cvarlist-sorted.txt

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Cvar: CS_WarnFriendlyDamageInterval - Defines how frequently the server n otifies clients that a player damaged a friend Cvar: achievement_debug - Turn on achievement debug msgs. Cvar: achievement_disable - Turn off achievements. Cvar: adsp_debug Cvar: ai_debug_los - NPC Line-Of-Sight debug mode. If 1, solid entities t hat block NPC LOC will be highlighted with white bounding boxes. If 2, it'll sho w non-solid entities that would do it if they were solid. Cvar: ai_debug_shoot_positions Cvar: ai_drawbattlelines Cvar: ai_report_task_timings_on_limit Cvar: ai_think_limit_label Cvar: ai_vehicle_avoidance Cvar: ammo_338mag_max Cvar: ammo_357sig_max Cvar: ammo_45acp_max Cvar: ammo_50AE_max Cvar: ammo_556mm_box_max Cvar: ammo_556mm_max Cvar: ammo_57mm_max Cvar: ammo_762mm_max Cvar: ammo_9mm_max Cvar: ammo_buckshot_max Cvar: ammo_grenade_limit_default Cvar: ammo_grenade_limit_flashbang Cvar: ammo_grenade_limit_total Cvar: bot_autodifficulty_threshold_high - Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty Cvar: bot_autodifficulty_threshold_low - Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty Cvar: bot_chatter - Control how bots talk. Allowed values: 'off', 'radio' , 'minimal', or 'normal'. Cvar: bot_crouch Cvar: bot_debug - For internal testing purposes. Cvar: bot_debug_target - For internal testing purposes. Cvar: bot_defer_to_human_goals - If nonzero and there is a human on the t eam, the bots will not do the scenario tasks. Cvar: bot_defer_to_human_items - If nonzero and there is a human on the t eam, the bots will not get scenario items. Cvar: bot_difficulty - Defines the skill of bots joining the game. Value s are: 0=easy, 1=normal, 2=hard, 3=expert. Cvar: bot_dont_shoot - If nonzero, bots will not fire weapons (for debugg ing). Cvar: bot_freeze Cvar: bot_join_after_player - If nonzero, bots wait until a player joins before entering the game. Cvar: bot_join_team - Determines the team bots will join into. Allowed va lues: 'any', 'T', or 'CT'. Cvar: bot_loadout - bots are given these items at round start Cvar: bot_mimic Cvar: bot_mimic_yaw_offset Cvar: bot_quota - Determines the total number of bots in the game. Cvar: bot_quota_mode - Determines the type of quota. Allowed values: 'nor mal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N play ers in the game, where N is bot_quota. If 'match', the server will maintain a 1: N ratio of humans to bots, where N is bot_quota. Cvar: bot_randombuy - should bots ignore their prefered weapons and just buy weapons at random? Cvar: bot_show_battlefront - Show areas where rushing players will initia lly meet.

Cvar: bot_show_nav - For internal testing purposes. Cvar: bot_show_occupy_time - Show when each nav area can first be reached by each team. Cvar: bot_stop - If nonzero, immediately stops all bot processing. Cvar: bot_traceview - For internal testing purposes. Cvar: bot_zombie - If nonzero, bots will stay in idle mode and not attack . Cvar: budget_averages_window - number of frames to look at when figuring out average frametimes Cvar: budget_background_alpha - how translucent the budget panel is Cvar: budget_bargraph_background_alpha - how translucent the budget panel is Cvar: budget_bargraph_range_ms - budget bargraph range in milliseconds Cvar: budget_history_numsamplesvisible - number of samples to draw in the budget history window. The lower the better as far as rendering overhead of th e budget panel Cvar: budget_history_range_ms - budget history range in milliseconds Cvar: budget_panel_bottom_of_history_fraction - number between 0 and 1 Cvar: budget_panel_height - height in pixels of the budget panel Cvar: budget_panel_width - width in pixels of the budget panel Cvar: budget_panel_x - number of pixels from the left side of the game sc reen to draw the budget panel Cvar: budget_panel_y - number of pixels from the top side of the game scr een to draw the budget panel Cvar: budget_peaks_window - number of frames to look at when figuring out peak frametimes Cvar: budget_show_averages - enable/disable averages in the budget panel Cvar: budget_show_history - turn history graph off and on. . good to turn off on low end Cvar: budget_show_peaks - enable/disable peaks in the budget panel Cvar: bugreporter_uploadasync - Upload attachments asynchronously Cvar: bugreporter_username - Username to use for bugreporter Cvar: cash_player_bomb_defused Cvar: cash_player_bomb_planted Cvar: cash_player_damage_hostage Cvar: cash_player_interact_with_hostage Cvar: cash_player_killed_enemy_default Cvar: cash_player_killed_enemy_factor Cvar: cash_player_killed_hostage Cvar: cash_player_killed_teammate Cvar: cash_player_rescued_hostage Cvar: cash_team_elimination_bomb_map Cvar: cash_team_elimination_hostage_map Cvar: cash_team_hostage_alive Cvar: cash_team_hostage_interaction Cvar: cash_team_loser_bonus Cvar: cash_team_loser_bonus_consecutive_rounds Cvar: cash_team_planted_bomb_but_defused Cvar: cash_team_rescued_hostage Cvar: cash_team_terrorist_win_bomb Cvar: cash_team_win_by_defusing_bomb Cvar: cash_team_win_by_hostage_rescue Cvar: cash_team_win_by_time_running_out Cvar: chet_debug_idle - If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info Cvar: cl_allowdownload - Client downloads customization files Cvar: cl_allowupload - Client uploads customization files Cvar: cl_clanid - Current clan ID for name decoration Cvar: cl_clock_correction - Enable/disable clock correction on the client .

Cvar: cl_clock_correction_adjustment_max_amount - Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will o nly correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset. Cvar: cl_clock_correction_adjustment_max_offset - As the clock offset goe s from cl_clock_correction_adjustment_min_offset to this value (in milliseconds) , it moves towards applying cl_clock_correction_adjustment_max_amount of adjustm ent. That way, the response is small when the offset is small. Cvar: cl_clock_correction_adjustment_min_offset - If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. Cvar: cl_clock_correction_force_server_tick - Force clock correction to m atch the server tick + this offset (-999 disables it). Cvar: cl_clock_showdebuginfo - Show debugging info about the clock drift. Cvar: cl_clockdrift_max_ms - Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. Cvar: cl_clockdrift_max_ms_threadmode - Maximum number of milliseconds th e clock is allowed to drift before the client snaps its clock to the server's. Cvar: cl_cmdrate - Max number of command packets sent to server per secon d Cvar: cl_downloadfilter - Determines which files can be downloaded from t he server (all, none, nosounds) Cvar: cl_entityreport - For debugging, draw entity states to console Cvar: cl_flushentitypacket - For debugging. Force the engine to flush an entity packet. Cvar: cl_forcepreload - Whether we should force preloading. Cvar: cl_ignorepackets - Force client to ignore packets (for debugging). Cvar: cl_language - Language (from Steam API) Cvar: cl_logofile - Spraypoint logo decal. Cvar: cl_resend - Delay in seconds before the client will resend the 'con nect' attempt Cvar: cl_resend_timeout - Total time allowed for the client to resend the 'connect' attempt Cvar: cl_showevents - Print event firing info in the console Cvar: cl_showpluginmessages - Allow plugins to display messages to you Cvar: cl_skipslowpath - Set to 1 to skip any models that don't go through the model fast path Cvar: cl_soundfile - Jingle sound file. Cvar: cl_timeout - After this many seconds without receiving a packet fro m the server, the client will disconnect itself Cvar: cl_updaterate - Number of packets per second of updates you are req uesting from the server Cvar: clientport - Host game client port Cvar: closecaption - Enable close captioning. Cvar: con_enable - Allows the console to be activated. Cvar: con_filter_enable - Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot her text. Cvar: con_filter_text - Text with which to filter console spew. Set con_f ilter_enable 1 or 2 to activate. Cvar: con_filter_text_out - Text with which to filter OUT of console spew . Set con_filter_enable 1 or 2 to activate. Cvar: con_logfile - Console output gets written to this file Cvar: cs_ShowStateTransitions - cs_ShowStateTransitions . Show player state transitions. Cvar: cs_enable_player_physics_box Cvar: cs_hostage_near_rescue_music_distance Cvar: cssdm_allow_c4 - Sets whether C4 is allowed Cvar: cssdm_bots_balance - Minimum number of players (bot_quota) Cvar: cssdm_enable_equipment - Sets whether the equipment plugin is enabl ed

Cvar: cssdm_enabled - Sets whether CS:S DM is enabled Cvar: cssdm_ffa_enabled - Sets whether Free-For-All mode is enabled Cvar: cssdm_force_mapchanges - Sets whether CS:S DM should force mapchang es Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: Cvar: ctivity Cvar: custom_bot_difficulty - Bot difficulty for offline play. Cvar: debug_visibility_monitor Cvar: demo_recordcommands - Record commands typed at console into .dem fi les. Cvar: developer - Set developer message level Cvar: disable_static_prop_loading - If non-zero when a map loads, static props won't be loaded Cvar: display_game_events Cvar: dsp_db_min Cvar: dsp_db_mixdrop Cvar: dsp_dist_max Cvar: dsp_dist_min Cvar: dsp_enhance_stereo Cvar: dsp_mix_max Cvar: dsp_mix_min Cvar: dsp_off Cvar: dsp_player Cvar: dsp_slow_cpu Cvar: dsp_volume Cvar: enable_debug_overlays - Enable rendering of debug overlays Cvar: ent_messages_draw - Visualizes all entity input/output activity. Cvar: ff_damage_reduction_bullets - How much to reduce damage done to tea mmates when shot. Range is from 0 - 1 (with 1 being damage equal to what is don e to an enemy) Cvar: ff_damage_reduction_grenade - How much to reduce damage done to tea mmates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to w hat is done to an enemy) Cvar: ff_damage_reduction_grenade_self - How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equa l to what is done to an enemy) Cvar: ff_damage_reduction_other - How much to reduce damage done to teamm ates by things other than bullets and grenades. Range is from 0 - 1 (with 1 bei ng damage equal to what is done to an enemy) Cvar: fish_dormant - Turns off interactive fish behavior. Fish become imm obile and unresponsive. Cvar: fog_enable_water_fog Cvar: force_audio_english - Keeps track of whether we're forcing english in a localized language. Cvar: fps_max - Frame rate limiter Cvar: fps_max_menu - Frame rate limiter, main menu Cvar: fps_screenshot_frequency - While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 se cssdm_mapchange_file - Sets the mapchange file for CS:S DM cssdm_prot_ctcolor - Sets the spawn color of CTs cssdm_prot_tcolor - Sets the spawn color of Ts cssdm_prot_time - Sets time in seconds players are protected for cssdm_ragdoll_time - Sets ragdoll stay time cssdm_refill_ammo - Sets whether CS:S DM automatically refills ammo cssdm_remove_drops - Sets whether dropped items are removed cssdm_respawn_command - Sets whether clients can manually respawn cssdm_respawn_wait - Sets respawn wait time cssdm_spawn_method - Sets how and where players are spawned cssdm_spawn_protection - Sets whether spawn protection is enabled cssdm_version - CS:S DM Version cursortimeout - Seconds before mouse cursor hides itself due to ina

conds when under the given fps.) Cvar: fps_screenshot_threshold - Dump a screenshot when the FPS drops bel ow the given value. Cvar: func_break_max_pieces Cvar: fx_new_sparks - Use new style sparks. Cvar: g_debug_angularsensor Cvar: g_debug_constraint_sounds - Enable debug printing about constraint sounds. Cvar: g_debug_ragdoll_removal Cvar: g_debug_trackpather Cvar: g_debug_vehiclebase Cvar: g_debug_vehicledriver Cvar: g_debug_vehicleexit Cvar: g_debug_vehiclesound Cvar: g_jeepexitspeed Cvar: game_mode - The current game mode (based on game type). See GameMod es.txt. Cvar: game_type - The current game type. See GameModes.txt. Cvar: global_event_log_enabled - Enables the global event log system Cvar: host_flush_threshold - Memory threshold below which the host should flush caches between server instances Cvar: host_map - Current map name. Cvar: host_sleep - Force the host to sleep a certain number of millisecon ds each frame. Cvar: host_timescale - Prescale the clock by this amount. Cvar: hostage_debug - Show hostage AI debug information Cvar: hostfile - The HOST file to load. Cvar: hostip - Host game server ip Cvar: hostname - Hostname for server. Cvar: hostport - Host game server port Cvar: hud_scaling - Scales hud elements Cvar: hunk_track_allocation_types Cvar: in_forceuser - Force user input to this split screen player. Cvar: inferno_child_spawn_interval_multiplier - Amount spawn interval inc reases for each child Cvar: inferno_child_spawn_max_depth Cvar: inferno_damage - Damage per second Cvar: inferno_debug Cvar: inferno_flame_lifetime - Average lifetime of each flame in seconds Cvar: inferno_flame_spacing - Minimum distance between separate flame spa wns Cvar: inferno_forward_reduction_factor Cvar: inferno_friendly_fire_duration - For this long, FF is credited back to the thrower. Cvar: inferno_initial_spawn_interval - Time between spawning flames for f irst fire Cvar: inferno_max_child_spawn_interval - Largest time interval for child flame spawning Cvar: inferno_max_flames - Maximum number of flames that can be created Cvar: inferno_max_range - Maximum distance flames can spread from their i nitial ignition point Cvar: inferno_per_flame_spawn_duration - Duration each new flame will att empt to spawn new flames Cvar: inferno_scorch_decals Cvar: inferno_spawn_angle - Angular change from parent Cvar: inferno_surface_offset Cvar: inferno_velocity_decay_factor Cvar: inferno_velocity_factor Cvar: inferno_velocity_normal_factor Cvar: ip - Overrides IP for multihomed hosts

Cvar: joy_axisbutton_threshold - Analog axis range before a button press is registered. Cvar: joy_wingmanwarrior_centerhack - Wingman warrior centering hack. Cvar: lightcache_maxmiss Cvar: loopsingleplayermaps Cvar: mapcycledisabled - repeats the same map after each match instead of using the map cycle Cvar: mat_bumpbasis Cvar: mat_colorcorrection Cvar: mat_debugalttab Cvar: mat_depthbias_normal Cvar: mat_displacementmap Cvar: mat_drawflat Cvar: mat_dynamicPaintmaps Cvar: mat_dynamic_tonemapping Cvar: mat_dynamiclightmaps Cvar: mat_fastnobump Cvar: mat_fillrate Cvar: mat_force_tonemap_scale Cvar: mat_forcedynamic Cvar: mat_fullbright Cvar: mat_leafvis - Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what does/ doesn't get drawn) Cvar: mat_loadtextures Cvar: mat_local_contrast_edge_scale_override Cvar: mat_local_contrast_midtone_mask_override Cvar: mat_local_contrast_scale_override Cvar: mat_local_contrast_vignette_end_override Cvar: mat_local_contrast_vignette_start_override Cvar: mat_luxels Cvar: mat_measurefillrate Cvar: mat_monitorgamma - monitor gamma (typically 2.2 for CRT and 1.7 for LCD) Cvar: mat_monitorgamma_tv_enabled Cvar: mat_morphstats Cvar: mat_norendering Cvar: mat_normalmaps Cvar: mat_normals Cvar: mat_powersavingsmode - Power Savings Mode Cvar: mat_proxy Cvar: mat_queue_mode - The queue/thread mode the material system should u se: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued mu ltithreaded Cvar: mat_queue_priority Cvar: mat_rendered_faces_count - Set to N to count how many faces each mo del draws each frame and spew the top N offenders from the last 150 frames (use 'mat_rendered_faces_spew' to spew all models rendered in the current frame) Cvar: mat_reversedepth Cvar: mat_show_texture_memory_usage - Display the texture memory usage on the HUD. Cvar: mat_showlowresimage Cvar: mat_showmiplevels - color-code miplevels 2: normalmaps, 1: everythi ng else Cvar: mat_softwareskin Cvar: mat_spewalloc Cvar: mat_surfaceid Cvar: mat_surfacemat Cvar: mat_tessellation_accgeometrytangents Cvar: mat_tessellation_cornertangents -

Cvar: mat_tessellation_update_buffers Cvar: mat_texture_list_content_path - The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the cu rrently running game dir. Cvar: mat_wireframe Cvar: mem_incremental_compact_rate - Rate at which to attempt internal he ap compation Cvar: metamod_version - Metamod:Source Version Cvar: mm_basedir - Metamod:Source Base Folder Cvar: mm_csgo_community_search_players_min - When performing CSGO communi ty matchmaking look for servers with at least so many human players Cvar: mm_pluginsfile - Metamod:Source Plugins File Cvar: mm_server_search_lan_ports - Ports to scan during LAN games discove ry. Also used to discover and correctly connect to dedicated LAN servers behind NATs. Cvar: molotov_throw_detonate_time Cvar: motdfile - The MOTD file to load. Cvar: mp_afterroundmoney - amount of money awared to every player after e ach round Cvar: mp_autokick - Kick idle/team-killing/team-damaging players Cvar: mp_autoteambalance Cvar: mp_backup_round_file - If set then server will save all played roun ds information to files filename_date_time_team1_team2_mapname_roundnum_score1_s core2.txt Cvar: mp_backup_round_file_last - Every time a backup file is written the value of this convar gets updated to hold the name of the backup file. Cvar: mp_backup_round_file_pattern - If set then server will save all pla yed rounds information to files named by this pattern, e.g.'%prefix%_%date%_%tim e%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt' Cvar: mp_buytime - How many seconds after round start players can buy ite ms for. Cvar: mp_c4timer - how long from when the C4 is armed until it blows Cvar: mp_competitive_endofmatch_extra_time - After a competitive match fi nishes rematch voting extra time is given for rankings. Cvar: mp_death_drop_defuser - Drop defuser on player death Cvar: mp_death_drop_grenade - Which grenade to drop on player death: 0=no ne, 1=best, 2=current or best Cvar: mp_death_drop_gun - Which gun to drop on player death: 0=none, 1=be st, 2=current or best Cvar: mp_defuser_allocation - How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone Cvar: mp_display_kill_assists - Whether to display and score player assis ts Cvar: mp_dm_bonus_length_max - Maximum time the bonus time will last (in seconds) Cvar: mp_dm_bonus_length_min - Minimum time the bonus time will last (in seconds) Cvar: mp_dm_bonus_percent - Percent of points additionally awarded when s omeone gets a kill with the bonus weapon during the bonus period. Cvar: mp_dm_time_between_bonus_max - Maximum time a bonus time will start after the round start or after the last bonus (in seconds) Cvar: mp_dm_time_between_bonus_min - Minimum time a bonus time will start after the round start or after the last bonus (in seconds) Cvar: mp_do_warmup_offine - Whether or not to do a warmup period at the s tart of a match in an offline (bot) match. Cvar: mp_do_warmup_period - Whether or not to do a warmup period at the s tart of a match. Cvar: mp_force_pick_time - The amount of time a player has on the team sc reen to make a selection before being auto-teamed Cvar: mp_forcecamera - Restricts spectator modes for dead players

Cvar: mp_free_armor - Determines whether armor and helmet are given autom atically. Cvar: mp_freezetime - how many seconds to keep players frozen when the ro und starts Cvar: mp_friendlyfire - Allows team members to injure other members of th eir team Cvar: mp_ggprogressive_round_restart_delay - Number of seconds to delay b efore restarting a round after a win in gungame progessive Cvar: mp_ggtr_bomb_defuse_bonus - Number of bonus upgrades to award the C Ts when they defuse a gun game bomb Cvar: mp_ggtr_bomb_detonation_bonus - Number of bonus upgrades to award t he Ts when they detonate a gun game bomb Cvar: mp_ggtr_bomb_pts_for_flash - Kill points required in a round to get a bonus flash grenade Cvar: mp_ggtr_bomb_pts_for_he - Kill points required in a round to get a bonus HE grenade Cvar: mp_ggtr_bomb_pts_for_molotov - Kill points required in a round to g et a bonus molotov cocktail Cvar: mp_ggtr_bomb_pts_for_upgrade - Kill points required to upgrade a pl ayer's weapon Cvar: mp_ggtr_bomb_respawn_delay - Number of seconds to delay before maki ng the bomb available to a respawner in gun game Cvar: mp_ggtr_end_round_kill_bonus - Number of bonus points awarded in De molition Mode when knife kill ends round Cvar: mp_ggtr_halftime_delay - Number of seconds to delay during TR Mode halftime Cvar: mp_ggtr_last_weapon_kill_ends_half - End the half and give a team r ound point when a player makes a kill using the final weapon Cvar: mp_halftime - Determines whether the match switches sides in a half time event. Cvar: mp_halftime_duration - Number of seconds that halftime lasts Cvar: mp_halftime_pausetimer - Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer. Cvar: mp_humanteam - Restricts human players to a single team {any, CT, T } Cvar: mp_ignore_round_win_conditions - Ignore conditions which would end the current round Cvar: mp_join_grace_time - Number of seconds after round start to allow a player to join a game Cvar: mp_limitteams - Max # of players 1 team can have over another (0 di sables check) Cvar: mp_logdetail - Logs attacks. Values are: 0=off, 1=enemy, 2=teammat e, 3=both) Cvar: mp_match_can_clinch - Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? Cvar: mp_match_end_changelevel - At the end of the match, perform a chang elevel even if next map is the same Cvar: mp_match_end_restart - At the end of the match, perform a restart i nstead of loading a new map Cvar: mp_match_restart_delay - Time (in seconds) until a match restarts. Cvar: mp_maxmoney - maximum amount of money allowed in a player's account Cvar: mp_maxrounds - max number of rounds to play before server changes m aps Cvar: mp_molotovusedelay - Number of seconds to delay before the molotov can be used after acquiring it Cvar: mp_playercashawards - Players can earn money by performing in-game actions Cvar: mp_playerid - Controls what information player see in the status ba r: 0 all names; 1 team names; 2 no names Cvar: mp_playerid_delay - Number of seconds to delay showing information

in the status bar Cvar: mp_playerid_hold - Number of seconds to keep showing old informatio n in the status bar Cvar: mp_randomspawn - Determines whether to ignore the map spawns and sp awn randomly. Cvar: mp_randomspawn_los - If using mp_randomspawn, determines whether to test Line of Sight when spawning. Cvar: mp_respawn_immunitytime - How many seconds after respawn immunity l asts. Cvar: mp_respawn_on_death_ct - When set to 1, counter-terrorists will res pawn after dying. Cvar: mp_respawn_on_death_t - When set to 1, terrorists will respawn afte r dying. Cvar: mp_restartgame - If non-zero, game will restart in the specified nu mber of seconds Cvar: mp_round_restart_delay - Number of seconds to delay before restarti ng a round after a win Cvar: mp_roundtime - How many minutes each round takes. Cvar: mp_solid_teammates - Determines whether teammates are solid or not. Cvar: mp_spawnprotectiontime - Kick players who team-kill within this man y seconds of a round restart. Cvar: mp_spec_swapplayersides - Toggle set the player names and team name s to the opposite side in which they are are on the spectator panel. Cvar: mp_spectators_max - How many spectators are allowed in a match. Cvar: mp_startmoney - amount of money each player gets when they reset Cvar: mp_td_dmgtokick - The damage threshhold players have to exceed in a match to get kicked. Cvar: mp_td_dmgtowarn - The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. Cvar: mp_td_spawndmgthreshold - The damage threshold players have to exce ed at the start of the round to be warned/kick. Cvar: mp_teamcashawards - Teams can earn money by performing in-game acti ons Cvar: mp_teamflag_1 - Enter a country's alpha 2 code to show that flag ne xt to team 1's name in the spectator scoreboard. Cvar: mp_teamflag_2 - Enter a country's alpha 2 code to show that flag ne xt to team 2's name in the spectator scoreboard. Cvar: mp_teamname_1 - A non-empty string overrides the first team's name. Cvar: mp_teamname_2 - A non-empty string overrides the second team's name . Cvar: mp_timelimit - game time per map in minutes Cvar: mp_tkpunish - Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes} Cvar: mp_warmup_pausetimer - Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer. Cvar: mp_warmuptime - How long the warmup period lasts. Changing this val ue resets warmup. Cvar: mp_weapons_allow_randomize - Set >0 to allow X random weapons from each category. Cvar: mp_weapons_allow_zeus - Determines whether the Zeus is purchasable or not. Cvar: mp_win_panel_display_time - The amount of time to show the win pane l between matches / halfs Cvar: name - Current user name Cvar: nav_area_bgcolor - RGBA color to draw as the background color for n av areas while editing. Cvar: nav_area_max_size - Max area size created in nav generation Cvar: nav_coplanar_slope_limit Cvar: nav_coplanar_slope_limit_displacement Cvar: nav_corner_adjust_adjacent - radius used to raise/lower corners in

nearby areas when raising/lowering corners. Cvar: nav_create_area_at_feet - Anchor nav_begin_area Z to editing player 's feet Cvar: nav_create_place_on_ground - If true, nav areas will be placed flus h with the ground when created by hand. Cvar: nav_debug_blocked Cvar: nav_displacement_test - Checks for nodes embedded in displacements (useful for in-development maps) Cvar: nav_draw_limit - The maximum number of areas to draw in edit mode Cvar: nav_edit - Set to one to interactively edit the Navigation Mesh. Se t to zero to leave edit mode. Cvar: nav_generate_fencetops - Autogenerate nav areas on fence and obstac le tops Cvar: nav_generate_fixup_jump_areas - Convert obsolete jump areas into 2way connections Cvar: nav_generate_incremental_range Cvar: nav_generate_incremental_tolerance - Z tolerance for adding new nav areas. Cvar: nav_max_view_distance - Maximum range for precomputed nav mesh visi bility (0 = default 1500 units) Cvar: nav_max_vis_delta_list_length Cvar: nav_potentially_visible_dot_tolerance Cvar: nav_quicksave - Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. Cvar: nav_selected_set_border_color - Color used to draw the selected set borders while editing. Cvar: nav_selected_set_color - Color used to draw the selected set backgr ound while editing. Cvar: nav_show_approach_points - Show Approach Points in the Navigation M esh. Cvar: nav_show_area_info - Duration in seconds to show nav area ID and at tributes while editing Cvar: nav_show_compass Cvar: nav_show_continguous - Highlight non-contiguous connections Cvar: nav_show_danger - Show current 'danger' levels. Cvar: nav_show_light_intensity Cvar: nav_show_node_grid Cvar: nav_show_node_id Cvar: nav_show_nodes Cvar: nav_show_player_counts - Show current player counts in each area. Cvar: nav_show_potentially_visible - Show areas that are potentially visi ble from the current nav area Cvar: nav_slope_limit - The ground unit normal's Z component must be grea ter than this for nav areas to be generated. Cvar: nav_slope_tolerance - The ground unit normal's Z component must be this close to the nav area's Z component to be generated. Cvar: nav_snap_to_grid - Snap to the nav generation grid when creating ne w nav areas Cvar: nav_solid_props - Make props solid to nav generation/editing Cvar: nav_split_place_on_ground - If true, nav areas will be placed flush with the ground when split. Cvar: nav_test_node Cvar: nav_test_node_crouch Cvar: nav_test_node_crouch_dir Cvar: nav_update_visibility_on_edit - If nonzero editing the mesh will in crementally recompue visibility Cvar: net_allow_multicast Cvar: net_blockmsg - Discards incoming message: Cvar: net_droppackets - Drops next n packets on client Cvar: net_earliertempents -

Cvar: net_fakejitter - Jitter fakelag packet time Cvar: net_fakelag - Lag all incoming network data (including loopback) by this many milliseconds. Cvar: net_fakeloss - Simulate packet loss as a percentage (negative means drop 1/n packets) Cvar: net_maxroutable - Requested max packet size before packets are 'spl it'. Cvar: net_public_adr - 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" ) Cvar: net_showreliablesounds Cvar: net_showsplits - Show info about packet splits Cvar: net_showudp - Dump UDP packets summary to console Cvar: net_showudp_oob - Dump OOB UDP packets summary to console Cvar: net_showudp_remoteonly - Dump non-loopback udp only Cvar: net_splitpacket_maxrate - Max bytes per second when queueing splitp acket chunks Cvar: net_splitrate - Number of fragments for a splitpacket that can be s ent per frame Cvar: net_steamcnx_allowrelay - Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_al lowrelay 1) Cvar: net_steamcnx_enabled - Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP. Cvar: next - Set to 1 to advance to next frame ( when singlestep == 1 ) Cvar: nextlevel - If set to a valid map name, will trigger a changelevel to the specified map at the end of the round Cvar: noclip_fixup Cvar: npc_ally_deathmessage Cvar: npc_height_adjust - Enable test mode for ik height adjustment Cvar: paintsplat_bias - Change bias value for computing circle buffer Cvar: paintsplat_max_alpha_noise - Max noise value of circle alpha Cvar: paintsplat_noise_enabled Cvar: panel_test_title_safe - Test vgui panel positioning with title safe indentation Cvar: particle_test_attach_attachment - Attachment index for attachment m ode Cvar: particle_test_attach_mode - Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin' Cvar: particle_test_file - Name of the particle system to dynamically spa wn Cvar: password - Current server access password Cvar: phys_debug_check_contacts Cvar: phys_show_active Cvar: player_debug_print_damage - When true, print amount and type of all damage received by player to console. Cvar: post_jump_crouch - This determines how long the third person player character will crouch for after landing a jump. This only affects the third pe rson animation visuals. Cvar: r_AirboatViewDampenDamp Cvar: r_AirboatViewDampenFreq Cvar: r_AirboatViewZHeight Cvar: r_ClipAreaFrustums Cvar: r_ClipAreaPortals Cvar: r_DispBuildable Cvar: r_DispWalkable Cvar: r_DrawBeams - 0=Off, 1=Normal, 2=Wireframe Cvar: r_DrawDisp - Toggles rendering of displacment maps Cvar: r_DrawModelLightOrigin Cvar: r_DrawPortals Cvar: r_JeepFOV -

Cvar: r_JeepViewDampenDamp Cvar: r_JeepViewDampenFreq Cvar: r_JeepViewZHeight Cvar: r_VehicleViewDampen Cvar: r_ambientfraction - Fraction of direct lighting used to boost light ing when model requests Cvar: r_ambientlightingonly - Set this to 1 to light models with only amb ient lighting (and no static lighting). Cvar: r_avglight Cvar: r_avglightmap Cvar: r_brush_queue_mode Cvar: r_colorstaticprops Cvar: r_debugrandomstaticlighting - Set to 1 to randomize static lighting for debugging. Must restart for change to take affect. Cvar: r_dlightsenable Cvar: r_drawbrushmodels - Render brush models. 0=Off, 1=Normal, 2=Wirefra me Cvar: r_drawclipbrushes - Draw clip brushes (red=NPC+player, pink=player, purple=NPC) Cvar: r_drawdecals - Render decals. Cvar: r_drawentities Cvar: r_drawfuncdetail - Render func_detail Cvar: r_drawleaf - Draw the specified leaf. Cvar: r_drawlightcache - 0: off 1: draw light cache entries 2: draw rays Cvar: r_drawlightinfo Cvar: r_drawlights Cvar: r_drawmodelstatsoverlay Cvar: r_drawmodelstatsoverlaydistance Cvar: r_drawmodelstatsoverlayfilter Cvar: r_drawmodelstatsoverlaymax - time in milliseconds beyond which a mo del overlay is fully red in r_drawmodelstatsoverlay 2 Cvar: r_drawmodelstatsoverlaymin - time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 Cvar: r_drawskybox Cvar: r_drawstaticprops - 0=Off, 1=Normal, 2=Wireframe Cvar: r_drawtranslucentworld Cvar: r_drawvgui - Enable the rendering of vgui panels Cvar: r_drawworld - Render the world. Cvar: r_dscale_basefov Cvar: r_dscale_fardist Cvar: r_dscale_farscale Cvar: r_dscale_neardist Cvar: r_dscale_nearscale Cvar: r_dynamic Cvar: r_dynamiclighting Cvar: r_eyemove Cvar: r_eyeshift_x Cvar: r_eyeshift_y Cvar: r_eyeshift_z Cvar: r_eyesize Cvar: r_flashlightbrightness Cvar: r_flashlightclip Cvar: r_flashlightdrawclip Cvar: r_hwmorph Cvar: r_itemblinkmax Cvar: r_itemblinkrate Cvar: r_lightcache_numambientsamples - number of random directions to fir e rays when computing ambient lighting Cvar: r_lightcache_radiusfactor - Allow lights to influence lightcaches b eyond the lights' radii

Cvar: r_lightcachecenter Cvar: r_lightcachemodel Cvar: r_lightinterp - Controls the speed of light interpolation, 0 turns off interpolation Cvar: r_lightmap Cvar: r_lightstyle Cvar: r_lightwarpidentity Cvar: r_lockpvs - Lock the PVS so you can fly around and inspect what is being drawn. Cvar: r_modelAmbientMin - Minimum value for the ambient lighting on dynam ic models with more than one bone (like players and their guns). Cvar: r_modelwireframedecal Cvar: r_nohw Cvar: r_nosw Cvar: r_novis - Turn off the PVS. Cvar: r_occlusionspew - Activate/deactivates spew about what the occlusio n system is doing. Cvar: r_oldlightselection - Set this to revert to HL2's method of selecti ng lights Cvar: r_partition_level - Displays a particular level of the spatial part ition system. Use -1 to disable it. Cvar: r_portalsopenall - Open all portals Cvar: r_proplightingpooling - 0 - off, 1 - static prop color meshes are a llocated from a single shared vertex buffer (on hardware that supports stream of fset) Cvar: r_radiosity - 0: no radiosity 1: radiosity with ambient cube (6 sam ples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples f or everything else Cvar: r_randomflex Cvar: r_rimlight Cvar: r_shadow_deferred - Toggle deferred shadow rendering Cvar: r_shadowids Cvar: r_shadows_gamecontrol Cvar: r_shadowwireframe Cvar: r_showenvcubemap Cvar: r_showz_power Cvar: r_skin Cvar: r_slowpathwireframe Cvar: r_vehicleBrakeRate Cvar: r_visocclusion - Activate/deactivate wireframe rendering of what th e occlusion system is doing. Cvar: r_visualizelighttraces Cvar: r_visualizelighttracesshowfulltrace Cvar: r_visualizetraces Cvar: radarvisdistance - at this distance and beyond you need to be point right at someone to see them Cvar: radarvismaxdot - how closely you have to point at someone to see th em beyond max distance Cvar: radarvismethod - 0 for traditional method, 1 for more realistic met hod Cvar: radarvispow - the degree to which you can point away from a target, and still see them on radar. Cvar: rate - Max bytes/sec the host can receive data Cvar: rcon_address - Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) Cvar: rcon_password - remote console password. Cvar: rope_min_pixel_diameter Cvar: rr_followup_maxdist - 'then ANY' or 'then ALL' response followups w ill be dispatched only to characters within this distance. Cvar: rr_remarkable_max_distance - AIs will not even consider remarkarble

s that are more than this many units away. Cvar: rr_remarkable_world_entities_replay_limit - TLK_REMARKs will be dis patched no more than this many times for any given info_remarkable Cvar: rr_remarkables_enabled - If 1, polling for info_remarkables and iss uances of TLK_REMARK is enabled. Cvar: rr_thenany_score_slop - When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be consi dered. Cvar: safezonex - The percentage of the screen width that is considered s afe from overscan Cvar: safezoney - The percentage of the screen height that is considered safe from overscan Cvar: scene_showfaceto - When playing back, show the directions of faceto events. Cvar: scene_showlook - When playing back, show the directions of look eve nts. Cvar: scene_showmoveto - When moving, show the end location. Cvar: scene_showunlock - Show when a vcd is playing but normal AI is runn ing. Cvar: servercfgfile Cvar: sf_ui_tint - The current tint applied to the Scaleform UI Cvar: showbudget_texture - Enable the texture budget panel. Cvar: showtriggers - Shows trigger brushes Cvar: singlestep - Run engine in single step mode ( set next to 1 to adva nce a frame ) Cvar: sk_autoaim_mode Cvar: skill - Game skill level (1-3). Cvar: sm_basepath - SourceMod base path (set via command line) Cvar: sm_beacon_radius - Sets the radius for beacon's light rings. Cvar: sm_burn_duration - Sets the default duration of sm_burn and firebom b victims. Cvar: sm_chat_mode - Allows player's to send messages to admin chat. Cvar: sm_corecfgfile - SourceMod core configuration file Cvar: sm_datetime_format - Default formatting time rules Cvar: sm_deadtalk - Controls how dead communicate. 0 - Off. 1 - Dead play ers ignore teams. 2 - Dead players talk to living teammates. Cvar: sm_firebomb_mode - Who is targetted by the FireBomb? 0 = Target onl y, 1 = Target's team, 2 = Everyone Cvar: sm_firebomb_radius - Sets the bomb blast radius. Cvar: sm_firebomb_ticks - Sets how long the FireBomb fuse is. Cvar: sm_flood_time - Amount of time allowed between chat messages Cvar: sm_freeze_duration - Sets the default duration for sm_freeze and fr eezebomb victims Cvar: sm_freezebomb_mode - Who is targetted by the freezebomb? 0 = Target only, 1 = Target's team, 2 = Everyone Cvar: sm_freezebomb_radius - Sets the freezebomb blast radius. Cvar: sm_freezebomb_ticks - Sets how long the freezebomb fuse is. Cvar: sm_hide_slots - If set to 1, reserved slots will hidden (subtracted from the max slot count) Cvar: sm_immunity_mode - Mode for deciding immunity protection Cvar: sm_menu_sounds - Sets whether SourceMod menus play trigger sounds Cvar: sm_nextmap Cvar: sm_reserve_kicktype - How to select a client to kick (if appropriat e) Cvar: sm_reserve_maxadmins - Maximum amount of admins to let in the serve r with reserve type 2 Cvar: sm_reserve_type - Method of reserving slots Cvar: sm_reserved_slots - Number of reserved player slots Cvar: sm_show_activity - Activity display setting (see sourcemod.cfg) Cvar: sm_time_adjustment - Adjusts the server time in seconds

Cvar: sm_timebomb_mode - Who is killed by the timebomb? 0 = Target only, 1 = Target's team, 2 = Everyone Cvar: sm_timebomb_radius - Sets the bomb blast radius. Cvar: sm_timebomb_ticks - Sets how long the timebomb fuse is. Cvar: sm_timeleft_interval - Display timeleft every x seconds. Default 0. Cvar: sm_trigger_show - Display triggers message to all players? (0 off, 1 on, def. 1) Cvar: sm_vote_alltalk - percent required for successful alltalk vote. Cvar: sm_vote_ban - percent required for successful ban vote. Cvar: sm_vote_burn - percent required for successful burn vote. Cvar: sm_vote_delay - Sets the recommended time in between public votes Cvar: sm_vote_ff - percent required for successful friendly fire vote. Cvar: sm_vote_gravity - percent required for successful gravity vote. Cvar: sm_vote_kick - percent required for successful kick vote. Cvar: sm_vote_map - percent required for successful map vote. Cvar: sm_vote_progress_chat - Show current vote progress as chat messages Cvar: sm_vote_progress_client_console - Show current vote progress as con sole messages to clients Cvar: sm_vote_progress_console - Show current vote progress as console me ssages Cvar: sm_vote_progress_hintbox - Show current vote progress in a hint box Cvar: sm_vote_slay - percent required for successful slay vote. Cvar: snd_debug_panlaw - Visualize panning crossfade curves Cvar: snd_disable_mixer_duck Cvar: snd_disable_mixer_solo Cvar: snd_duckerattacktime Cvar: snd_duckerreleasetime Cvar: snd_duckerthreshold Cvar: snd_ducking_off Cvar: snd_ducktovolume Cvar: snd_dvar_dist_max - Play full 'far' sound at this distance Cvar: snd_dvar_dist_min - Play full 'near' sound at this distance Cvar: snd_filter Cvar: snd_foliage_db_loss - foliage dB loss per 1200 units Cvar: snd_gain Cvar: snd_gain_max Cvar: snd_gain_min Cvar: snd_legacy_surround Cvar: snd_list Cvar: snd_max_same_sounds Cvar: snd_max_same_weapon_sounds Cvar: snd_mixahead Cvar: snd_mixer_master_dsp Cvar: snd_mixer_master_level Cvar: snd_musicvolume - Music volume Cvar: snd_mute_losefocus Cvar: snd_obscured_gain_dB Cvar: snd_op_test_convar Cvar: snd_pause_all - Specifies to pause all sounds and not just voice Cvar: snd_pitchquality Cvar: snd_pre_gain_dist_falloff Cvar: snd_prefetch_common - Prefetch common sounds from directories speci fied in scripts/sound_prefetch.txt Cvar: snd_rear_speaker_scale - How much to scale rear speaker contributio n to front stereo output Cvar: snd_refdb - Reference dB at snd_refdist Cvar: snd_refdist - Reference distance for snd_refdb Cvar: snd_report_format_sound - If set to 1, report all sound formats. Cvar: snd_report_loop_sound - If set to 1, report all sounds that just lo oped.

Cvar: snd_report_start_sound - If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for ex ample). Use snd_showstart to see the sounds that are really played. Cvar: snd_report_stop_sound - If set to 1, report all sounds stopped with S_StopSound(). Cvar: snd_report_verbose_error - If set to 1, report more error found whe n playing sounds. Cvar: snd_show - Show sounds info Cvar: snd_showclassname Cvar: snd_showmixer Cvar: snd_showstart Cvar: snd_sos_list_operator_updates Cvar: snd_sos_show_block_debug - Spew data about the list of block entrie s. Cvar: snd_sos_show_client_rcv Cvar: snd_sos_show_operator_entry_filter Cvar: snd_sos_show_operator_init Cvar: snd_sos_show_operator_parse Cvar: snd_sos_show_operator_prestart Cvar: snd_sos_show_operator_shutdown Cvar: snd_sos_show_operator_start Cvar: snd_sos_show_operator_stop_entry Cvar: snd_sos_show_operator_updates Cvar: snd_sos_show_queuetotrack Cvar: snd_sos_show_server_xmit Cvar: snd_sos_show_startqueue Cvar: snd_visualize - Show sounds location in world Cvar: soundscape_debug - When on, draws lines to all env_soundscape entit ies. Green lines show the active soundscape, red lines show soundscapes that are n't in range, and white lines show soundscapes that are in range, but not the ac tive soundscape. Cvar: sourcemod_version - SourceMod Version Cvar: spec_allow_roaming - If nonzero, allow free-roaming spectator camer a. Cvar: spec_freeze_deathanim_time - The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam. Cvar: spec_freeze_panel_extended_time - Time spent with the freeze panel still up after observer freeze cam is done. Cvar: spec_freeze_target_fov - The target FOV that the deathcam should us e. Cvar: spec_freeze_target_fov_long - The target FOV that the deathcam shou ld use when the cam zoom far away on the target. Cvar: spec_freeze_time - Time spend frozen in observer freeze cam. Cvar: spec_freeze_time_lock - Time players are prevented from skipping th e freeze cam Cvar: spec_freeze_traveltime - Time taken to zoom in to frame a target in observer freeze cam. Cvar: stripper_cfg_path - Stripper Config Path Cvar: stripper_version - Stripper Version Cvar: suitvolume Cvar: sv_accelerate Cvar: sv_allow_votes - Allow voting? Cvar: sv_allow_wait_command - Allow or disallow the wait command on clien ts connected to this server. Cvar: sv_alltalk - Players can hear all enemy communication (voice, chat) Cvar: sv_alternateticks - If set, server only simulates entities on even numbered ticks. Cvar: sv_arms_race_vote_to_restart_disallowed_after - Arms Race gun level after which vote to restart is disallowed Cvar: sv_cheats - Allow cheats on server

Cvar: sv_client_cmdrate_difference - cl_cmdrate is moved to within sv_cli ent_cmdrate_difference units of cl_updaterate before it is clamped between sv_mi ncmdrate and sv_maxcmdrate. Cvar: sv_clockcorrection_msecs - The server tries to keep each player's m _nTickBase withing this many msecs of the server absolute tickcount Cvar: sv_competitive_minspec - Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages. Cvar: sv_competitive_official_5v5 - Enable to force the server to show 5v 5 scoreboards and allows spectators to see characters through walls. Cvar: sv_consistency - Whether the server enforces file consistency for c ritical files Cvar: sv_contact - Contact email for server sysop Cvar: sv_damage_print_enable - Turn this off to disable the player's dama ge feed in the console after getting killed. Cvar: sv_dc_friends_reqd - Set this to 0 to allow direct connects to a ga me in progress even if no presents are present Cvar: sv_deadtalk - Dead players can speak (voice, text) to the living Cvar: sv_downloadurl - Location from which clients can download missing f iles Cvar: sv_dumpstringtables Cvar: sv_footstep_sound_frequency - How frequent to hear the player's ste p sound or how fast they appear to be running from first person. Cvar: sv_forcepreload - Force server side preloading. Cvar: sv_friction - World friction. Cvar: sv_full_alltalk - Any player (including Spectator team) can speak t o any other player Cvar: sv_gameinstructor_disable - Force all clients to disable their game instructors. Cvar: sv_hibernate_ms - # of milliseconds to sleep per frame while hibern ating Cvar: sv_hibernate_ms_vgui - # of milliseconds to sleep per frame while h ibernating but running the vgui dedicated server frontend Cvar: sv_hibernate_postgame_delay - # of seconds to wait after final clie nt leaves before hibernating. Cvar: sv_hibernate_when_empty - Puts the server into extremely low CPU us age mode when no clients connected Cvar: sv_ignoregrenaderadio - Turn off Fire in the hole messages Cvar: sv_infinite_ammo - Player's active weapon will never run out of amm o. If set to 2 then player has infinite total ammo but still has to reload the m agazine. Cvar: sv_kick_ban_duration - How long should a kick ban from the server s hould last (in minutes) Cvar: sv_kick_players_with_cooldown - (0: do not kick; 1: kick Untrusted players; 2: kick players with any cooldown) Cvar: sv_lagcompensationforcerestore - Don't test validity of a lag comp restore, just do it. Cvar: sv_lan - Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) Cvar: sv_log_onefile - Log server information to only one file. Cvar: sv_logbans - Log server bans in the server logs. Cvar: sv_logecho - Echo log information to the console. Cvar: sv_logfile - Log server information in the log file. Cvar: sv_logflush - Flush the log file to disk on each write (slow). Cvar: sv_logsdir - Folder in the game directory where server logs will be stored. Cvar: sv_maxrate - Max bandwidth rate allowed on server, 0 == unlimited Cvar: sv_memlimit - If set, whenever a game ends, if the total memory use d by the server is greater than this # of megabytes, the server will exit. Cvar: sv_mincmdrate - This sets the minimum value for cl_cmdrate. 0 == un limited.

Cvar: sv_minrate - Min bandwidth rate allowed on server, 0 == unlimited Cvar: sv_minupdaterate - Minimum updates per second that the server will allow Cvar: sv_noclipaccelerate Cvar: sv_noclipduringpause - If cheats are enabled, then you can noclip w ith the game paused (for doing screenshots, etc.). Cvar: sv_noclipspeed Cvar: sv_password - Server password for entry into multiplayer games Cvar: sv_pausable - Is the server pausable. Cvar: sv_pure_consensus - Minimum number of file hashes to agree to form a consensus. Cvar: sv_pure_kick_clients - If set to 1, the server will kick clients wi th mismatching files. Otherwise, it will issue a warning to the client. Cvar: sv_pure_retiretime - Seconds of server idle time to flush the sv_pu re file hash cache. Cvar: sv_pure_trace - If set to 1, the server will print a message whenev er a client is verifying a CRC for a file. Cvar: sv_pushaway_hostage_force - How hard the hostage is pushed away fro m physics objects (falls off with inverse square of distance). Cvar: sv_pushaway_max_hostage_force - Maximum of how hard the hostage is pushed away from physics objects. Cvar: sv_pvsskipanimation - Skips SetupBones when npc's are outside the P VS Cvar: sv_regeneration_force_on - Cheat to test regenerative health system s Cvar: sv_region - The region of the world to report this server in. Cvar: sv_reservation_tickrate_adjustment - Adjust server tickrate upon re servation Cvar: sv_reservation_timeout - Time in seconds before lobby reservation e xpires. Cvar: sv_search_key - When searching for a dedicated server from lobby, r estrict search to only dedicated servers having the same sv_search_key. Cvar: sv_showimpacts - Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) Cvar: sv_showlagcompensation - Show lag compensated hitboxes whenever a p layer is lag compensated. Cvar: sv_skyname - Current name of the skybox texture Cvar: sv_spec_hear - Determines who spectators can hear: 0: only spectato rs; 1: all players; 2: spectated team Cvar: sv_specaccelerate Cvar: sv_specnoclip Cvar: sv_specspeed Cvar: sv_staminajumpcost - Stamina penalty for jumping Cvar: sv_staminalandcost - Stamina penalty for landing Cvar: sv_staminamax - Maximum stamina penalty Cvar: sv_staminarecoveryrate - Rate at which stamina recovers (units/sec) Cvar: sv_steamgroup - 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 communit y. Cvar: sv_steamgroup_exclusive - 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 t he server only if it has players. Cvar: sv_stopspeed - Minimum stopping speed when on ground. Cvar: sv_tags - Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. Cvar: sv_unlockedchapters - Highest unlocked game chapter. Cvar: sv_visiblemaxplayers - Overrides the max players reported to prospe ctive clients Cvar: sv_voiceenable Cvar: sv_vote_allow_spectators - Allow spectators to vote?

Cvar: sv_vote_command_delay - How long after a vote passes until the acti on happens Cvar: sv_vote_creation_timer - How often someone can individually call a vote. Cvar: sv_vote_failure_timer - A vote that fails cannot be re-submitted fo r this long Cvar: sv_vote_quorum_ratio - The minimum ratio of players needed to vote on an issue to resolve it. Cvar: sv_vote_timer_duration - How long to allow voting on an issue Cvar: sys_minidumpspewlines - Lines of crash dump console spew to keep. Cvar: texture_budget_background_alpha - how translucent the budget panel is Cvar: texture_budget_panel_bottom_of_history_fraction - number between 0 and 1 Cvar: texture_budget_panel_height - height in pixels of the budget panel Cvar: texture_budget_panel_width - width in pixels of the budget panel Cvar: texture_budget_panel_x - number of pixels from the left side of the game screen to draw the budget panel Cvar: texture_budget_panel_y - number of pixels from the top side of the game screen to draw the budget panel Cvar: think_limit - Maximum think time in milliseconds, warning is printe d if this is exceeded. Cvar: tv_allow_camera_man - Auto director allows spectators to become cam era man Cvar: tv_allow_static_shots - Auto director uses fixed level cameras for shots Cvar: tv_autorecord - Automatically records all games as GOTV demos. Cvar: tv_autoretry - Relay proxies retry connection after network timeout Cvar: tv_chatgroupsize - Set the default chat group size Cvar: tv_chattimelimit - Limits spectators to chat only every n seconds Cvar: tv_debug - GOTV debug info. Cvar: tv_delay - GOTV broadcast delay in seconds Cvar: tv_delaymapchange - Delays map change until broadcast is complete Cvar: tv_deltacache - Enable delta entity bit stream cache Cvar: tv_dispatchmode - Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always Cvar: tv_enable - Activates GOTV on server. Cvar: tv_maxclients - Maximum client number on GOTV server. Cvar: tv_maxrate - Max GOTV spectator bandwidth rate allowed, 0 == unlimi ted Cvar: tv_name - GOTV host name Cvar: tv_nochat - Don't receive chat messages from other GOTV spectators Cvar: tv_overridemaster - Overrides the GOTV master root address. Cvar: tv_password - GOTV password for all clients Cvar: tv_port - Host GOTV port Cvar: tv_relaypassword - GOTV password for relay proxies Cvar: tv_relayvoice - Relay voice data: 0=off, 1=on Cvar: tv_snapshotrate - Snapshots broadcasted per second Cvar: tv_timeout - GOTV connection timeout in seconds. Cvar: tv_title - Set title for GOTV spectator UI Cvar: tv_transmitall - Transmit all entities (not only director view) Cvar: vgui_drawtree - Draws the vgui panel hiearchy to the specified dept h level. Cvar: view_punch_decay - Decay factor exponent for view punch Cvar: view_recoil_tracking - How closely the view tracks with the aim pun ch from weapon recoil Cvar: vis_force Cvar: vismon_poll_frequency Cvar: vismon_trace_limit Cvar: voice_enable - Toggle voice transmit and receive.

Cvar: voice_forcemicrecord Cvar: voice_inputfromfile - Get voice input from 'voice_input.wav' rather than from the microphone. Cvar: voice_loopback Cvar: voice_mixer_boost Cvar: voice_mixer_mute Cvar: voice_mixer_volume Cvar: voice_player_speaking_delay_threshold Cvar: voice_recordtofile - Record mic data and decompressed voice data in to 'voice_micdata.wav' and 'voice_decompressed.wav' Cvar: voice_scale Cvar: voice_threshold Cvar: volume - Sound volume Cvar: vprof_graphheight Cvar: vprof_graphwidth Cvar: vprof_unaccounted_limit - number of milliseconds that a node must e xceed to turn red in the vprof panel Cvar: vprof_verbose - Set to one to show average and peak times Cvar: vprof_warningmsec - Above this many milliseconds render the label r ed to indicate slow code. Cvar: weapon_accuracy_nospread - Disable weapon inaccuracy spread Cvar: weapon_recoil_cooldown - Amount of time needed between shots before restarting recoil Cvar: weapon_recoil_decay1_exp - Decay factor exponent for weapon recoil Cvar: weapon_recoil_decay2_exp - Decay factor exponent for weapon recoil Cvar: weapon_recoil_decay2_lin - Decay factor (linear term) for weapon re coil Cvar: weapon_recoil_scale - Overall scale factor for recoil. Used to redu ce recoil on specific platforms Cvar: weapon_recoil_scale_motion_controller - Overall scale factor for re coil. Used to reduce recoil. Only for motion controllers Cvar: weapon_recoil_suppression_factor - Initial recoil suppression facto r (first suppressed shot will use this factor * standard recoil, lerping to 1 fo r later shots Cvar: weapon_recoil_suppression_shots - Number of shots before weapon use s full recoil Cvar: weapon_recoil_variance - Amount of variance per recoil impulse Cvar: weapon_recoil_vel_decay - Decay factor for weapon recoil velocity Cvar: weapon_recoil_view_punch_extra - Additional (non-aim) punch added t o view from recoil Cvar: windows_speaker_config Cvar: xbox_autothrottle Cvar: xbox_throttlebias Cvar: xbox_throttlespoof Locked Cvar: BlendBonesMode Locked Cvar: PhysPMC Locked Cvar: adsp_alley_min Locked Cvar: adsp_courtyard_min Locked Cvar: adsp_door_height Locked Cvar: adsp_duct_min Locked Cvar: adsp_hall_min Locked Cvar: adsp_low_ceiling Locked Cvar: adsp_opencourtyard_min Locked Cvar: adsp_openspace_min Locked Cvar: adsp_openstreet_min Locked Cvar: adsp_openwall_min Locked Cvar: adsp_room_min Locked Cvar: adsp_scale_delay_feedback Locked Cvar: adsp_scale_delay_gain Locked Cvar: adsp_street_min -

Locked Cvar: adsp_tunnel_min Locked Cvar: adsp_wall_height Locked Cvar: ai_LOS_mode Locked Cvar: ai_auto_contact_solver Locked Cvar: ai_block_damage Locked Cvar: ai_debug_assault Locked Cvar: ai_debug_avoidancebounds Locked Cvar: ai_debug_directnavprobe Locked Cvar: ai_debug_doors Locked Cvar: ai_debug_dyninteractions - Debug the NPC dynamic interaction system . Locked Cvar: ai_debug_efficiency Locked Cvar: ai_debug_enemies Locked Cvar: ai_debug_expressions - Show random expression decisions for NPCs. Locked Cvar: ai_debug_follow Locked Cvar: ai_debug_loners Locked Cvar: ai_debug_looktargets Locked Cvar: ai_debug_nav Locked Cvar: ai_debug_ragdoll_magnets Locked Cvar: ai_debug_speech Locked Cvar: ai_debug_squads Locked Cvar: ai_debug_think_ticks Locked Cvar: ai_debugscriptconditions Locked Cvar: ai_default_efficient Locked Cvar: ai_efficiency_override Locked Cvar: ai_enable_fear_behavior Locked Cvar: ai_expression_frametime - Maximum frametime to still play backgroun d expressions. Locked Cvar: ai_expression_optimization - Disable npc background expressions whe n you can't see them. Locked Cvar: ai_fear_player_dist Locked Cvar: ai_find_lateral_cover Locked Cvar: ai_find_lateral_los Locked Cvar: ai_follow_use_points Locked Cvar: ai_follow_use_points_when_moving Locked Cvar: ai_force_serverside_ragdoll Locked Cvar: ai_frametime_limit - frametime limit for min efficiency AIE_NORMAL (in sec's). Locked Cvar: ai_lead_time Locked Cvar: ai_moveprobe_debug Locked Cvar: ai_moveprobe_jump_debug Locked Cvar: ai_moveprobe_usetracelist Locked Cvar: ai_nav_debug_experimental_pathing - Draw paths tried during search for bodysnatcher pathing Locked Cvar: ai_navigator_generate_spikes Locked Cvar: ai_navigator_generate_spikes_strength Locked Cvar: ai_no_local_paths Locked Cvar: ai_no_node_cache Locked Cvar: ai_no_select_box Locked Cvar: ai_no_steer Locked Cvar: ai_no_talk_delay Locked Cvar: ai_norebuildgraph Locked Cvar: ai_path_adjust_speed_on_immediate_turns Locked Cvar: ai_path_insert_pause_at_est_end Locked Cvar: ai_path_insert_pause_at_obstruction Locked Cvar: ai_post_frame_navigation Locked Cvar: ai_radial_max_link_dist Locked Cvar: ai_reaction_delay_alert Locked Cvar: ai_reaction_delay_idle Locked Cvar: ai_rebalance_thinks -

Locked Cvar: ai_sequence_debug Locked Cvar: ai_setupbones_debug - Shows that bones that are setup every think Locked Cvar: ai_shot_bias Locked Cvar: ai_shot_bias_max Locked Cvar: ai_shot_bias_min Locked Cvar: ai_shot_stats Locked Cvar: ai_shot_stats_term Locked Cvar: ai_show_hull_attacks Locked Cvar: ai_show_think_tolerance Locked Cvar: ai_simulate_task_overtime Locked Cvar: ai_spread_cone_focus_time Locked Cvar: ai_spread_defocused_cone_multiplier Locked Cvar: ai_spread_pattern_focus_time Locked Cvar: ai_strong_optimizations Locked Cvar: ai_strong_optimizations_no_checkstand Locked Cvar: ai_task_pre_script Locked Cvar: ai_test_moveprobe_ignoresmall Locked Cvar: ai_use_clipped_paths Locked Cvar: ai_use_efficiency Locked Cvar: ai_use_frame_think_limits Locked Cvar: ai_use_think_optimizations Locked Cvar: ai_use_visibility_cache Locked Cvar: ammo_338mag_headshot_mult - You must enable tweaking via tweak_ammo _impulses to use this value. Locked Cvar: ammo_338mag_impulse - You must enable tweaking via tweak_ammo_impul ses to use this value. Locked Cvar: ammo_357sig_headshot_mult - You must enable tweaking via tweak_ammo _impulses to use this value. Locked Cvar: ammo_357sig_impulse - You must enable tweaking via tweak_ammo_impul ses to use this value. Locked Cvar: ammo_45acp_headshot_mult - You must enable tweaking via tweak_ammo_ impulses to use this value. Locked Cvar: ammo_45acp_impulse - You must enable tweaking via tweak_ammo_impuls es to use this value. Locked Cvar: ammo_50AE_headshot_mult - You must enable tweaking via tweak_ammo_i mpulses to use this value. Locked Cvar: ammo_50AE_impulse - You must enable tweaking via tweak_ammo_impulse s to use this value. Locked Cvar: ammo_556mm_box_headshot_mult - You must enable tweaking via tweak_a mmo_impulses to use this value. Locked Cvar: ammo_556mm_box_impulse - You must enable tweaking via tweak_ammo_im pulses to use this value. Locked Cvar: ammo_556mm_headshot_mult - You must enable tweaking via tweak_ammo_ impulses to use this value. Locked Cvar: ammo_556mm_impulse - You must enable tweaking via tweak_ammo_impuls es to use this value. Locked Cvar: ammo_57mm_headshot_mult - You must enable tweaking via tweak_ammo_i mpulses to use this value. Locked Cvar: ammo_57mm_impulse - You must enable tweaking via tweak_ammo_impulse s to use this value. Locked Cvar: ammo_762mm_headshot_mult - You must enable tweaking via tweak_ammo_ impulses to use this value. Locked Cvar: ammo_762mm_impulse - You must enable tweaking via tweak_ammo_impuls es to use this value. Locked Cvar: ammo_9mm_headshot_mult - You must enable tweaking via tweak_ammo_im pulses to use this value. Locked Cvar: ammo_9mm_impulse - You must enable tweaking via tweak_ammo_impulses to use this value. Locked Cvar: ammo_buckshot_headshot_mult - You must enable tweaking via tweak_am mo_impulses to use this value.

Locked Cvar: ammo_buckshot_impulse - You must enable tweaking via tweak_ammo_imp ulses to use this value. Locked Cvar: anim_3wayblend - Toggle the 3-way animation blending code. Locked Cvar: async_allow_held_files - Allow AsyncBegin/EndRead() Locked Cvar: async_mode - Set the async filesystem mode (0 = async, 1 = synchron ous) Locked Cvar: async_serialize - Force async reads to serialize for profiling Locked Cvar: async_simulate_delay - Simulate a delay of up to a set msec per fil e operation Locked Cvar: autoaim_max_deflect Locked Cvar: autoaim_max_dist Locked Cvar: autoaim_viewing_client Locked Cvar: blackbox Locked Cvar: bot_allow_grenades - If nonzero, bots may use grenades. Locked Cvar: bot_allow_machine_guns - If nonzero, bots may use the machine gun. Locked Cvar: bot_allow_pistols - If nonzero, bots may use pistols. Locked Cvar: bot_allow_rifles - If nonzero, bots may use rifles. Locked Cvar: bot_allow_rogues - If nonzero, bots may occasionally go 'rogue'. Ro gue bots do not obey radio commands, nor pursue scenario goals. Locked Cvar: bot_allow_shotguns - If nonzero, bots may use shotguns. Locked Cvar: bot_allow_snipers - If nonzero, bots may use sniper rifles. Locked Cvar: bot_allow_sub_machine_guns - If nonzero, bots may use sub-machine g uns. Locked Cvar: bot_auto_follow - If nonzero, bots with high co-op may automaticall y follow a nearby human player. Locked Cvar: bot_auto_vacate - If nonzero, bots will automatically leave to make room for human players. Locked Cvar: bot_chatter_use_rr - 0 = Use old bot chatter system, 1 = Use respon se rules Locked Cvar: bot_controllable - Determines whether bots can be controlled by pla yers Locked Cvar: bot_eco_limit - If nonzero, bots will not buy if their money falls below this amount. Locked Cvar: bot_flipout - If nonzero, bots use no CPU for AI. Instead, they run around randomly. Locked Cvar: bot_gungameselect_weapons_ct - the list of weapons that CT bots sta rt with in gun game select Locked Cvar: bot_gungameselect_weapons_t - the list of weapons that T bots start with in gun game select Locked Cvar: bot_join_delay - Prevents bots from joining the server for this man y seconds after a map change. Locked Cvar: bot_prefix - This string is prefixed to the name of all bots that j oin the game. will be replaced with the bot's difficulty. will be replaced with the bot's desired weapon class. will be repla ced with a 0-100 representation of the bot's skill. Locked Cvar: bot_profile_db - The filename from which bot profiles will be read. Locked Cvar: bot_walk - If nonzero, bots can only walk, not run. Locked Cvar: breakable_disable_gib_limit Locked Cvar: breakable_multiplayer Locked Cvar: bugreporter_console_bytes - Max # of console bytes to put into bug report body (full text still attached). Locked Cvar: bugreporter_includebsp - Include .bsp for internal bug submissions. Locked Cvar: bugreporter_snapshot_delay - Frames to delay before taking snapshot Locked Cvar: cc_norepeat - In multiplayer games, don't repeat captions more ofte n than this many seconds. Locked Cvar: cc_showmissing - Show missing closecaption entries. Locked Cvar: choreo_spew_filter - Spew choreo. Use a sub-string or * to display all events. Locked Cvar: cl_cloud_settings - Cloud enabled from (from HKCU\Software\Valve\St eam\Apps\appid\Cloud)

Locked Cvar: cl_configversion - Configuration layout version. Bump this to force a reset of the PS3 save game / settings. Locked Cvar: cl_connection_trouble_timeout - How long until we timeout on our ne twork connection because of connectivity loss (-1 if no problem) Locked Cvar: cl_csm_auto_entity Locked Cvar: cl_failremoteconnections - Force connection attempts to time out Locked Cvar: cl_interpolate - Interpolate entities on the client. Locked Cvar: cl_localnetworkbackdoor - Enable network optimizations for single p layer games. Locked Cvar: cl_playback_screenshots - Allows the client to playback screenshot and jpeg commands in demos. Locked Cvar: cl_retire_low_priority_lights - Low priority dlights are replaced b y high priority ones Locked Cvar: cl_savescreenshotstosteam - Saves screenshots to the Steam's screen shot library Locked Cvar: cl_screenshotlocation - Location to tag the screenshot with Locked Cvar: cl_screenshotname - Custom Screenshot name Locked Cvar: cl_screenshotusertag - User to tag in the screenshot Locked Cvar: cl_showdemooverlay - How often to flash demo recording/playback ove rlay (0 - disable overlay, -1 - show always) Locked Cvar: cl_simdbones - Use SIMD bone setup. Locked Cvar: cl_teamid_max Locked Cvar: cl_teamid_min Locked Cvar: cl_titledataversionblock1 - stats for console title data block1 i/o version. Locked Cvar: cl_titledataversionblock2 - stats for console title data block2 i/o version. Locked Cvar: cl_titledataversionblock3 - stats for console title data block3 i/o version. Locked Cvar: cl_use_simd_bones - 1 use SIMD bones 0 use scalar bones. Locked Cvar: cl_voice_filter - Filter voice by name substring Locked Cvar: collision_shake_amp Locked Cvar: collision_shake_freq Locked Cvar: collision_shake_time Locked Cvar: commentary - Desired commentary mode state. Locked Cvar: commentary_available - Automatically set by the game when a comment ary file is available for the current map. Locked Cvar: con_drawnotify - Disables drawing of notification area (for taking screenshots). Locked Cvar: con_notifytime - How long to display recent console text to the upp er part of the game window Locked Cvar: con_nprint_bgalpha - Con_NPrint background alpha. Locked Cvar: con_nprint_bgborder - Con_NPrint border size. Locked Cvar: con_timestamp - Prefix console.log entries with timestamps Locked Cvar: con_trace - Print console text to low level printout. Locked Cvar: console_window_open - Is the console window active Locked Cvar: contimes - Number of console lines to overlay for debugging. Locked Cvar: contributionscore_assist - amount of contribution score added for a n assist Locked Cvar: contributionscore_bomb_defuse - amount of contribution score for de fusing a bomb Locked Cvar: contributionscore_bomb_planted - amount of contribution score for p lanting a bomb Locked Cvar: contributionscore_hostage_kill - amount of contribution score for k illing a hostage, normally negative Locked Cvar: contributionscore_hostage_rescue - amount of contribution score add ed per hostage rescued Locked Cvar: contributionscore_kill - amount of contribution score added for a k ill Locked Cvar: contributionscore_objective_kill - amount of contribution score add

ed for an objective related kill Locked Cvar: contributionscore_suicide - amount of contribution score for a suic ide, normally negative Locked Cvar: contributionscore_team_kill - amount of contribution score for a te am kill, normally negative Locked Cvar: coop - Cooperative play. Locked Cvar: cpu_level - CPU Level - Default: High Locked Cvar: cs_AssistDamageThreshold - cs_AssistDamageThreshold defines the amo unt of damage needed to score an assist Locked Cvar: csm_quality_level - Cascaded shadow map quality level, [0,3], 0=VER Y_LOW, 3=HIGHEST Locked Cvar: das_max_z_trace_length - Maximum height of player and still test fo r adsp Locked Cvar: das_process_overhang_spaces Locked Cvar: datacachesize - Size in MB. Locked Cvar: dbg_demofile Locked Cvar: deathmatch - Running a deathmatch server. Locked Cvar: debug_aim_angle Locked Cvar: debug_map_crc - Prints CRC for each map lump loaded Locked Cvar: debug_materialmodifycontrol Locked Cvar: debug_overlay_fullposition Locked Cvar: debug_paint_alpha Locked Cvar: debug_physimpact Locked Cvar: debug_touchlinks - Spew touch link activity Locked Cvar: decalfrequency Locked Cvar: demo_avellimit - Angular velocity limit before eyes considered snap ped for demo playback. Locked Cvar: demo_debug - Demo debug info. Locked Cvar: demo_enabledemos - Enable recording demos (must be set true before loading a map) Locked Cvar: demo_fastforwardfinalspeed - Go this fast when starting to hold FF button. Locked Cvar: demo_fastforwardramptime - How many seconds it takes to get to full FF speed. Locked Cvar: demo_fastforwardstartspeed - Go this fast when starting to hold FF button. Locked Cvar: demo_interplimit - How much origin velocity before it's considered to have 'teleported' causing interpolation to reset. Locked Cvar: demo_interpolateview - Do view interpolation during dem playback. Locked Cvar: demo_legacy_rollback - Use legacy view interpolation rollback amoun t in demo playback. Locked Cvar: demo_pauseatservertick - Pauses demo playback at server tick Locked Cvar: demo_quitafterplayback - Quits game after demo playback. Locked Cvar: dev_force_selected_device Locked Cvar: dev_reportmoneychanges - Displays money account changes for players in the console Locked Cvar: dev_scaleform_debug Locked Cvar: disp_dynamic Locked Cvar: dispcoll_drawplane Locked Cvar: displaysoundlist Locked Cvar: dsp_automatic Locked Cvar: dsp_facingaway Locked Cvar: dsp_room Locked Cvar: dsp_spatial Locked Cvar: dsp_speaker Locked Cvar: dsp_vol_2ch Locked Cvar: dsp_vol_4ch Locked Cvar: dsp_vol_5ch Locked Cvar: dsp_water Locked Cvar: dt_ShowPartialChangeEnts - (SP only) - show entities that were copi

ed using small optimized lists (FL_EDICT_PARTIAL_CHANGE). Locked Cvar: dt_UsePartialChangeEnts - (SP only) - enable FL_EDICT_PARTIAL_CHANG E optimization. Locked Cvar: dtwarning - Print data table warnings? Locked Cvar: dtwatchclass - Watch all fields encoded with this table. Locked Cvar: dtwatchdecode - When watching show decode. Locked Cvar: dtwatchencode - When watching show encode. Locked Cvar: dtwatchent - Watch this entities data table encoding. Locked Cvar: dtwatchvar - Watch the named variable. Locked Cvar: ent_debugkeys Locked Cvar: ent_show_contexts - Show entity contexts in ent_text display Locked Cvar: er_colwidth Locked Cvar: er_graphwidthfrac Locked Cvar: er_maxname Locked Cvar: errorcallstacks_enable - All Error() calls will attach a callstack Locked Cvar: errorcallstacks_length - Length of automatic error callstacks Locked Cvar: fast_fogvolume Locked Cvar: fast_poly_convert Locked Cvar: filesystem_buffer_size - Size of per file buffers. 0 for none Locked Cvar: filesystem_max_stdio_read Locked Cvar: filesystem_native - Use native FS or STDIO Locked Cvar: filesystem_report_buffered_io Locked Cvar: filesystem_unbuffered_io Locked Cvar: filesystem_use_overlapped_io Locked Cvar: fire_absorbrate Locked Cvar: fire_dmgbase Locked Cvar: fire_dmginterval Locked Cvar: fire_dmgscale Locked Cvar: fire_extabsorb Locked Cvar: fire_extscale Locked Cvar: fire_growthrate Locked Cvar: fire_heatscale Locked Cvar: fire_incomingheatscale Locked Cvar: fire_maxabsorb Locked Cvar: flex_expression Locked Cvar: flex_looktime Locked Cvar: flex_maxawaytime Locked Cvar: flex_maxplayertime Locked Cvar: flex_minawaytime Locked Cvar: flex_minplayertime Locked Cvar: flex_talk Locked Cvar: fog_volume_debug - If enabled, prints diagnostic information about the current fog volume Locked Cvar: fps_max_splitscreen - Frame rate limiter, splitscreen Locked Cvar: free_pass_peek_debug Locked Cvar: fs_enable_stats Locked Cvar: fs_monitor_read_from_pack - 0:Off, 1:Any, 2:Sync only Locked Cvar: fs_report_long_reads - 0:Off, 1:All (for tracking accumulated dupli cate read times), >1:Microsecond threshold Locked Cvar: fs_report_sync_opens - 0:Off, 1:Always, 2:Not during map load Locked Cvar: fs_report_sync_opens_callstack - 0 to not display the call-stack wh en we hit a fs_report_sync_opens warning. Set to 1 to display the call-stack. Locked Cvar: fs_warning_mode - 0:Off, 1:Warn main thread, 2:Warn other threads Locked Cvar: func_break_reduction_factor Locked Cvar: func_breakdmg_bullet Locked Cvar: func_breakdmg_club Locked Cvar: func_breakdmg_explosive Locked Cvar: g_Language Locked Cvar: g_ai_threadedgraphbuild - If true, use experimental threaded node g raph building.

Locked Cvar: g_debug_doors Locked Cvar: g_debug_npc_vehicle_roles Locked Cvar: g_debug_transitions - 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 entitie s & associated results during a transition. Locked Cvar: g_ragdoll_important_maxcount Locked Cvar: g_ragdoll_maxcount Locked Cvar: game_online - The current game is online. Locked Cvar: game_public - The current game is public. Locked Cvar: gamestats_file_output_directory - When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath Locked Cvar: gameui_xbox Locked Cvar: gg_knife_kill_demotes - 0 = knife kill in gungame has no effect on player level, 1 = knife kill demotes player by one level Locked Cvar: gpu_level - GPU Level - Default: High Locked Cvar: gpu_mem_level - Memory Level - Default: High Locked Cvar: hl2_episodic Locked Cvar: host_ShowIPCCallCount - Print # of IPC calls this number of times p er second. If set to -1, the # of IPC calls is shown every frame. Locked Cvar: host_framerate - Set to lock per-frame time elapse. Locked Cvar: host_limitlocal - Apply cl_cmdrate and cl_updaterate to loopback co nnection Locked Cvar: host_print_frame_times Locked Cvar: host_profile Locked Cvar: host_runframe_input_parcelremainder Locked Cvar: host_showcachemiss - Print a debug message when the client or serve r cache is missed. Locked Cvar: host_speeds - Show general system running times. Locked Cvar: host_syncfps - Synchronize real render time to host_framerate if po ssible. Locked Cvar: host_thread_mode - Run the host in threaded mode, (0 == off, 1 == i f multicore, 2 == force) Locked Cvar: host_threaded_sound - Run the sound on a thread (independent of mix ) Locked Cvar: host_threaded_sound_simplethread - Run the sound on a simple thread not a jobthread Locked Cvar: hostage_feetyawrate - How many degrees per second that hostages can turn their feet or upper body. Locked Cvar: hud_jeephint_numentries Locked Cvar: inferno_max_trace_per_tick Locked Cvar: item_enable_content_streaming Locked Cvar: item_enable_dynamic_loading - Enable/disable dynamic streaming of e con content. Locked Cvar: item_quality_chance_common - Percentage chance that a random item i s common. Locked Cvar: item_quality_chance_rare - Percentage chance that a random item is a rare. Locked Cvar: item_quality_chance_unique - Percentage chance that a random item i s unique. Locked Cvar: joy_deadzone_mode - 0 => Cross-shaped deadzone (default), 1 => Squa re deadzone. Locked Cvar: joy_xcontroller_found - Automatically set to 1 if an xcontroller ha s been detected. Locked Cvar: jpeg_quality - jpeg screenshot quality. Locked Cvar: knife_damage_scale Locked Cvar: lservercfgfile Locked Cvar: map_noareas - Disable area to area connection testing. Locked Cvar: map_wants_save_disable Locked Cvar: mapcyclefile - Name of the .txt file used to cycle the maps on mult iplayer servers

Locked Cvar: mat_aaquality Locked Cvar: mat_ambient_light_b Locked Cvar: mat_ambient_light_g Locked Cvar: mat_ambient_light_r Locked Cvar: mat_antialias Locked Cvar: mat_bufferprimitives Locked Cvar: mat_bumpmap Locked Cvar: mat_colcorrection_disableentities Locked Cvar: mat_colcorrection_editor Locked Cvar: mat_compressedtextures Locked Cvar: mat_debugdepth Locked Cvar: mat_debugdepthmode Locked Cvar: mat_debugdepthval Locked Cvar: mat_debugdepthvalmax Locked Cvar: mat_defaultlightmap - Default brightness for lightmaps where none h ave been created in the level. Locked Cvar: mat_depth_blur_focal_distance_override Locked Cvar: mat_depth_blur_strength_override Locked Cvar: mat_depthfeather_enable Locked Cvar: mat_detail_tex Locked Cvar: mat_diffuse Locked Cvar: mat_disable_fancy_blending Locked Cvar: mat_dof_max_blur_radius Locked Cvar: mat_dof_quality Locked Cvar: mat_drawTitleSafe - Enable title safe overlay Locked Cvar: mat_dxlevel Locked Cvar: mat_envmapsize Locked Cvar: mat_envmaptgasize Locked Cvar: mat_exclude_async_update Locked Cvar: mat_excludetextures Locked Cvar: mat_fastspecular - Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. Locked Cvar: mat_filterlightmaps Locked Cvar: mat_filtertextures Locked Cvar: mat_force_vertexfog Locked Cvar: mat_forceaniso Locked Cvar: mat_forcehardwaresync Locked Cvar: mat_forcemanagedtextureintohardware Locked Cvar: mat_grain_scale_override Locked Cvar: mat_hdr_level - Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, a nd 2 for full HDR on HDR maps. Locked Cvar: mat_leafvis_draw_mask - A bitfield which affects leaf visibility de bug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS - and frustum-visible leafs, bit 2: render frustum bounds, bit 3: render leaves out of PVS. Locked Cvar: mat_leafvis_freeze - If set to 1, uses the last known leaf visibili ty data for visualization. If set to 0, updates based on camera movement. Locked Cvar: mat_leafvis_update_every_frame - Updates leafvis debug render every frame (expensive) Locked Cvar: mat_levelflush Locked Cvar: mat_lightmap_pfms - Outputs .pfm files containing lightmap data for each lightmap page when a level exits. Locked Cvar: mat_max_worldmesh_vertices Locked Cvar: mat_maxframelatency Locked Cvar: mat_mipmaptextures Locked Cvar: mat_monitorgamma_tv_exp Locked Cvar: mat_monitorgamma_tv_range_max Locked Cvar: mat_monitorgamma_tv_range_min Locked Cvar: mat_motion_blur_enabled Locked Cvar: mat_motion_blur_percent_of_screen_max -

Locked Cvar: mat_noise_enable Locked Cvar: mat_paint_enabled Locked Cvar: mat_parallaxmap Locked Cvar: mat_parallaxmapsamplesmax Locked Cvar: mat_parallaxmapsamplesmin Locked Cvar: mat_phong Locked Cvar: mat_picmip Locked Cvar: mat_print_top_model_vert_counts - Constantly print to screen the to p N models as measured by total faces rendered this frame Locked Cvar: mat_processtoolvars Locked Cvar: mat_queue_mode_force_allow - Whether QMS can be enabled on single t hreaded CPU Locked Cvar: mat_reducefillrate Locked Cvar: mat_reduceparticles Locked Cvar: mat_report_queue_status Locked Cvar: mat_screen_blur_override Locked Cvar: mat_shadowstate Locked Cvar: mat_showenvmapmask Locked Cvar: mat_software_aa_strength - Software AA - perform a software anti-al iasing post-process (an alternative/supplement to MSAA). This value sets the str ength of the effect: (0.0 - off), (1.0 - full) Locked Cvar: mat_softwarelighting Locked Cvar: mat_specular - Enable/Disable specularity for perf testing. Will c ause a material reload upon change. Locked Cvar: mat_supportflashlight - 0 - do not support flashlight (don't load f lashlight shader combos), 1 - flashlight is supported Locked Cvar: mat_texture_list - For debugging, show a list of used textures per frame Locked Cvar: mat_texture_list_all - If this is nonzero, then the texture list pa nel will show all currently-loaded textures. Locked Cvar: mat_texture_list_all_frames - How many frames to sample texture mem ory for all textures. Locked Cvar: mat_texture_list_exclude_editing Locked Cvar: mat_texture_list_view - If this is nonzero, then the texture list p anel will render thumbnails of currently-loaded textures. Locked Cvar: mat_tonemapping_occlusion_use_stencil Locked Cvar: mat_triplebuffered - This means we want triple buffering if we are fullscreen and vsync'd Locked Cvar: mat_use_compressed_hdr_textures Locked Cvar: mat_vignette_enable Locked Cvar: mat_vsync - Force sync to vertical retrace Locked Cvar: mem_dumpstats - Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) Locked Cvar: mem_force_flush - Force cache flush of unlocked resources on every alloc Locked Cvar: mem_force_flush_section - Cache section to restrict mem_force_flush Locked Cvar: mem_level - Memory Level - Default: High Locked Cvar: mem_max_heapsize - Maximum amount of memory to dedicate to engine h unk and datacache (in mb) Locked Cvar: mem_max_heapsize_dedicated - Maximum amount of memory to dedicate t o engine hunk and datacache, for dedicated server (in mb) Locked Cvar: mem_min_heapsize - Minimum amount of memory to dedicate to engine h unk and datacache (in mb) Locked Cvar: mem_periodicdumps - Write periodic memstats dumps every n seconds. Locked Cvar: mem_test_each_frame - Run heap check at end of every frame Locked Cvar: mem_test_every_n_seconds - Run heap check at a specified interval Locked Cvar: mem_test_quiet - Don't print stats when memtesting Locked Cvar: miniprofiler_dump Locked Cvar: mm_datacenter_delay_mount_frames - How many frames to delay before attempting to mount the xlsp patch.

Locked Cvar: mm_datacenter_query_delay - Delay after datacenter update is enable d before data is actually queried. Locked Cvar: mm_datacenter_report_version - Data version to report to DC. Locked Cvar: mm_datacenter_retry_infochunks_attempts - How many times can we ret ry retrieving each info chunk before failing. Locked Cvar: mm_datacenter_retry_interval - Interval between datacenter stats re tries. Locked Cvar: mm_datacenter_update_interval - Interval between datacenter stats u pdates. Locked Cvar: mm_events_listeners_validation Locked Cvar: mm_heartbeat_seconds Locked Cvar: mm_heartbeat_seconds_xlsp Locked Cvar: mm_heartbeat_timeout Locked Cvar: mm_heartbeat_timeout_legacy Locked Cvar: mm_server_search_inet_ping_interval - How long to wait between ping ing internet server details. Locked Cvar: mm_server_search_inet_ping_refresh - How often to refresh a listed server. Locked Cvar: mm_server_search_inet_ping_timeout - How long to wait for internet server details. Locked Cvar: mm_server_search_inet_ping_window - How many servers can be pinged for server details in a batch. Locked Cvar: mm_server_search_lan_ping_duration - Duration of LAN discovery ping phase. Locked Cvar: mm_server_search_lan_ping_interval - Interval between LAN discovery pings. Locked Cvar: mm_server_search_server_lifetime - How long until a server is no lo nger returned by the master till we remove it. Locked Cvar: mm_server_search_update_interval - Interval between servers updates . Locked Cvar: mm_sv_load_test Locked Cvar: mm_title_debug_dccheck - This matchmaking query will override datac enter connectivity: -1 for local, 1 for dedicated Locked Cvar: mm_title_debug_minquery - This matchmaking query will run with mini mal set of parameters Locked Cvar: mm_title_debug_version - This matchmaking version will override .re s file version for isolating matchmaking Locked Cvar: mod_WeaponViewModelCache Locked Cvar: mod_WeaponWorldModelCache Locked Cvar: mod_WeaponWorldModelMinAge Locked Cvar: mod_check_vcollide - Check all vcollides on load Locked Cvar: mod_dont_load_vertices - For the dedicated server, supress loading model vertex data Locked Cvar: mod_forcedata - Forces all model file data into cache on model load . Locked Cvar: mod_forcetouchdata - Forces all model file data into cache on model load. Locked Cvar: mod_load_anims_async Locked Cvar: mod_load_fakestall - Forces all ANI file loading to stall for speci fied ms Locked Cvar: mod_load_mesh_async Locked Cvar: mod_load_preload - Indicates how far ahead in seconds to preload an imations. Locked Cvar: mod_load_showstall - 1 - show hitches , 2 - show stalls Locked Cvar: mod_load_vcollide_async Locked Cvar: mod_lock_mdls_on_load Locked Cvar: mod_lock_meshes_on_load Locked Cvar: mod_test_mesh_not_available Locked Cvar: mod_test_not_available Locked Cvar: mod_test_verts_not_available -

Locked Cvar: mod_touchalldata - Touch model data during level startup Locked Cvar: mod_trace_load Locked Cvar: morph_debug Locked Cvar: morph_path Locked Cvar: movie_volume_scale Locked Cvar: mp_allowNPCs Locked Cvar: mp_allowspectators - toggles whether the server allows spectator mo de or not Locked Cvar: mp_autocrosshair Locked Cvar: mp_blockstyle - Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures. Locked Cvar: mp_bonusroundtime - Time after round win until round restarts Locked Cvar: mp_capdeteriorate_time - Time it takes for a full capture point to deteriorate. Locked Cvar: mp_capstyle - Sets the style of capture points used. 0 = Fixed play ers required to cap. 1 = More players cap faster, but longer cap times. Locked Cvar: mp_clan_ready_signal - Text that team leader from each team must sp eak for the match to begin Locked Cvar: mp_clan_readyrestart - If non-zero, game will restart once someone from each team gives the ready signal Locked Cvar: mp_deathcam_skippable - Determines whether a player can early-out o f the deathcam. Locked Cvar: mp_defaultteam Locked Cvar: mp_disable_respawn_times Locked Cvar: mp_enableroundwaittime - Enable timers to wait between rounds. Locked Cvar: mp_facefronttime - After this amount of time of standing in place b ut aiming to one side, go ahead and move feet to face upper body. Locked Cvar: mp_fadetoblack - fade a player's screen to black when he dies Locked Cvar: mp_falldamage Locked Cvar: mp_feetyawrate - How many degrees per second that we can turn our f eet or upper body. Locked Cvar: mp_flashlight Locked Cvar: mp_flinch_punch_scale - Scalar for first person view punch when get ting hit. Locked Cvar: mp_footsteps Locked Cvar: mp_forcerespawn Locked Cvar: mp_fraglimit - The number of kills at which the map ends Locked Cvar: mp_hostagepenalty - Terrorist are kicked for killing too much hosta ges Locked Cvar: mp_ik - Use IK on in-place turns. Locked Cvar: mp_respawnwavetime - Time between respawn waves. Locked Cvar: mp_restartround - If non-zero, the current round will restart in th e specified number of seconds Locked Cvar: mp_showcleanedupents - Show entities that are removed on round resp awn. Locked Cvar: mp_showroundtransitions - Show gamestate round transitions. Locked Cvar: mp_stalemate_at_timelimit - Allow the match to end when mp_timelimi t hits instead of waiting for the end of the current round. Locked Cvar: mp_stalemate_enable - Enable/Disable stalemate mode. Locked Cvar: mp_stalemate_timelimit - Timelimit (in seconds) of the stalemate ro und. Locked Cvar: mp_tagging_scale - Scalar for player tagging modifier when hit. Low er values for greater tagging. Locked Cvar: mp_teamlist Locked Cvar: mp_teamoverride Locked Cvar: mp_teamplay Locked Cvar: mp_teams_unbalance_limit - Teams are unbalanced when one team has t his many more players than the other team. (0 disables check) Locked Cvar: mp_tournament Locked Cvar: mp_tournament_whitelist - Specifies the item whitelist file to use.

Locked Cvar: mp_waitingforplayers_cancel - Set to 1 to end the WaitingForPlayers period. Locked Cvar: mp_waitingforplayers_restart - Set to 1 to start or restart the Wai tingForPlayers period. Locked Cvar: mp_waitingforplayers_time - WaitingForPlayers time length in second s Locked Cvar: mp_weaponstay Locked Cvar: mp_winlimit - Max score one team can reach before server changes ma ps Locked Cvar: nav_drag_selection_volume_zmax_offset - The offset of the nav drag volume top from center Locked Cvar: nav_drag_selection_volume_zmin_offset - The offset of the nav drag volume bottom from center Locked Cvar: nav_restart_after_analysis - When nav nav_restart_after_analysis fi nishes, restart the server. Turning this off can cause crashes, but is useful f or incremental generation. Locked Cvar: net_allow_syslink Locked Cvar: net_chokeloop - Apply bandwidth choke to loopback packets Locked Cvar: net_compresspackets - Use lz compression on game packets. Locked Cvar: net_compresspackets_minsize - Don't bother compressing packets belo w this size. Locked Cvar: net_compressvoice - Attempt to compress out of band voice payloads (360 only). Locked Cvar: net_drawslider - Draw completion slider during signon Locked Cvar: net_dumptest Locked Cvar: net_maxcleartime - Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit). Locked Cvar: net_maxfilesize - Maximum allowed file size for uploading in MB Locked Cvar: net_maxfragments - Max fragment bytes per packet Locked Cvar: net_megasnapshot Locked Cvar: net_minroutable - Forces larger payloads. Locked Cvar: net_paranoid Locked Cvar: net_queue_trace Locked Cvar: net_queued_packet_thread - Use a high priority thread to send queue d packets out instead of s