmin","12 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"player_slide_cooldown","3 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"player_slide_duration","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"player_slide_impact_epsilon","8 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"player_slide_probe_distance","16 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"player_slide_probe_dot","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"player_slide_sample_period","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"player_slide_speed_acceleration","10 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"player_slide_speedfrac_max","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"player_slide_speedfrac_warmup","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"player_slide_warmup_interval","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"player_use_radius","96 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"player_use_tolerance","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"plr_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"plr_debug_inventory","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"prop_active_gib_limit","64 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"prop_active_gib_max_fade_time","12 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"prop_break_disable_float","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
Arguments: {.mdl name}"
Arguments: {.mdl name}"
"prop_sprinkler_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"props_break_max_pieces","-1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Maximum prop breakable piece count (-1 = model default)"
"props_break_max_pieces_perframe","-1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Maximum prop breakable piece count per frame (-1 = model default)"
"r_ambientboost","1 ",,,,,,,,,,,,,,,,,,,,"Set to boost ambient term if it is totally swamped by local lights"
"r_ambientfactor","5 ",,,,,,,,,,,,,,,,,,,,"Boost ambient cube by no more than this factor"
"r_ambientfraction","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Fraction of direct lighting used to boost lighting when model requests"
"r_ambientmin","0 ",,,,,,,,,,,,,,,,,,,,"Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright"
"r_colorstaticprops","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_debugrandomstaticlighting","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Set to 1 to randomize static lighting for debugging. Must restart for change to take affect."
"r_decal_cover_count","4 ",,,,,,,,,,,,,,,,,,,,""
"r_decal_overlap_area","0 ",,,,,,,,,,,,,,,,,,,,""
"r_decal_overlap_count","3 ",,,,,,,,,,,,,,,,,,,,""
"r_decals","2048 ",,,,,,,,,,,,,,,,,,,,""
"r_decalstaticprops","1 ",,,,,,,,,,,,,,,,,,,,"Decal static props test"
"r_DispBuildable","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_DispWalkable","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_drawbatchdecals","1 ",,,,,,,,,,,,,,,,,,,,"Render decals batched."
"r_drawbrushmodels","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Render brush models. 0=Off, 1=Normal, 2=Wireframe"
"r_drawdecals","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Render decals."
"r_DrawDisp","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Toggles rendering of displacment maps"
"r_drawentities","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_drawfuncdetail","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Render func_detail"
"r_drawleaf","-1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Draw the specified leaf."
"r_drawlightcache","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"0: off
1: draw light cache entries
2: draw rays
"
"r_drawmodeldecals","1 ",,,,,,,,,,,,,,,,,,,,""
"r_DrawModelLightOrigin","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_drawmodelstatsoverlay","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_drawmodelstatsoverlaydistance","500 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_drawmodelstatsoverlayfilter","-1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_drawmodelstatsoverlaymax","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2"
"r_drawmodelstatsoverlaymin","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2"
"r_DrawSpecificStaticProp","-1 ",,,,,,,,,,,,,,,,,,,,""
"r_drawstaticprops","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"0=Off, 1=Normal, 2=Wireframe"
"r_drawtranslucentworld","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_drawworld","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Render the world."
"r_dscale_basefov","90 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_dscale_fardist","2000 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_dscale_farscale","4 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_dscale_neardist","100 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_dscale_nearscale","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_dynamic","1 ",,,,,,,,,,,,,,,,,,,,""
"r_emulategl","0 ",,,,,,,,,,,,,,,,,,,,""
"r_eyeglintlodpixels","20 ",,,,,,,,,,,,,,,,,,,,"The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value."
"r_eyemove","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"r_eyes","1 ",,,,,,,,,,,,,,,,,,,,""
"r_eyeshift_x","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"r_eyeshift_y","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"r_eyeshift_z","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"r_eyesize","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,""
"r_fastzreject","0 ",,,,,,,,,,,,,,,,,,,,"Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware"
"r_fastzrejectdisp","0 ",,,,,,,,,,,,,,,,,,,,"Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on."
"r_flashlightdepthtexture","1 ",,,,,,,,,,,,,,,,,,,,""
"r_flashlightscissor","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_flex","1 ",,,,,,,,,,,,,,,,,,,,""
"r_ForceRestore","0 ",,,,,,,,,,,,,,,,,,,,""
"r_glint_alwaysdraw","0 ",,,,,,,,,,,,,,,,,,,,""
"r_glint_procedural","0 ",,,,,,,,,,,,,,,,,,,,""
"r_hidepaintedsurfaces","0 ",,,,,,,,,,,,,,,,,,,,"If enabled, hides all surfaces which have been painted."
"r_hunkalloclightmaps","1 ",,,,,,,,,,,,,,,,,,,,""
"r_hwmorph","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_itemblinkmax","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_itemblinkrate","4 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_JeepFOV","90 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"r_keepstyledlightmapsonly","0 ",,,,,,,,,,,,,,,,,,,,""
"r_lightaverage","1 ",,,,,,,,,,,,,,,,,,,,"Activates/deactivate light averaging"
"r_lightcachemodel","-1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_lightinterp","5 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Controls the speed of light interpolation, 0 turns off interpolation"
"r_lightmap","-1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_lightstyle","-1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_lockpvs","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Lock the PVS so you can fly around and inspect what is being drawn."
"r_lod","-1 ",,,,,,,,,,,,,,,,,,,,""
"r_maxmodeldecal","50 ",,,,,,,,,,,,,,,,,,,,""
"r_modelAmbientMin","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns)."
"r_modelwireframedecal","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_nohw","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_norefresh","0 ",,,,,,,,,,,,,,,,,,,,""
"r_nosw","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_novis","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Turn off the PVS."
"r_occludeemaxarea","0 ",,,,,,,,,,,,,,,,,,,,"Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use."
"r_occluderminarea","0 ",,,,,,,,,,,,,,,,,,,,"Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use."
"r_occludermincount","0 ",,,,,,,,,,,,,,,,,,,,"At least this many occluders will be used, no matter how big they are."
"r_occlusion","1 ",,,,,,,,,,,,,,,,,,,,"Activate/deactivate the occlusion system."
"r_occlusionspew","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Activate/deactivates spew about what the occlusion system is doing."
"r_partition_level","-1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Displays a particular level of the spatial partition system. Use -1 to disable it."
"r_portal_use_pvs_optimization","1 ",,,,,,,,,,,,,,,,,,,,"Enables an optimization that allows portals to be culled when outside of the PVS."
"r_proplightingfromdisk","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"0=Off, 1=On, 2=Show Errors"
"r_proplightingpooling","-1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset"
"r_queued_decals","0 ",,,,,,,,,,,,,,,,,,,,"Offloads a bit of decal rendering setup work to the material system queue when enabled."
"r_randomflex","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_rootlod","0 ",,,,,,,,,,,,,,,,,,,,"Root LOD"
"r_shadow_deferred","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Toggle deferred shadow rendering"
"r_shadowrendertotexture","0 ",,,,,,,,,,,,,,,,,,,,""
"r_showenvcubemap","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_skin","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_skybox_draw_last","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Draws skybox after world brush geometry, rather than before."
"r_slowpathwireframe","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_spray_lifetime","10 ",,,,,,,,,,,,,,,,,,,,"Number of rounds player sprays are visible"
"r_staticlight_streams","1 ",,,,,,,,,,,,,,,,,,,,""
"r_staticpropinfo","0 ",,,,,,,,,,,,,,,,,,,,""
"r_teeth","1 ",,,,,,,,,,,,,,,,,,,,""
"r_unloadlightmaps","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"r_vehicleBrakeRate","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"r_VehicleViewDampen","1 ",,,"GAMEDLL","CHEAT",,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"r_visocclusion","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Activate/deactivate wireframe rendering of what the occlusion system is doing."
"r_visualizetraces","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"rcon_password","0 ",,,,,,,,,,,,,"DONTRECORD",,,,,,,"remote console password."
"res_restrict_access","0 ",,,,,,,,,,,,,,,,,,,,""
"rr_debugresponseconcept","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If set, rr_debugresponses will print only responses testing for the specified concept"
"rr_debugresponses","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/f"
"rr_debugrule","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system."
"rr_dumpresponses","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Dump all response_rules.txt and rules (requires restart)"
"rr_followup_maxdist","1800 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance."
USAGE: rr_forceconcept <target> <concept> 'criteria1:value1,criteria2:va"
"rr_thenany_score_slop","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere"
"sc_debug_sets","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Debugging"
"sc_joystick_map","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square."
"scene_async_prefetch_spew","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Display async .ani file loading info."
"scene_clientflex","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Do client side flex animation."
"scene_clientplayback","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Play all vcds on the clients."
"scene_forcecombined","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"When playing back, force use of combined .wav files even in english."
"scene_maxcaptionradius","1200 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Only show closed captions if recipient is within this many units of speaking actor (0==disabled)."
"scene_print","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"When playing back a scene, print timing and event info to console."
"scene_showlook","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"When playing back, show the directions of look events."
"scene_showmoveto","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"When moving, show the end location."
"scene_showunlock","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"Show when a vcd is playing but normal AI is running."
"servercfgfile","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"showtriggers","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Shows trigger brushes"
"simulate_capturezone_pointindex","-1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"simulate_capturezone_team0","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"simulate_capturezone_team1","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"singlestep","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Run engine in single step mode ( set next to 1 to advance a frame )"
"sk_autoaim_mode","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"sk_player_arm","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sk_player_chest","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sk_player_head","2 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sk_player_leg","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sk_player_stomach","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"skill","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Game skill level (1-3)."
"sleep_when_meeting_framerate","1 ",,,,,,,,,,,,,,,,,,,,"Sleep instead of spinning if we're meeting the desired framerate."
"sleep_when_meeting_framerate_headroom_ms","1 ",,,,,,,,,,,,,,,,,,,,"Only sleep if the current frame has at least this much time remaining, otherwise spin."
"smoothstairs","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Smooth player eye z coordinate when traversing stairs."
"snd_foliage_db_loss","4 ",,,,"CHEAT",,,,,,,,,,,,,,,,"foliage dB loss per 1200 units"
"snd_gain","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"snd_gain_max","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"snd_gain_min","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"snd_refdb","60 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Reference dB at snd_refdist"
"snd_refdist","36 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Reference distance for snd_refdb"
"snd_sos_show_server_xmit","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"snd_vox_captiontrace","0 ",,,,,,,,,,,,,,,,,,,,"Shows sentence name for sentences which are set not to show captions."
"snd_vox_globaltimeout","300 ",,,,,,,,,,,,,,,,,,,,""
"snd_vox_sectimetout","300 ",,,,,,,,,,,,,,,,,,,,""
"snd_vox_seqtimetout","300 ",,,,,,,,,,,,,,,,,,,,""
"soundpatch_captionlength","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long looping soundpatch captions should display for."
"soundscape_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar"
"spawnpoint_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Display debugging information on each spawn point. You must active this cvar before loading a level!"
"spec_allow_bots","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Can we spectate bots in coop?"
"spec_freeze_deathanim_time","2 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"The time that the death cam will spend watching the player's ragdoll before going into freeze cam"
"spec_freeze_distance_max","80 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Maximum random distance from the target to stop when framing them in observer freeze cam when t hey are far away from the camer"
"spec_freeze_distance_min","60 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Minimum random distance from the target to stop when framing them in observer freeze cam."
"spec_freeze_enable","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Toggle FreezeCam"
"spec_freeze_fov","65 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"FOV while in FreezeCam"
"spec_freeze_roll","-15 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Camera roll tilt while freeze cam is active."
"spec_freeze_time","4 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Time spend frozen in observer freeze cam."
"spec_freeze_traveltime","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Time taken to zoom in to frame a target in observer freeze cam."
"spec_freeze_zoffset_max","-10 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Maximum random z distance from the target to stop when framing them in observer freeze cam."
"spec_freeze_zoffset_min","-20 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Minimum random z distance from the target to stop when framing them in observer freeze cam."
"ss_voice_hearpartner","0 ",,,,,,,,,,,,,,,,,,,,"Route voice between splitscreen players on same system."
"step_spline","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"stringtable_alwaysrebuilddictionaries","0 ",,,,,,,,,,,,,,,,,,,,"Rebuild dictionary file on every level load
"
"stringtable_compress","1 ",,,,,,,,,,,,,,,,,,,,"Compress string table for networking
"
"stringtable_showsizes","0 ",,,,,,,,,,,,,,,,,,,,"Show sizes of string tables when building for signon
"
"stringtable_usedictionaries","0 ",,,,,,,,,,,,,,,,,,,,"Use dictionaries for string table networking
"
"studio_queue_mode","1 ",,,,,,,,,,,,,,,,,,,,""
"suitvolume","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_accelerate","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_airaccelerate","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_allchat","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Players can receive all other players' text chat, team restrictions apply"
"sv_allow_suppression","1 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_allow_votes","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Allow voting?"
"sv_allow_wait_command","1 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Allow or disallow the wait command on clients connected to this server."
"sv_allowdownload","1 ",,,,,,,,,,,,,,,,,,,,"Allow clients to download files"
"sv_allowupload","1 ",,,,,,,,,,,,,,,,,,,,"Allow clients to upload customizations files"
"sv_alltalk","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Players can hear all other players, no team restrictions"
"sv_alltalk_dead","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Dead players broadcast their voice to enemies?"
"sv_alltalk_endgame","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"All talk enabled at the end of the game?"
"sv_alltalk_intermission","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"All talk enabled between rounds?"
"sv_alternateticks","0 ",,,,,,,,,,,,,,,,,,,,"If set, server only simulates entities on even numbered ticks.
"
"sv_autosave","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Set to 1 to autosave game on level transition. Does not affect autosave triggers."
"sv_benchmark_autovprofrecord","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark."
"sv_benchmark_numticks","3300 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If > 0, then it only runs the benchmark for this # of ticks."
"sv_bipod_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_bipod_min_dot","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_bonus_challenge","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Set to values other than 0 to select a bonus map challenge type."
"sv_breathing_particles","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Enables breathing particle effect"
"sv_cacheencodedents","1 ",,,,,,,,,,,,,,,,,,,,"If set to 1, does an optimization to prevent extra SendTable_Encode calls."
"sv_changelevel_next_round","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"Change level next round?"
"sv_cheats","0 ",,,,,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Allow cheats on server"
"sv_client_cmdrate_difference","20 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an"
"sv_client_max_interp_ratio","5 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_"
"sv_client_min_interp_ratio","1 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
-1 "
"sv_client_predict","-1 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"This can be used to force the value of cl_predict for connected clients (only while they are connected).
-1 = let clients se"
"sv_clockcorrection_msecs","30 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount"
"sv_consistency","1 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Whether the server enforces file consistency for critical files"
"sv_contact","0 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"Contact email for server sysop"
"sv_dc_friends_reqd","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Set this to 0 to allow direct connects to a game in progress even if no presents are present"
"sv_deadtalk","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Can chat messages from dead players be seen by living?"
"sv_deadtalk_team","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Can dead players use team text chat to speak to living?"
"sv_deadvoice","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Can dead players speak to the living?"
"sv_debug_plant","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"sv_debug_player_use","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success"
"sv_debug_stamina","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_debug_suppression","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"sv_debugmanualmode","0 ",,,,,,,,,,,,,,,,,,,,"Make sure entities correctly report whether or not their network data has changed."
"sv_debugtempentities","0 ",,,,,,,,,,,,,,,,,,,,"Show temp entity bandwidth usage."
"sv_deltaprint","0 ",,,,,,,,,,,,,,,,,,,,"Print accumulated CalcDelta profiling data (only if sv_deltatime is on)"
"sv_deltatime","0 ",,,,,,,,,,,,,,,,,,,,"Enable profiling of CalcDelta calls"
"sv_downloadurl","0 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Location from which clients can download missing files"
"sv_dumpstringtables","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,""
"sv_enable_delta_packing","0 ",,,,,,,,,,,,,,,,,,,,"When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b"
"sv_enableoldqueries","0 ",,,,,,,,,,,,,,,,,,,,"Enable support for old style (HL1) server queries"
"sv_extra_client_connect_time","15 ",,,,,,,,,,,,,,,,,,,,"Seconds after client connect during which extra frames are buffered to prevent non-delta'd update"
"sv_filterban","1 ",,,,,,,,,,,,,,,,,,,,"Set packet filtering by IP mode"
"sv_footstep_low_time_sound","900 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"How frequent to hear the player's step sound or how fast they appear to be running from first person."
"sv_footstep_run_time_sound","740 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"How frequent to hear the player's step sound or how fast they appear to be running from first person."
"sv_footstep_sound_frequency","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"How frequent to hear the player's step sound or how fast they appear to be running from first person."
"sv_footstep_sprint_time_sound","340 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"How frequent to hear the player's step sound or how fast they appear to be running from first person."
"sv_footstep_thirdperson","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Enable the player's step sound or how fast they appear to be running from third person."
"sv_footstepinterval","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_forcepreload","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Force server side preloading."
"sv_friction","4 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"World friction."
"sv_gravity","800 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"World gravity."
"sv_health_bonus_enable","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"sv_health_bonus_per_outnumbered_player","5 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"sv_hibernate_ms","20 ",,,,,,,,,,,,,,,,,,,,"# of milliseconds to sleep per frame while hibernating"
"sv_hibernate_ms_vgui","20 ",,,,,,,,,,,,,,,,,,,,"# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend"
"sv_hibernate_postgame_delay","5 ",,,,,,,,,,,,,,,,,,,,"# of seconds to wait after final client leaves before hibernating."
"sv_hibernate_when_empty","1 ",,,,,,,,,,,,,,,,,,,,"Puts the server into extremely low CPU usage mode when no clients connected"
"sv_hq_messages_allowed","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"If 0, HQ messages will be disabled for all players"
"sv_hud_deathmessages","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_hud_deathmessages_spectator","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Show death notices to people spectating?"
"sv_hud_scoreboard_show_score","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Show score when alive and out of spawn?"
"sv_hud_scoreboard_show_score_dead","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Show score info while dead?"
"sv_hud_targetindicator","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_hud_targetindicator_party_color","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Sets the color of the target indicator for players in the same party."
"sv_hud_targetindicator_party_obstruct","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Hide obstructed target indicators for players in the same party."
"sv_hud_targetindicator_squad_color","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Sets the color of the target indicator for players in the same squad."
"sv_hud_targetindicator_squad_obstruct","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Hide obstructed target indicators for players in the same squad."
"sv_hud_targetindicator_teammate_color","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Sets the color of the target indicator for players on the same team."
"sv_hud_targetindicator_teammate_obstruct","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Hide obstructed target indicators for teammates."
"sv_hud_targetindicator_vip_color","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Sets the color of the target indicator for players on the same team."
"sv_infected_damage_cutouts","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"sv_infinite_ammo","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Player's active weapon will never run out of ammo"
"sv_lagcompensationforcerestore","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Don't test validity of a lag comp restore, just do it."
"sv_lan","0 ",,,,,,,,,,,,,,,,,,,,"Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )"
"sv_log_onefile","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Log server information to only one file."
"sv_logbans","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Log server bans in the server logs."
"sv_logblocks","0 ",,,,,,,,,,,,,,,,,,,,"If true when log when a query is blocked (can cause very large log files)"
"sv_logdownloadlist","0 ",,,,,,,,,,,,,,,,,,,,""
"sv_logecho","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Echo log information to the console."
"sv_logfile","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Log server information in the log file."
"sv_logflush","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Flush the log file to disk on each write (slow)."
"sv_logsdir","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Folder in the game directory where server logs will be stored."
"sv_logsecret","0 ",,,,,,,,,,,,,,,,,,,,"If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)"
"sv_map_voting","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Is map voting enabled?"
"sv_map_voting_shuffle","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Initially use random map selections in the vote rather than using the map cycle order."
"sv_massreport","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_master_legacy_mode","1 ",,,,,,,,,,,,,,,,,,,,"Use (outside-of-Steam) code to communicate with master servers."
"sv_master_share_game_socket","1 ",,,,,,,,,,,,,,,,,,,,"Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm"
"sv_max_queries_sec","3 ",,,,,,,,,,,,,,,,,,,,"Maximum queries per second to respond to from a single IP address."
"sv_max_queries_sec_global","60 ",,,,,,,,,,,,,,,,,,,,"Maximum queries per second to respond to from anywhere."
"sv_max_queries_window","30 ",,,,,,,,,,,,,,,,,,,,"Window over which to average queries per second averages."
"sv_max_usercmd_future_ticks","8 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Prevents clients from running usercmds too far in the future. Prevents speed hacks."
"sv_maxclientframes","128 ",,,,,,,,,,,,,,,,,,,,""
"sv_maxcmdrate","64 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate."
"sv_maxrate","0 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Max bandwidth rate allowed on server, 0 == unlimited"
"sv_maxreplay","0 ",,,,,,,,,,,,,,,,,,,,"Maximum replay time in seconds"
"sv_maxroutable","1200 ",,,,,,,,,,,,,,,,,,,,"Server upper bound on net_maxroutable that a client can use."
"sv_maxupdaterate","64 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Maximum updates per second that the server will allow"
"sv_maxuptimelimit","0 ",,,,,,,,,,,,,,,,,,,,"If set, whenever a game ends, if the uptime is greater than this number of hours, the server will exit"
"sv_memlimit","0 ",,,,,,,,,,,,,,,,,,,,"If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit."
"sv_mincmdrate","10 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"This sets the minimum value for cl_cmdrate. 0 == unlimited."
"sv_minrate","5000 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Min bandwidth rate allowed on server, 0 == unlimited"
"sv_minupdaterate","10 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Minimum updates per second that the server will allow"
"sv_multiplayer_maxtempentities","32 ",,,,,,,,,,,,,,,,,,,,""
"sv_multiplayer_sounds","20 ",,,,,,,,,,,,,,,,,,,,""
"sv_mumble_positionalaudio","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Allows players using Mumble to have support for positional audio."
"sv_name_change_limit","10 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_namechange_cooldown_seconds","30 ",,,,,,,,,,,,,,,,,,,,"When a client name change is received, wait N seconds before allowing another name change"
"sv_new_delta_bits","1 ",,,,,,,,,,,,,,,,,,,,""
"sv_noclipaccelerate","5 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_noclipduringpause","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)."
"sv_noclipspeed","5 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_nwi_banlist","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_nwi_banlist_show","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_parallel_packentities","1 ",,,,,,,,,,,,,,,,,,,,""
"sv_parallel_sendsnapshot","1 ",,,,,,,,,,,,,,,,,,,,""
"sv_password","0 ",,,,,,"NOTIFY","PROTECTED",,,,,,"DONTRECORD",,,,,,,"Server password for entry into multiplayer games"
"sv_pausable","0 ",,,,,,,,,,,,,,,,,,,,"Is the server pausable."
"sv_player_stuck_tolerance","10 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"sv_playerperfhistorycount","20 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Number of samples to maintain in player perf history"
"sv_playlist","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Active playlist. Format: sv_playlist <playlist>"
"sv_pure_consensus","100000000",,,,,,,,,,,,,,,,,,,,"Minimum number of file hashes to agree to form a consensus."
"sv_pure_kick_clients","1 ",,,,,,,,,,,,,,,,,,,,"If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client."
"sv_pure_retiretime","900 ",,,,,,,,,,,,,,,,,,,,"Seconds of server idle time to flush the sv_pure file hash cache."
"sv_pure_trace","0 ",,,,,,,,,,,,,,,,,,,,"If set to 1, the server will print a message whenever a client is verifying a CRC for a file."
"sv_pvsskipanimation","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"Skips SetupBones when npc's are outside the PVS"
"sv_radial_cooldown","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Wait time between radial commands"
"sv_radial_cooldown_spotting","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Wait time between radial spotting commands"
"sv_radial_enemy_confirm","8 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Timeout for enemy spotted confirmation commands"
"sv_radial_marker_duration","15 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long do radial markers persist in the world."
"sv_radial_marker_duration_attack","10 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long does the waypoint marker persist."
"sv_radial_spam_cooldown","2 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How long until spam counter resets"
"sv_radial_spam_delay","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"How much to increase delay by if radial commands are being spammed"
"sv_radial_spam_delay_leaderfrac","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Apply this fraction to spam delays for squad leaders"
"sv_radial_viewcone_enemy","5 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Viewcone for radial menu FoV enemy check (degrees)"
"sv_radial_viewcone_objective","12 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Viewcone for radial menu FoV objective check (degrees)"
"sv_radial_vo_enemies","420 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"If non-zero, enemy radial commands within this distance are audible"
"sv_ragdoll_max_fps","30 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Clients with framerates less than this will reduce the ideal number of ragdolls to display"
"sv_ragdoll_max_remove_per_frame","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_ragdoll_maxcount","25 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Server will only show this many ragdolls"
"sv_ragdoll_min_fps","10 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Clients with framerates less than this will only show 1 ragdoll of each type"
"sv_rcon_banpenalty","0 ",,,,,,,,,,,,,,,,,,,,"Number of minutes to ban users who fail rcon authentication"
"sv_rcon_log","1 ",,,,,,,,,,,,,,,,,,,,"Enable/disable rcon logging."
"sv_rcon_maxfailures","10 ",,,,,,,,,,,,,,,,,,,,"Max number of times a user can fail rcon authentication before being banned"
"sv_rcon_maxpacketbans","1 ",,,,,,,,,,,,,,,,,,,,"Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize"
"sv_rcon_maxpacketsize","1024 ",,,,,,,,,,,,,,,,,,,,"The maximum number of bytes to allow in a command packet"
"sv_rcon_minfailures","5 ",,,,,,,,,,,,,,,,,,,,"Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned"
"sv_rcon_minfailuretime","30 ",,,,,,,,,,,,,,,,,,,,"Number of seconds to track failed rcon authentications"
"sv_rcon_whitelist_address","0 ",,,,,,,,,,,,,,,,,,,,"When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'"
"sv_recoil_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_regeneration_wait_time","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"sv_region","-1 ",,,,,,,,,,,,,,,,,,,,"The region of the world to report this server in."
"sv_reservation_grace","5 ",,,,,,,,,,,,,,,,,,,,"Time in seconds given for a lobby reservation."
"sv_reservation_timeout","45 ",,,,,,,,,,,,,,,,,,,,"Time in seconds before lobby reservation expires."
"sv_ruleset","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Active playlist ruleset. Format: sv_ruleset <ruleset>"
"sv_runcmds","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_script_think_interval","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_search_key","0 ",,,,,,,,,,,,,,,,,,,,"When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key."
"sv_showdamage","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Shows base damage below what sv_showimpacts would show, and if a player was hit he'll show the damage he took above it (as heal"
"sv_showdebugtracers","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"1: Shows a line following bullet path. Blue on client, red on server. (They should always match.) 2:Show autoaim candidates."
"sv_showfootsteps","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)"
"sv_showhitboxes","-1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only)."
"sv_showimpacts","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)"
"sv_showimpacts_text","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Show debug text relating to bullet penetration?"
"sv_showimpacts_time","4 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Time that impacts are shown for."
"sv_showladders","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Show bbox and dismount points for all ladders (must be set before level load.)
"
"sv_showlagcompensation","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Show lag compensated hitboxes whenever a player is lag compensated."
"sv_showplayerhitboxes","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Show lag compensated hitboxes for the specified player index whenever a player fires."
"sv_showplayerpositions","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_showvminteraction","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_skip_wounds","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_skyname","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Current name of the skybox texture"
"sv_SlowOnHit","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_sound_discardextraunreliable","1 ",,,,,,,,,,,,,,,,,,,,""
"sv_soundemitter_trace","-1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for eve"
"sv_specaccelerate","5 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_specnoclip","1 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_specspeed","3 ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_stats","1 ",,,,,,,,,,,,,,,,,,,,"Collect CPU usage stats"
"sv_steamgroup","0 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam comm"
"sv_steamgroup_exclusive","0 ",,,,,,,,,,,,,,,,,,,,"If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the ser"
"sv_stopspeed","100 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Minimum stopping speed when on ground."
"sv_stopspeed_prone","45 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Minimum stopping speed when on ground and prone."
"sv_strict_notarget","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If set, notarget will cause entities to never think they are in the pvs"
"sv_suppress_steam_score","0 ",,,,,,,,,,,,,,,,,,,,"If enabled, player scores are not sent to the master server and will show as 0 for all players"
"sv_sway_debug","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"sv_tags","0 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma."
"sv_takedamagedebug","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"sv_teststepsimulation","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_thinktimecheck","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Check for thinktimes all on same timestamp."
"sv_thirdperson","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,""
"sv_thirdperson_aimangle","45 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera aim-cone angle for third-person."
"sv_thirdperson_aimdist","1000 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera aim-point distance for third-person."
"sv_thirdperson_dist","100 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera distance for third-person."
"sv_thirdperson_fov","75 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera FOV for third-person."
"sv_thirdperson_height","20 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera height for third-person."
"sv_thirdperson_leandist","35 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera lean distance for third-person."
"sv_thirdperson_mindist","25 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera minimum distance for third-person."
"sv_thirdperson_useangle","15 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,,,"Camera use-cone angle for third-person."
"sv_threaded_init","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_timeout","65 ",,,,,,,,,,,,,,,,,,,,"After this many seconds without a message from a client, the client is dropped"
"sv_traceattackdebug","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"sv_turbophysics","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Turns on turbo physics"
"sv_unlockedchapters","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_validate_edict_change_infos","0 ",,,,,,,,,,,,,,,,,,,,"Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode)."
"sv_vehicle_autoaim_scale","8 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_visiblemaxplayers","-1 ",,,,,,,,,,,,,,,,,,,,"Overrides the max players reported to prospective clients"
"sv_voicecodec","0 ",,,,,,,,,,,,,,,,,,,,"Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension."
"sv_voiceenable","1 ","ARCHIVE",,,,,"NOTIFY",,,,,,,,,,,,,,""
"sv_vote_allow_spectators","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Allow spectators to vote?"
"sv_vote_failure_timer","300 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"A vote that fails cannot be re-submitted for this long"
"sv_vote_issue_botcount_allowed","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Can people hold votes to change AI count?"
"sv_vote_issue_botcount_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required to pass a bot count vote"
"sv_vote_issue_botcount_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)"
"sv_vote_issue_botdifficulty_allowed","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Can people hold votes to change AI difficulty?"
"sv_vote_issue_botdifficulty_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required to pass a next level vote"
"sv_vote_issue_botdifficulty_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)"
"sv_vote_issue_changegamemode_allowed","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to change the gamemode?"
"sv_vote_issue_changelevel_allowed","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to change levels?"
"sv_vote_issue_changelevel_wait","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If enabled, wait until the end of the round to change levels"
"sv_vote_issue_kick_allowed","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to kick players from the server?"
"sv_vote_issue_kick_other_team","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can we kick the other team?"
"sv_vote_issue_nextlevel_allowed","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to set the next level?"
"sv_vote_issue_nextlevel_allowextend","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Allow players to extend the current map?"
"sv_vote_issue_nextlevel_choicesmode","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Present players with a list of maps to choose from?"
"sv_vote_issue_nextlevel_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required to pass a next level vote"
"sv_vote_issue_nextlevel_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How strong does the yes vote need to be to win? (2.0 = 2x more voters)"
"sv_vote_issue_nextlevel_prevent_change","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Not allowed to vote for a nextlevel if one has already been set."
"sv_vote_issue_nextlevel_round_count_delay","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How many rounds before map voting can begin."
"sv_vote_issue_restart_game_allowed","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to restart the game?"
"sv_vote_issue_restart_round_allowed","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to restart the round?"
"sv_vote_issue_scramble_teams_allowed","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to scramble the teams?"
"sv_vote_issue_switch_teams_allowed","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Can people hold votes to switch the teams?"
"sv_vote_kick_ban_duration_cheating","240 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How long should a kick ban last for if a player is kicked for hacking? (minutes)"
"sv_vote_kick_ban_duration_idle","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How long should a kick vote ban someone from the server? (in minutes)"
"sv_vote_kick_ban_duration_teamkilling","10 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How long should a kick ban last for if a player is kicked for team killing? (minutes)"
"sv_vote_kick_ban_duration_trolling","60 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"How long should a kick ban last for if a player is kicked for trolling? (minutes)"
"sv_vote_kick_ban_owner","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"If a user is successfully votebanned, shall we also ban the game owner if the game has been shared?"
"sv_vote_kick_hack_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required to kick a person for hacking"
"sv_vote_kick_hack_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)"
"sv_vote_kick_idle_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required to kick a person for being idle"
"sv_vote_kick_idle_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)"
"sv_vote_kick_min_players","4 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The minimum number of players needed on the server to start a vote kick."
"sv_vote_kick_min_voters","3 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Minimum number of vote attempts required to start an actual vote."
"sv_vote_kick_tk_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required to kick a person for team killing"
"sv_vote_kick_tk_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)"
"sv_vote_kick_troll_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required to kick a person for trolling"
"sv_vote_kick_troll_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)"
"sv_vote_min_population","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"The voting population required"
"sv_vote_min_ratio","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)"
"sv_vote_ui_hide_disabled_issues","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Suppress listing of disabled issues in the vote setup screen."
"sv_weapon_manager_cleanup","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_weapon_manager_drop_timer","45 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_weapon_manager_max_count","50 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"sv_workshop_enabled","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Enable Workshop support?"
"sv_workshop_list_file","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"File containing list of server Workshop files."
"sv_workshop_mapcycle_random","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Generate mapcycle in random order?"
"sv_workshop_mapcycle_start","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Start Workshop mapcycle if any maps are defined?"
"sys_minidumpexpandedspew","1 ",,,,,,,,,,,,,,,,,,,,""
"sys_minidumpspewlines","500 ",,,,,,,,,,,,,,,,,,,,"Lines of crash dump console spew to keep."
"template_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
Defau"
"testscript_debug","0 ",,,,,,,,,,,,,,,,,,,,"Debug test scripts."
"testscript_running","0 ",,,,,,,,,,,,,,,,,,,,"Set to true when test scripts are running"
"think_limit","10 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"Maximum think time in milliseconds, warning is printed if this is exceeded."
"threadpool_affinity","1 ",,,,,,,,,,,,,,,,,,,,"Enable setting affinity"
"threadpool_reserve","0 ",,,,,,,,,,,,,,,,,,,,"Consume the specified number of threads in the thread pool"
"trace_report","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"tv_allow_camera_man","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Auto director allows spectators to become camera man"
"tv_allow_static_shots","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Auto director uses fixed level cameras for shots"
"tv_autorecord","0 ",,,,,,,,,,,,,,,,,,,,"Automatically records all games as SourceTV demos."
"tv_autoretry","1 ",,,,,,,,,,,,,,,,,,,,"Relay proxies retry connection after network timeout"
"tv_chatgroupsize","0 ",,,,,,,,,,,,,,,,,,,,"Set the default chat group size"
"tv_chattimelimit","8 ",,,,,,,,,,,,,,,,,,,,"Limits spectators to chat only every n seconds"
"tv_debug","0 ",,,,,,,,,,,,,,,,,,,,"SourceTV debug info."
"tv_delay","30 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"SourceTV broadcast delay in seconds"
"tv_delaymapchange","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Delays map change until broadcast is complete"
"tv_deltacache","2 ",,,,,,,,,,,,,,,,,,,,"Enable delta entity bit stream cache"
"tv_dispatchmode","1 ",,,,,,,,,,,,,,,,,,,,"Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always"
"tv_enable","0 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"Activates SourceTV on server."
"tv_maxclients","128 ",,,,,,,,,,,,,,,,,,,,"Maximum client number on SourceTV server."
"tv_maxrate","8000 ",,,,,,,,,,,,,,,,,,,,"Max SourceTV spectator bandwidth rate allowed, 0 == unlimited"
"tv_name","0 ",,,,,,,,,,,,,,,,,,,,"SourceTV host name"
"tv_overridemaster","0 ",,,,,,,,,,,,,,,,,,,,"Overrides the SourceTV master root address."
"tv_password","0 ",,,,,,"NOTIFY","PROTECTED",,,,,,"DONTRECORD",,,,,,,"SourceTV password for all clients"
"tv_port","27020 ",,,,,,,,,,,,,,,,,,,,"Host SourceTV port"
"tv_relaypassword","0 ",,,,,,"NOTIFY","PROTECTED",,,,,,"DONTRECORD",,,,,,,"SourceTV password for relay proxies"
"tv_relayvoice","1 ",,,,,,,,,,,,,,,,,,,,"Relay voice data: 0=off, 1=on"
"tv_snapshotrate","16 ",,,,,,,,,,,,,,,,,,,,"Snapshots broadcasted per second"
"tv_timeout","30 ",,,,,,,,,,,,,,,,,,,,"SourceTV connection timeout in seconds."
"tv_title","0 ",,,,,,,,,,,,,,,,,,,,"Set title for SourceTV spectator UI"
"tv_transmitall","0 ",,,,,,,,,,,"REPLICATED",,,,,,,,,"Transmit all entities (not only director view)"
Arguments: <weapon_name>"
"view_punch_decay","11 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"Decay factor exponent for view punch"
"view_recoil_tracking","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,"How closely the view tracks with the aim punch from weapon recoil"
"viewmodel_fov","56 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"violence_ablood","1 ",,,,,,,,,,,,,,,,,,,,"Draw alien blood"
"violence_agibs","1 ",,,,,,,,,,,,,,,,,,,,"Show alien gib entities"
"violence_hblood","1 ",,,,,,,,,,,,,,,,,,,,"Draw human blood"
"violence_hgibs","1 ",,,,,,,,,,,,,,,,,,,,"Show human gib entities"
"vis_force","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"vismon_poll_frequency","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"vismon_trace_limit","12 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"voice_debugfeedbackfrom","0 ",,,,,,,,,,,,,,,,,,,,""
"voice_inputfromfile","0 ",,,,,,,,,,,,,,,,,,,,"Get voice input from 'voice_input.wav' rather than from the microphone."
"voice_player_speaking_delay_threshold","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,""
"voice_recordtofile","0 ",,,,,,,,,,,,,,,,,,,,"Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'"
"voice_serverdebug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"voice_xsend_debug","0 ",,,,,,,,,,,,,,,,,,,,""
"vprof_counters","0 ",,,,,,,,,,,,,,,,,,,,""
"vprof_counters_show_minmax","0 ",,,,,,,,,,,,,,,,,,,,""
"vprof_dump_oninterval","0 ",,,,,,,,,,,,,,,,,,,,"Interval (in seconds) at which vprof will batch up data and dump it to the console."
"vprof_dump_spikes","0 ",,,,,,,,,,,,,,,,,,,,"Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump"
"vprof_dump_spikes_budget_group","0 ",,,,,,,,,,,,,,,,,,,,"Budget gtNode to start report from when doing a dump spikes"
"vprof_dump_spikes_hiearchy","0 ",,,,,,,,,,,,,,,,,,,,"Set to 1 to get a hierarchy report whith vprof_dump_spikes"
"vprof_dump_spikes_node","0 ",,,,,,,,,,,,,,,,,,,,"Node to start report from when doing a dump spikes"
"vprof_dump_spikes_terse","0 ",,,,,,,,,,,,,,,,,,,,"Whether to use most terse output"
"vprof_scope_entity_gamephys","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"vprof_scope_entity_thinks","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"vprof_server_spike_threshold","999 ",,,,,,,,,,,,,,,,,,,,""
"vprof_server_thread","0 ",,,,,,,,,,,,,,,,,,,,""
"vprof_think_limit","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"vx_do_not_throttle_events","0 ",,,,,,,,,,,,,,,,,,,,"Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost."
"weapon_showproficiency","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"weapon_throw_force","2000 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"wpn_debug_active_weapon","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"wpn_shot_bias_max","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"wpn_shot_bias_min","-1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"wpn_showanimations","0 ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,,,""
"xbox_autothrottle","1 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,""
"xbox_steering_deadzone","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"xbox_throttlebias","100 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,""
"xbox_throttlespoof","200 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,""
"xc_crouch_debounce","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,""
"xlsp_force_dc_name","0 ",,,,,,,,,,,,,,,,,,,,"Restrict to xlsp datacenter by name."
"z_added_light_max","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
"z_added_light_min","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,""
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