Cvar: CS_WarnFriendlyDamageInterval - Defines how frequently the server notifies 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 that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show 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 team, the bots will not do the scenario tasks. Cvar: bot_defer_to_human_items - If nonzero and there is a human on the team, the bots will not get scenario items. Cvar: bot_difficulty - Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert. Cvar: bot_dont_shoot - If nonzero, bots will not fire weapons (for debugging). 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 values: '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: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players 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 initially 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 the 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 screen to draw the budget panel Cvar: budget_panel_y - number of pixels from the top side of the game screen 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 only 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 goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. 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 match 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 the 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 second Cvar: cl_downloadfilter - Determines which files can be downloaded from the 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 'connect' 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 from the server, the client will disconnect itself Cvar: cl_updaterate - Number of packets per second of updates you are requesting 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 other text. Cvar: con_filter_text - Text with which to filter console spew. Set con_filter_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 enabled 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 mapchanges Cvar: cssdm_mapchange_file - Sets the mapchange file for CS:S DM Cvar: cssdm_prot_ctcolor - Sets the spawn color of CTs Cvar: cssdm_prot_tcolor - Sets the spawn color of Ts Cvar: cssdm_prot_time - Sets time in seconds players are protected for Cvar: cssdm_ragdoll_time - Sets ragdoll stay time Cvar: cssdm_refill_ammo - Sets whether CS:S DM automatically refills ammo Cvar: cssdm_remove_drops - Sets whether dropped items are removed Cvar: cssdm_respawn_command - Sets whether clients can manually respawn Cvar: cssdm_respawn_wait - Sets respawn wait time Cvar: cssdm_spawn_method - Sets how and where players are spawned Cvar: cssdm_spawn_protection - Sets whether spawn protection is enabled Cvar: cssdm_version - CS:S DM Version Cvar: cursortimeout - Seconds before mouse cursor hides itself due to inactivity Cvar: custom_bot_difficulty - Bot difficulty for offline play. Cvar: debug_visibility_monitor - Cvar: demo_recordcommands - Record commands typed at console into .dem files. 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 teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) Cvar: ff_damage_reduction_grenade - How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what 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 equal to what is done to an enemy) Cvar: ff_damage_reduction_other - How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) Cvar: fish_dormant - Turns off interactive fish behavior. Fish become immobile 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 seconds when under the given fps.) Cvar: fps_screenshot_threshold - Dump a screenshot when the FPS drops below 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 GameModes.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 milliseconds 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 increases 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 spawns 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 first 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 initial ignition point Cvar: inferno_per_flame_spawn_duration - Duration each new flame will attempt 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 use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded Cvar: mat_queue_priority - Cvar: mat_rendered_faces_count - 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_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: everything 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 currently running game dir. Cvar: mat_wireframe - Cvar: mem_incremental_compact_rate - Rate at which to attempt internal heap compation Cvar: metamod_version - Metamod:Source Version Cvar: mm_basedir - Metamod:Source Base Folder Cvar: mm_csgo_community_search_players_min - When performing CSGO community 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 discovery. 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 each 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 rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.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 played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt' Cvar: mp_buytime - How many seconds after round start players can buy items 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 finishes 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=none, 1=best, 2=current or best Cvar: mp_death_drop_gun - Which gun to drop on player death: 0=none, 1=best, 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 assists 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 someone 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 start of a match in an offline (bot) match. Cvar: mp_do_warmup_period - Whether or not to do a warmup period at the start of a match. Cvar: mp_force_pick_time - The amount of time a player has on the team screen 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 automatically. Cvar: mp_freezetime - how many seconds to keep players frozen when the round starts Cvar: mp_friendlyfire - Allows team members to injure other members of their team Cvar: mp_ggprogressive_round_restart_delay - Number of seconds to delay before restarting a round after a win in gungame progessive Cvar: mp_ggtr_bomb_defuse_bonus - Number of bonus upgrades to award the CTs when they defuse a gun game bomb Cvar: mp_ggtr_bomb_detonation_bonus - Number of bonus upgrades to award the 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 get a bonus molotov cocktail Cvar: mp_ggtr_bomb_pts_for_upgrade - Kill points required to upgrade a player's weapon Cvar: mp_ggtr_bomb_respawn_delay - Number of seconds to delay before making the bomb available to a respawner in gun game Cvar: mp_ggtr_end_round_kill_bonus - Number of bonus points awarded in Demolition 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 round point when a player makes a kill using the final weapon Cvar: mp_halftime - Determines whether the match switches sides in a halftime 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 disables check) Cvar: mp_logdetail - Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 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 changelevel even if next map is the same Cvar: mp_match_end_restart - At the end of the match, perform a restart instead 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 maps 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 bar: 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 information in the status bar Cvar: mp_randomspawn - Determines whether to ignore the map spawns and spawn 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 lasts. Cvar: mp_respawn_on_death_ct - When set to 1, counter-terrorists will respawn after dying. Cvar: mp_respawn_on_death_t - When set to 1, terrorists will respawn after dying. Cvar: mp_restartgame - If non-zero, game will restart in the specified number of seconds Cvar: mp_round_restart_delay - Number of seconds to delay before restarting 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 many seconds of a round restart. Cvar: mp_spec_swapplayersides - Toggle set the player names and team names 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 exceed at the start of the round to be warned/kick. Cvar: mp_teamcashawards - Teams can earn money by performing in-game actions Cvar: mp_teamflag_1 - Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard. Cvar: mp_teamflag_2 - Enter a country's alpha 2 code to show that flag next 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 value 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 panel between matches / halfs Cvar: name - Current user name Cvar: nav_area_bgcolor - RGBA color to draw as the background color for nav 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 flush 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. Set to zero to leave edit mode. Cvar: nav_generate_fencetops - Autogenerate nav areas on fence and obstacle tops Cvar: nav_generate_fixup_jump_areas - Convert obsolete jump areas into 2-way 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 visibility (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 background while editing. Cvar: nav_show_approach_points - Show Approach Points in the Navigation Mesh. Cvar: nav_show_area_info - Duration in seconds to show nav area ID and attributes 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 visible from the current nav area Cvar: nav_slope_limit - The ground unit normal's Z component must be greater 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 new 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 incrementally recompue visibility Cvar: net_allow_multicast - Cvar: net_blockmsg - Discards incoming message: <0|1|name> 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 'split'. 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 splitpacket chunks Cvar: net_splitrate - Number of fragments for a splitpacket that can be sent 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_allowrelay 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 mode 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 spawn 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 person 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 lighting when model requests Cvar: r_ambientlightingonly - Set this to 1 to light models with only ambient 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=Wireframe 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 model 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 fire rays when computing ambient lighting Cvar: r_lightcache_radiusfactor - Allow lights to influence lightcaches beyond 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 dynamic 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 occlusion system is doing. Cvar: r_oldlightselection - Set this to revert to HL2's method of selecting lights Cvar: r_partition_level - Displays a particular level of the spatial partition system. Use -1 to disable it. Cvar: r_portalsopenall - Open all portals Cvar: r_proplightingpooling - 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset) Cvar: r_radiosity - 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples for 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 the 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 them beyond max distance Cvar: radarvismethod - 0 for traditional method, 1 for more realistic method 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 will be dispatched only to characters within this distance. Cvar: rr_remarkable_max_distance - AIs will not even consider remarkarbles that are more than this many units away. Cvar: rr_remarkable_world_entities_replay_limit - TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable Cvar: rr_remarkables_enabled - If 1, polling for info_remarkables and issuances 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 considered. Cvar: safezonex - The percentage of the screen width that is considered safe 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 events. Cvar: scene_showmoveto - When moving, show the end location. Cvar: scene_showunlock - Show when a vcd is playing but normal AI is running. 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 advance 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 firebomb 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 players ignore teams. 2 - Dead players talk to living teammates. Cvar: sm_firebomb_mode - Who is targetted by the FireBomb? 0 = Target only, 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 freezebomb 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 appropriate) Cvar: sm_reserve_maxadmins - Maximum amount of admins to let in the server 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 console messages to clients Cvar: sm_vote_progress_console - Show current vote progress as console messages 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 specified in scripts/sound_prefetch.txt Cvar: snd_rear_speaker_scale - How much to scale rear speaker contribution 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 looped. 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 example). 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 when 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 entries. 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 entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape. Cvar: sourcemod_version - SourceMod Version Cvar: spec_allow_roaming - If nonzero, allow free-roaming spectator camera. 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 use. Cvar: spec_freeze_target_fov_long - The target FOV that the deathcam should 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 the 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 clients 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_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate 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 5v5 scoreboards and allows spectators to see characters through walls. Cvar: sv_consistency - Whether the server enforces file consistency for critical files Cvar: sv_contact - Contact email for server sysop Cvar: sv_damage_print_enable - Turn this off to disable the player's damage feed in the console after getting killed. Cvar: sv_dc_friends_reqd - Set this to 0 to allow direct connects to a game 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 files Cvar: sv_dumpstringtables - Cvar: sv_footstep_sound_frequency - How frequent to hear the player's step 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 to 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 hibernating Cvar: sv_hibernate_ms_vgui - # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend Cvar: sv_hibernate_postgame_delay - # of seconds to wait after final client leaves before hibernating. Cvar: sv_hibernate_when_empty - Puts the server into extremely low CPU usage 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 ammo. If set to 2 then player has infinite total ammo but still has to reload the magazine. Cvar: sv_kick_ban_duration - How long should a kick ban from the server should 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 used 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 == unlimited. 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 with 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 with mismatching files. Otherwise, it will issue a warning to the client. Cvar: sv_pure_retiretime - Seconds of server idle time to flush the sv_pure file hash cache. Cvar: sv_pure_trace - If set to 1, the server will print a message whenever a client is verifying a CRC for a file. Cvar: sv_pushaway_hostage_force - How hard the hostage is pushed away from 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 PVS Cvar: sv_regeneration_force_on - Cheat to test regenerative health systems Cvar: sv_region - The region of the world to report this server in. Cvar: sv_reservation_tickrate_adjustment - Adjust server tickrate upon reservation Cvar: sv_reservation_timeout - Time in seconds before lobby reservation expires. Cvar: sv_search_key - When searching for a dedicated server from lobby, restrict 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 player is lag compensated. Cvar: sv_skyname - Current name of the skybox texture Cvar: sv_spec_hear - Determines who spectators can hear: 0: only spectators; 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 community. 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 the 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 prospective 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 action 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 for 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 printed if this is exceeded. Cvar: tv_allow_camera_man - Auto director allows spectators to become camera 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 == unlimited 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 depth level. Cvar: view_punch_decay - Decay factor exponent for view punch Cvar: view_recoil_tracking - How closely the view tracks with the aim punch 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 into '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 exceed 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 red 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 recoil Cvar: weapon_recoil_scale - Overall scale factor for recoil. Used to reduce recoil on specific platforms Cvar: weapon_recoil_scale_motion_controller - Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers Cvar: weapon_recoil_suppression_factor - Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots Cvar: weapon_recoil_suppression_shots - Number of shots before weapon uses 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 to 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 background expressions. Locked Cvar: ai_expression_optimization - Disable npc background expressions when 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_impulses 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_impulses 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_impulses to use this value. Locked Cvar: ammo_50AE_headshot_mult - You must enable tweaking via tweak_ammo_impulses to use this value. Locked Cvar: ammo_50AE_impulse - You must enable tweaking via tweak_ammo_impulses to use this value. Locked Cvar: ammo_556mm_box_headshot_mult - You must enable tweaking via tweak_ammo_impulses to use this value. Locked Cvar: ammo_556mm_box_impulse - You must enable tweaking via tweak_ammo_impulses 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_impulses to use this value. Locked Cvar: ammo_57mm_headshot_mult - You must enable tweaking via tweak_ammo_impulses to use this value. Locked Cvar: ammo_57mm_impulse - You must enable tweaking via tweak_ammo_impulses 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_impulses to use this value. Locked Cvar: ammo_9mm_headshot_mult - You must enable tweaking via tweak_ammo_impulses 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_ammo_impulses to use this value. Locked Cvar: ammo_buckshot_impulse - You must enable tweaking via tweak_ammo_impulses 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 = synchronous) 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 file 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'. Rogue 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 guns. Locked Cvar: bot_auto_follow - If nonzero, bots with high co-op may automatically 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 response rules Locked Cvar: bot_controllable - Determines whether bots can be controlled by players 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 start 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 many seconds after a map change. Locked Cvar: bot_prefix - This string is prefixed to the name of all bots that join the game. will be replaced with the bot's difficulty. will be replaced with the bot's desired weapon class. will be replaced 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 often 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\Steam\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 network 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 player 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 by high priority ones Locked Cvar: cl_savescreenshotstosteam - Saves screenshots to the Steam's screenshot 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 overlay (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 commentary 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 upper 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 an assist Locked Cvar: contributionscore_bomb_defuse - amount of contribution score for defusing a bomb Locked Cvar: contributionscore_bomb_planted - amount of contribution score for planting a bomb Locked Cvar: contributionscore_hostage_kill - amount of contribution score for killing a hostage, normally negative Locked Cvar: contributionscore_hostage_rescue - amount of contribution score added per hostage rescued Locked Cvar: contributionscore_kill - amount of contribution score added for a kill Locked Cvar: contributionscore_objective_kill - amount of contribution score added for an objective related kill Locked Cvar: contributionscore_suicide - amount of contribution score for a suicide, normally negative Locked Cvar: contributionscore_team_kill - amount of contribution score for a team kill, normally negative Locked Cvar: coop - Cooperative play. Locked Cvar: cpu_level - CPU Level - Default: High Locked Cvar: cs_AssistDamageThreshold - cs_AssistDamageThreshold defines the amount of damage needed to score an assist Locked Cvar: csm_quality_level - Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST Locked Cvar: das_max_z_trace_length - Maximum height of player and still test for 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 snapped 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 amount 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 copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE). Locked Cvar: dt_UsePartialChangeEnts - (SP only) - enable FL_EDICT_PARTIAL_CHANGE 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 duplicate 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 when 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 graph 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 entities & 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 per 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 connection 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 server cache is missed. Locked Cvar: host_speeds - Show general system running times. Locked Cvar: host_syncfps - Synchronize real render time to host_framerate if possible. Locked Cvar: host_thread_mode - Run the host in threaded mode, (0 == off, 1 == if 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 econ content. Locked Cvar: item_quality_chance_common - Percentage chance that a random item is 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 is unique. Locked Cvar: joy_deadzone_mode - 0 => Cross-shaped deadzone (default), 1 => Square deadzone. Locked Cvar: joy_xcontroller_found - Automatically set to 1 if an xcontroller has 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 multiplayer 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 have 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, and 2 for full HDR on HDR maps. Locked Cvar: mat_leafvis_draw_mask - A bitfield which affects leaf visibility debug 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 visibility 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 top 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 threaded 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-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 - off), (1.0 - full) Locked Cvar: mat_softwarelighting - Locked Cvar: mat_specular - Enable/Disable specularity for perf testing. Will cause a material reload upon change. Locked Cvar: mat_supportflashlight - 0 - do not support flashlight (don't load flashlight 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 panel will show all currently-loaded textures. Locked Cvar: mat_texture_list_all_frames - How many frames to sample texture memory for all textures. Locked Cvar: mat_texture_list_exclude_editing - Locked Cvar: mat_texture_list_view - If this is nonzero, then the texture list panel 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 hunk and datacache (in mb) Locked Cvar: mem_max_heapsize_dedicated - Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb) Locked Cvar: mem_min_heapsize - Minimum amount of memory to dedicate to engine hunk 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 enabled 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 retry retrieving each info chunk before failing. Locked Cvar: mm_datacenter_retry_interval - Interval between datacenter stats retries. Locked Cvar: mm_datacenter_update_interval - Interval between datacenter stats updates. 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 pinging 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 longer 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 datacenter connectivity: -1 for local, 1 for dedicated Locked Cvar: mm_title_debug_minquery - This matchmaking query will run with minimal set of parameters Locked Cvar: mm_title_debug_version - This matchmaking version will override .res 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 specified ms Locked Cvar: mod_load_mesh_async - Locked Cvar: mod_load_preload - Indicates how far ahead in seconds to preload animations. 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 mode 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 players 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 speak 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 of 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 but 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 feet or upper body. Locked Cvar: mp_flashlight - Locked Cvar: mp_flinch_punch_scale - Scalar for first person view punch when getting 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 hostages 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 the specified number of seconds Locked Cvar: mp_showcleanedupents - Show entities that are removed on round respawn. Locked Cvar: mp_showroundtransitions - Show gamestate round transitions. Locked Cvar: mp_stalemate_at_timelimit - Allow the match to end when mp_timelimit 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 round. Locked Cvar: mp_tagging_scale - Scalar for player tagging modifier when hit. Lower 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 this 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 WaitingForPlayers period. Locked Cvar: mp_waitingforplayers_time - WaitingForPlayers time length in seconds Locked Cvar: mp_weaponstay - Locked Cvar: mp_winlimit - Max score one team can reach before server changes maps 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 finishes, restart the server. Turning this off can cause crashes, but is useful for 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 below 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 queued packets out instead of sending them each frame. Locked Cvar: net_showdrop - Show dropped packets in console Locked Cvar: net_showeventlisteners - Show listening addition/removals Locked Cvar: net_showevents - Dump game events to console (1=client only, 2=all). Locked Cvar: net_showfragments - Show netchannel fragments Locked Cvar: net_showmsg - Show incoming message: <0|1|name> Locked Cvar: net_showpeaks - Show messages for large packets only: Locked Cvar: net_showtcp - Dump TCP stream summary to console Locked Cvar: net_steamcnx_debug - Show debug spew for steam based connections, 2 shows all network traffic for steam sockets. Locked Cvar: net_usesocketsforloopback - Use network sockets layer even for listen server local player's packets (multiplayer only). Locked Cvar: npc_create_equipment - Locked Cvar: npc_go_do_run - Set whether should run on NPC go Locked Cvar: npc_sentences - Locked Cvar: npc_vphysics - Locked Cvar: old_radiusdamage - Locked Cvar: paint_alpha_offset_enabled - Locked Cvar: paint_max_surface_border_alpha - Locked Cvar: paint_min_valid_alpha_value - Locked Cvar: pc_fake_controller - Locked Cvar: phys_enable_PIX_counters - enable PIX counters Locked Cvar: phys_enable_experimental_optimizations - enable some experimental SIMD/VMX128 optimizations in physics and collision Locked Cvar: phys_enable_query_cache - Locked Cvar: phys_enable_simd_optimizations - enable some additional SIMD/VMX128 optimizations in physics and collision Locked Cvar: phys_headshotscale - Modifier for the headshot impulse hits on players Locked Cvar: phys_impactforcescale - Locked Cvar: phys_penetration_error_time - Controls the duration of vphysics penetration error boxes. Locked Cvar: phys_playerscale - This multiplies the bullet impact impuse on players for more dramatic results when players are shot. Locked Cvar: phys_pushscale - Locked Cvar: phys_speeds - Locked Cvar: phys_stressbodyweights - Locked Cvar: phys_timescale - Scale time for physics Locked Cvar: phys_upimpactforcescale - Locked Cvar: physicsshadowupdate_render - Locked Cvar: pipeline_static_props - Locked Cvar: player_old_armor - Locked Cvar: prop_active_gib_limit - Locked Cvar: prop_active_gib_max_fade_time - Locked Cvar: prop_break_disable_float - Locked Cvar: props_break_max_pieces - Maximum prop breakable piece count (-1 = model default) Locked Cvar: props_break_max_pieces_perframe - Maximum prop breakable piece count per frame (-1 = model default) Locked Cvar: r_DrawSpecificStaticProp - Locked Cvar: r_ForceRestore - Locked Cvar: r_ShowViewerArea - Locked Cvar: r_ambientboost - Set to boost ambient term if it is totally swamped by local lights Locked Cvar: r_ambientfactor - Boost ambient cube by no more than this factor Locked Cvar: r_ambientmin - Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright Locked Cvar: r_aspectratio - Locked Cvar: r_bloomtintb - Locked Cvar: r_bloomtintexponent - Locked Cvar: r_bloomtintg - Locked Cvar: r_bloomtintr - Locked Cvar: r_buildingmapforworld - Locked Cvar: r_decal_cover_count - Locked Cvar: r_decal_overlap_area - Locked Cvar: r_decal_overlap_count - Locked Cvar: r_decals - Locked Cvar: r_decalstaticprops - Decal static props test Locked Cvar: r_drawbatchdecals - Render decals batched. Locked Cvar: r_drawmodeldecals - Locked Cvar: r_emulategl - Locked Cvar: r_entity - Locked Cvar: r_eyeglintlodpixels - The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. Locked Cvar: r_eyes - Locked Cvar: r_fastzreject - Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings Locked Cvar: r_fastzrejectdisp - Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on. Locked Cvar: r_flashlight_always_cull_for_single_pass - Locked Cvar: r_flashlightculldepth - Locked Cvar: r_flashlightdepthtexture - Locked Cvar: r_flashlightdrawdepth - Locked Cvar: r_flashlightdrawdepthres - Locked Cvar: r_flashlightdrawsweptbbox - Locked Cvar: r_flashlightnodraw - Locked Cvar: r_flashlightrender - Locked Cvar: r_flashlightrendermodels - Locked Cvar: r_flashlightrenderworld - Locked Cvar: r_flashlightscissor - Locked Cvar: r_flashlightupdatedepth - Locked Cvar: r_flex - Locked Cvar: r_frustumcullworld - Locked Cvar: r_glint_alwaysdraw - Locked Cvar: r_glint_procedural - Locked Cvar: r_hidepaintedsurfaces - If enabled, hides all surfaces which have been painted. Locked Cvar: r_hunkalloclightmaps - Locked Cvar: r_keepstyledlightmapsonly - Locked Cvar: r_lightaverage - Activates/deactivate light averaging Locked Cvar: r_lightcache_zbuffercache - Locked Cvar: r_lod - Locked Cvar: r_lod_switch_scale - Locked Cvar: r_maxdlights - Locked Cvar: r_maxmodeldecal - Locked Cvar: r_maxnewsamples - Locked Cvar: r_maxsampledist - Locked Cvar: r_minnewsamples - Locked Cvar: r_norefresh - Locked Cvar: r_occludeemaxarea - Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. Locked Cvar: r_occluderminarea - 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. Locked Cvar: r_occludermincount - At least this many occluders will be used, no matter how big they are. Locked Cvar: r_occlusion - Activate/deactivate the occlusion system. Locked Cvar: r_overlayfadeenable - Locked Cvar: r_overlayfademax - Locked Cvar: r_overlayfademin - Locked Cvar: r_overlaywireframe - Locked Cvar: r_portal_use_pvs_optimization - Enables an optimization that allows portals to be culled when outside of the PVS. Locked Cvar: r_portalscloseall - Locked Cvar: r_proplightingfromdisk - 0=Off, 1=On, 2=Show Errors Locked Cvar: r_queued_decals - Offloads a bit of decal rendering setup work to the material system queue when enabled. Locked Cvar: r_redownloadallpaintmaps - Locked Cvar: r_renderoverlayfragment - Locked Cvar: r_rootlod - Root LOD Locked Cvar: r_shader_srgbread - 1 = use shader srgb texture reads, 0 = use HW Locked Cvar: r_shadowrendertotexture - Locked Cvar: r_shadows - Locked Cvar: r_skybox_draw_last - Draws skybox after world brush geometry, rather than before. Locked Cvar: r_snapportal - Locked Cvar: r_spray_lifetime - Number of rounds player sprays are visible Locked Cvar: r_staticlight_streams - Locked Cvar: r_staticprop_lod - Locked Cvar: r_staticpropinfo - Locked Cvar: r_teeth - Locked Cvar: r_threaded_shadow_clip - Locked Cvar: r_unloadlightmaps - Locked Cvar: r_visambient - Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work Locked Cvar: r_worldlightmin - Locked Cvar: r_worldlights - number of world lights to use per vertex Locked Cvar: reload_materials - Locked Cvar: res_restrict_access - Locked Cvar: room_type - Locked Cvar: rpt_vprof_time - Locked Cvar: rr_debug_qa - Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs. Locked Cvar: rr_debugresponseconcept - If set, rr_debugresponses will print only responses testing for the specified concept Locked Cvar: rr_debugresponses - Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs. Locked Cvar: rr_debugrule - 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. Locked Cvar: rr_dumpresponses - Dump all response_rules.txt and rules (requires restart) Locked Cvar: save_async - Locked Cvar: save_asyncdelay - For testing, adds this many milliseconds of delay to the save operation. Locked Cvar: save_console - Autosave on the PC behaves like it does on the consoles. Locked Cvar: save_disable - Locked Cvar: save_history_count - Keep this many old copies in history of autosaves and quicksaves. Locked Cvar: save_huddelayframes - Number of frames to defer for drawing the Saving message. Locked Cvar: save_in_memory - Set to 1 to save to memory instead of disk (Xbox 360) Locked Cvar: save_multiplayer_override - Locked Cvar: save_noxsave - Locked Cvar: save_screenshot - 0 = none, 1 = non-autosave, 2 = always Locked Cvar: save_spew - Locked Cvar: scene_async_prefetch_spew - Display async .ani file loading info. Locked Cvar: scene_clamplookat - Clamp head turns to a MAX of 20 degrees per think. Locked Cvar: scene_clientflex - Do client side flex animation. Locked Cvar: scene_clientplayback - Play all vcds on the clients. Locked Cvar: scene_flatturn - Locked Cvar: scene_forcecombined - When playing back, force use of combined .wav files even in english. Locked Cvar: scene_maxcaptionradius - Only show closed captions if recipient is within this many units of speaking actor (0==disabled). Locked Cvar: scene_print - When playing back a scene, print timing and event info to console. Locked Cvar: score_blind_enemy_bonus - Bonus for blinding enemy players Locked Cvar: score_blind_friendly_penalty - Penalty for blinding friendly players Locked Cvar: score_bomb_defuse_bonus - Points awarded for defusing or assisting with defuse of bomb Locked Cvar: score_bomb_defuse_radius_inner - Inner radius (full bonus) for defusing or assisting with defusing the bomb Locked Cvar: score_bomb_defuse_radius_outer - Outer radius (zero bonus) for defusing or assisting with defseing the bomb Locked Cvar: score_bomb_plant_bonus - Points awarded for planting or assisting with planting the bomb Locked Cvar: score_bomb_plant_radius_inner - Inner radius (full bonus) for planting or assisting with planting the bomb Locked Cvar: score_bomb_plant_radius_outer - Outer radius (zero bonus) for planting or assisting with planting the bomb Locked Cvar: score_damage - Points awarded for each point of damage to an enemy Locked Cvar: score_default - Default points for a new user Locked Cvar: score_dropped_bomb_proximity_damage_bonus - Points awarded for damaging enemy near dropped bomb Locked Cvar: score_dropped_bomb_proximity_damage_bonus_radius_inner - Inner radius (full bonus) for doing damage near dropped bomb Locked Cvar: score_dropped_bomb_proximity_damage_bonus_radius_outer - Outer radius (zero bonus) for doing damage near dropped bomb Locked Cvar: score_dropped_defuser_proximity_damage_bonus - Points awarded for damaging enemy near dropped defuser Locked Cvar: score_dropped_defuser_proximity_damage_radius_inner - Inner radius (full bonus) for doing damage near dropped defuser Locked Cvar: score_dropped_defuser_proximity_damage_radius_outer - Outer radius (zero bonus) for doing damage near dropped defuser Locked Cvar: score_ff_damage - Penalty awarded for each point of damage to a teammate Locked Cvar: score_hostage_damage_penalty - Penalty for damaging a hostage Locked Cvar: score_hostage_proximity_damage_bonus - Points awarded for damaging enemy near live hostage Locked Cvar: score_hostage_proximity_damage_radius_inner - Inner radius (full bonus) for doing damage near hostage Locked Cvar: score_hostage_proximity_damage_radius_outer - Outer radius (zero bonus) for doing damage near hostage Locked Cvar: score_hostage_rescue_bonus - Points awarded for rescuing a hostage Locked Cvar: score_hostage_rescue_radius_inner - Inner radius (full bonus) for rescuing hostage Locked Cvar: score_hostage_rescue_radius_outer - Outer radius (zero bonus) for rescuing hostage Locked Cvar: score_kill_enemy_bonus - Points awarded for killing an enemy Locked Cvar: score_planted_bomb_proximity_damage_bonus - Points awarded for damaging enemy near planted bomb Locked Cvar: score_planted_bomb_proximity_damage_radius_inner - Inner radius (full bonus) for doing damage near planted bomb Locked Cvar: score_planted_bomb_proximity_damage_radius_outer - Outer radius (zero bonus) for doing damage near planted bomb Locked Cvar: score_team_damage_bonus - Points awarded for each point of damage a nearby (in same zone) teammate does to enemies Locked Cvar: score_typical_good_score - An average good score for use in funfacts Locked Cvar: script_connect_debugger_on_mapspawn - Locked Cvar: server_browser_dialog_open - Is the server browser window active Locked Cvar: showbudget_texture_global_sum - Locked Cvar: showhitlocation - Locked Cvar: sk_ally_regen_time - Time taken for an ally to regenerate a point of health. Locked Cvar: sk_npc_arm - Locked Cvar: sk_npc_chest - Locked Cvar: sk_npc_head - Locked Cvar: sk_npc_leg - Locked Cvar: sk_npc_stomach - Locked Cvar: sk_player_arm - Locked Cvar: sk_player_chest - Locked Cvar: sk_player_head - Locked Cvar: sk_player_leg - Locked Cvar: sk_player_stomach - Locked Cvar: sleep_when_meeting_framerate - Sleep instead of spinning if we're meeting the desired framerate. Locked Cvar: sleep_when_meeting_framerate_headroom_ms - Only sleep if the current frame has at least this much time remaining, otherwise spin. Locked Cvar: smoothstairs - Smooth player eye z coordinate when traversing stairs. Locked Cvar: snd_ShowThreadFrameTime - Locked Cvar: snd_async_fullyasync - All playback is fully async (sound doesn't play until data arrives). Locked Cvar: snd_async_minsize - Locked Cvar: snd_async_spew_blocking - Spew message to console any time async sound loading blocks on file i/o. Locked Cvar: snd_async_stream_fail - Spew stream pool failures. Locked Cvar: snd_async_stream_purges - Spew stream pool purges. Locked Cvar: snd_async_stream_recover_from_exhausted_stream - If 1, recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many sounds are played). Set to 0, to stop the sound otherwise. Locked Cvar: snd_async_stream_spew - Spew streaming info ( 0=Off, 1=streams, 2=buffers Locked Cvar: snd_async_stream_spew_delayed_start_filter - Filter used to spew sounds that starts late. Use an empty string "" to display all sounds. By default only the VO are displayed. Locked Cvar: snd_async_stream_spew_delayed_start_time - Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms delay. Locked Cvar: snd_async_stream_spew_exhausted_buffer - If 1, spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only). Locked Cvar: snd_async_stream_spew_exhausted_buffer_time - Number of milliseconds between each exhausted buffer spew. Locked Cvar: snd_async_stream_static_alloc - If 1, spews allocations on the static alloc pool. Set to 0 for no spew. Locked Cvar: snd_cull_duplicates - If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played. Locked Cvar: snd_debug_gaincurve - Visualize sound gain fall off Locked Cvar: snd_debug_gaincurvevol - Visualize sound gain fall off Locked Cvar: snd_defer_trace - Locked Cvar: snd_delay_for_choreo_enabled - Enables update of delay for choreo to compensate for IO latency. Locked Cvar: snd_delay_for_choreo_reset_after_N_milliseconds - Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms. Locked Cvar: snd_delay_sound_shift - Locked Cvar: snd_dsp_cancel_old_preset_after_N_milliseconds - Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade. Locked Cvar: snd_dsp_optimization - Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off. Locked Cvar: snd_dsp_spew_changes - Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default). Locked Cvar: snd_dsp_test1 - Locked Cvar: snd_dsp_test2 - Locked Cvar: snd_find_channel - Scan every channel to find the corresponding sound. Locked Cvar: snd_lockpartial - Locked Cvar: snd_mergemethod - Sound merge method (0 == sum and clip, 1 == max, 2 == avg). Locked Cvar: snd_mix_async - Locked Cvar: snd_mix_dry_volume - Locked Cvar: snd_mix_optimization - Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off. Locked Cvar: snd_mix_soundchar_enabled - Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of doppler, directional, etc...). Locked Cvar: snd_mix_test1 - Locked Cvar: snd_mix_test2 - Locked Cvar: snd_moviefix - Defer sound recording until next tick when laying off movies. Locked Cvar: snd_music_boost - Specifies an amount to boost music volume by Locked Cvar: snd_noextraupdate - Locked Cvar: snd_prevent_ss_duplicates - switch to en/disable the prevention of splitscreen audio file duplicates Locked Cvar: snd_profile - Locked Cvar: snd_show_channel_count - Show the current count of channel types. Locked Cvar: snd_sos_allow_dynamic_chantype - Locked Cvar: snd_sos_exec_when_paused - Locked Cvar: snd_sos_show_entry_match_free - Locked Cvar: snd_sos_show_opvar_list - Locked Cvar: snd_sos_show_source_info - Locked Cvar: snd_sos_show_track_list - Locked Cvar: snd_soundmixer - Locked Cvar: snd_soundmixer_parse_debug - Locked Cvar: snd_soundmixer_version - Locked Cvar: snd_spatialize_roundrobin - Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized per frame. Locked Cvar: snd_spew_dsp_process - Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default). Locked Cvar: snd_store_filepaths - Locked Cvar: snd_surround_speakers - Locked Cvar: snd_voice_echo - Locked Cvar: snd_vol_no_xfade - If current and target volumes are close, don't cross-fade. Locked Cvar: snd_vol_xfade_incr_max - Never change volume by more than +/-N units per frame during cross-fade. Locked Cvar: snd_vol_xfade_speed_multiplier_for_doppler - Doppler effect is extremely sensible to volume variation. To reduce the pops, the cross-fade has to be very slow. Locked Cvar: snd_vol_xfade_time - Channel volume cross-fade time in seconds. Locked Cvar: snd_vox_captiontrace - Shows sentence name for sentences which are set not to show captions. Locked Cvar: snd_vox_globaltimeout - Locked Cvar: snd_vox_sectimetout - Locked Cvar: snd_vox_seqtimetout - Locked Cvar: soundpatch_captionlength - How long looping soundpatch captions should display for. Locked Cvar: ss_voice_hearpartner - Route voice between splitscreen players on same system. Locked Cvar: steamworks_sessionid_server - The server session ID for the new steamworks gamestats. Locked Cvar: step_spline - Locked Cvar: stringtable_alwaysrebuilddictionaries - Rebuild dictionary file on every level load Locked Cvar: stringtable_showsizes - Show sizes of string tables when building for signon Locked Cvar: stringtable_usedictionaries - Use dictionaries for string table networking Locked Cvar: studio_queue_mode - Locked Cvar: sv_airaccelerate - Locked Cvar: sv_allchat - Players can receive all other players' text chat, team restrictions apply Locked Cvar: sv_allowdownload - Allow clients to download files Locked Cvar: sv_allowupload - Allow clients to upload customizations files Locked Cvar: sv_autobuyammo - Enable automatic ammo purchase when inside buy zones during buy periods Locked Cvar: sv_autosave - Set to 1 to autosave game on level transition. Does not affect autosave triggers. Locked Cvar: sv_backspeed - How much to slow down backwards motion Locked Cvar: sv_benchmark_autovprofrecord - If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof. Locked Cvar: sv_benchmark_numticks - If > 0, then it only runs the benchmark for this # of ticks. Locked Cvar: sv_bonus_challenge - Set to values other than 0 to select a bonus map challenge type. Locked Cvar: sv_bot_difficulty_gamepad - Bot difficulty while playing with Gamepad device Locked Cvar: sv_bot_difficulty_hydra - Bot difficulty while playing with Hydra device Locked Cvar: sv_bot_difficulty_kbm - Bot difficulty while playing with Keyboard/Mouse device Locked Cvar: sv_bot_difficulty_ps3move - Bot difficulty while playing with PS3Move device Locked Cvar: sv_bot_difficulty_sharpshooter - Bot difficulty while playing with SharpShooter device Locked Cvar: sv_bounce - Bounce multiplier for when physically simulated objects collide with other objects. Locked Cvar: sv_cacheencodedents - If set to 1, does an optimization to prevent extra SendTable_Encode calls. Locked Cvar: sv_client_max_interp_ratio - This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect. Locked Cvar: sv_client_min_interp_ratio - This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio Locked Cvar: sv_client_predict - This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1 Locked Cvar: sv_comp_mode_allow_dc - Set this to 1 to allow direct connects in Competitive mode Locked Cvar: sv_compute_per_bot_difficulty - 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot Locked Cvar: sv_creationtickcheck - Do extended check for encoding of timestamps against tickcount Locked Cvar: sv_debug_player_use - Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success Locked Cvar: sv_debugmanualmode - Make sure entities correctly report whether or not their network data has changed. Locked Cvar: sv_debugtempentities - Show temp entity bandwidth usage. Locked Cvar: sv_delta_entity_full_buffer_size - Buffer size for delta entities Locked Cvar: sv_deltaprint - Print accumulated CalcDelta profiling data (only if sv_deltatime is on) Locked Cvar: sv_deltatime - Enable profiling of CalcDelta calls Locked Cvar: sv_disable_querycache - debug - disable trace query cache Locked Cvar: sv_disablefreezecam - Turn on/off freezecam on server Locked Cvar: sv_dumpmatchweaponmetrics - Turn on the exporting of weapon metrics at the end of a level. Locked Cvar: sv_enable_delta_packing - When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking. Locked Cvar: sv_enablebunnyhopping - Locked Cvar: sv_enableoldqueries - Enable support for old style (HL1) server queries Locked Cvar: sv_extra_client_connect_time - Seconds after client connect during which extra frames are buffered to prevent non-delta'd update Locked Cvar: sv_filterban - Set packet filtering by IP mode Locked Cvar: sv_flashbang_strength - Flashbang strength Locked Cvar: sv_footsteps - Play footstep sound for players Locked Cvar: sv_force_transmit_ents - Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however). Locked Cvar: sv_gravity - World gravity. Locked Cvar: sv_hosting_lobby - Locked Cvar: sv_instancebaselines - Enable instanced baselines. Saves network overhead. Locked Cvar: sv_ladder_angle - Cos of angle of incidence to ladder perpendicular for applying ladder_dampen Locked Cvar: sv_ladder_dampen - Amount to dampen perpendicular movement on a ladder Locked Cvar: sv_lagflushbonecache - Flushes entity bone cache on lag compensation Locked Cvar: sv_lagpushticks - Push computed lag compensation amount by this many ticks. Locked Cvar: sv_logblocks - If true when log when a query is blocked (can cause very large log files) Locked Cvar: sv_logdownloadlist - Locked Cvar: sv_logsecret - If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52) Locked Cvar: sv_massreport - Locked Cvar: sv_master_legacy_mode - Use (outside-of-Steam) code to communicate with master servers. Locked Cvar: sv_master_share_game_socket - 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 communicate to the master server on. Locked Cvar: sv_max_queries_sec - Maximum queries per second to respond to from a single IP address. Locked Cvar: sv_max_queries_sec_global - Maximum queries per second to respond to from anywhere. Locked Cvar: sv_max_queries_window - Window over which to average queries per second averages. Locked Cvar: sv_max_usercmd_future_ticks - Prevents clients from running usercmds too far in the future. Prevents speed hacks. Locked Cvar: sv_maxclientframes - Locked Cvar: sv_maxcmdrate - (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate. Locked Cvar: sv_maxreplay - Maximum replay time in seconds Locked Cvar: sv_maxroutable - Server upper bound on net_maxroutable that a client can use. Locked Cvar: sv_maxspeed - Locked Cvar: sv_maxunlag - Maximum lag compensation in seconds Locked Cvar: sv_maxupdaterate - Maximum updates per second that the server will allow Locked Cvar: sv_maxvelocity - Maximum speed any ballistically moving object is allowed to attain per axis. Locked Cvar: sv_mmqueue_reservation - Server queue reservation Locked Cvar: sv_mmqueue_reservation_extended_timeout - Extended time in seconds before mmqueue reservation expires. Locked Cvar: sv_mmqueue_reservation_timeout - Time in seconds before mmqueue reservation expires. Locked Cvar: sv_multiplayer_maxtempentities - Locked Cvar: sv_multiplayer_sounds - Locked Cvar: sv_netvisdist - Test networking visibility distance Locked Cvar: sv_new_delta_bits - Locked Cvar: sv_nomvp - Disable MVP awards. Locked Cvar: sv_nonemesis - Disable nemesis and revenge. Locked Cvar: sv_nowinpanel - Turn on/off win panel on server Locked Cvar: sv_npc_talker_maxdist - NPCs over this distance from the player won't attempt to speak. Locked Cvar: sv_optimizedmovement - Locked Cvar: sv_parallel_packentities - Locked Cvar: sv_parallel_sendsnapshot - Locked Cvar: sv_pausable_dev - Whether listen server is pausable when running -dev and playing solo against bots Locked Cvar: sv_pausable_dev_ds - Whether dedicated server is pausable when running -dev and playing solo against bots Locked Cvar: sv_playerperfhistorycount - Number of samples to maintain in player perf history Locked Cvar: sv_pushaway_clientside - Clientside physics push away (0=off, 1=only localplayer, 1=all players) Locked Cvar: sv_pushaway_clientside_size - Minimum size of pushback objects Locked Cvar: sv_pushaway_force - How hard physics objects are pushed away from the players on the server. Locked Cvar: sv_pushaway_max_force - Maximum amount of force applied to physics objects by players. Locked Cvar: sv_pushaway_max_player_force - Maximum of how hard the player is pushed away from physics objects. Locked Cvar: sv_pushaway_min_player_speed - If a player is moving slower than this, don't push away physics objects (enables ducking behind things). Locked Cvar: sv_pushaway_player_force - How hard the player is pushed away from physics objects (falls off with inverse square of distance). Locked Cvar: sv_rcon_banpenalty - Number of minutes to ban users who fail rcon authentication Locked Cvar: sv_rcon_log - Enable/disable rcon logging. Locked Cvar: sv_rcon_maxfailures - Max number of times a user can fail rcon authentication before being banned Locked Cvar: sv_rcon_minfailures - Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned Locked Cvar: sv_rcon_minfailuretime - Number of seconds to track failed rcon authentications Locked Cvar: sv_regeneration_wait_time - Locked Cvar: sv_repeatedduckslowdown - A multiplier used to slow down speed down on repeated fast ducks Locked Cvar: sv_reservation_grace - Time in seconds given for a lobby reservation. Locked Cvar: sv_rollangle - Max view roll angle Locked Cvar: sv_rollspeed - Locked Cvar: sv_runcmds - Locked Cvar: sv_script_think_interval - Locked Cvar: sv_sendtables - Force full sendtable sending path. Locked Cvar: sv_show_bot_difficulty_in_name - 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name Locked Cvar: sv_show_usermessage - Shows the user messages that the server is sending to clients. Setting this to 2 will show the contents of the message Locked Cvar: sv_showanimstate - Show the (server) animation state for the specified entity (-1 for none). Locked Cvar: sv_showanimstate_activities - Show activities in the (server) animation state display. Locked Cvar: sv_showanimstate_log - 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both. Locked Cvar: sv_showladders - Show bbox and dismount points for all ladders (must be set before level load.) Locked Cvar: sv_showplayerhitboxes - Show lag compensated hitboxes for the specified player index whenever a player fires. Locked Cvar: sv_sound_discardextraunreliable - Locked Cvar: sv_soundemitter_trace - Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity) Locked Cvar: sv_soundemitter_version - specfies what version of soundemitter system to use Locked Cvar: sv_stats - Collect CPU usage stats Locked Cvar: sv_stepsize - Locked Cvar: sv_stressbots - If set to 1, the server calculates data and fills packets to bots. Used for perf testing. Locked Cvar: sv_strict_notarget - If set, notarget will cause entities to never think they are in the pvs Locked Cvar: sv_suppress_viewpunch - Locked Cvar: sv_temp_baseline_string_table_buffer_size - Buffer size for writing string table baselines Locked Cvar: sv_temp_entity_buffer_size - Buffer size for temp entities Locked Cvar: sv_test_scripted_sequences - Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world. Locked Cvar: sv_teststepsimulation - Locked Cvar: sv_thinktimecheck - Check for thinktimes all on same timestamp. Locked Cvar: sv_threaded_init - Locked Cvar: sv_timebetweenducks - Minimum time before recognizing consecutive duck key (scales up with consecutive use) Locked Cvar: sv_timeconsideredfastduck - Minimum time recognizing as being a 'fast' duck Locked Cvar: sv_timeout - After this many seconds without a message from a client, the client is dropped Locked Cvar: sv_turbophysics - Turns on turbo physics Locked Cvar: sv_unlag - Enables player lag compensation Locked Cvar: sv_unlag_debug - Locked Cvar: sv_unlag_fixstuck - Disallow backtracking a player for lag compensation if it will cause them to become stuck Locked Cvar: sv_useexplicitdelete - Explicitly delete dormant client entities caused by AllowImmediateReuse(). Locked Cvar: sv_validate_edict_change_infos - Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode). Locked Cvar: sv_vehicle_autoaim_scale - Locked Cvar: sv_voicecodec - Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. Locked Cvar: sv_vote_issue_changelevel_allowed - Can people hold votes to change levels? Locked Cvar: sv_vote_issue_kick_allowed - Can people hold votes to kick players from the server? Locked Cvar: sv_vote_issue_nextlevel_allowextend - Allow players to extend the current map? Locked Cvar: sv_vote_issue_nextlevel_choicesmode - Present players with a list of lowest playtime maps to choose from? Locked Cvar: sv_vote_issue_restart_game_allowed - Can people hold votes to restart the game? Locked Cvar: sv_vote_issue_scramble_teams_allowed - Can people hold votes to scramble the teams? Locked Cvar: sv_vote_issue_surrrender_allowed - Can people hold votes to surrender? Locked Cvar: sv_vote_issue_swap_teams_allowed - Can people hold votes to swap the teams? Locked Cvar: sv_vote_kick_ban_duration - How long should a kick vote ban someone from the server? (in minutes) Locked Cvar: sv_wateraccelerate - Locked Cvar: sv_waterdist - Vertical view fixup when eyes are near water plane. Locked Cvar: sv_waterfriction - Locked Cvar: sys_minidumpexpandedspew - Locked Cvar: template_debug - Locked Cvar: testscript_debug - Debug test scripts. Locked Cvar: testscript_running - Set to true when test scripts are running Locked Cvar: texture_budget_panel_global - Show global times in the texture budget panel. Locked Cvar: think_trace_limit - Break into the debugger if this many or more traces are performed in a single think function. Negative numbers mean that the same think function may be broken into many times (once per [x] may traces), positive numbers mean each think will break only once. Locked Cvar: threadpool_affinity - Enable setting affinity Locked Cvar: threadpool_reserve - Consume the specified number of threads in the thread pool Locked Cvar: throttle_expensive_ai - Locked Cvar: tr_best_course_time - The player's best time for the timed obstacle course Locked Cvar: tr_completed_training - Whether the local player has completed the initial training portion of the training map Locked Cvar: tr_valve_course_time - Valve's best time for the timed obstacle course Locked Cvar: trace_report - Locked Cvar: ui_volume_scale - Locked Cvar: vgui_drawfocus - Report which panel is under the mouse. Locked Cvar: vgui_drawkeyfocus - Report which panel has keyboard focus. Locked Cvar: vgui_drawtree_bounds - Show panel bounds. Locked Cvar: vgui_drawtree_draw_selected - Highlight the selected panel Locked Cvar: vgui_drawtree_freeze - Set to 1 to stop updating the vgui_drawtree view. Locked Cvar: vgui_drawtree_hidden - Draw the hidden panels. Locked Cvar: vgui_drawtree_panelalpha - Show the panel alpha values in the vgui_drawtree view. Locked Cvar: vgui_drawtree_panelptr - Show the panel pointer values in the vgui_drawtree view. Locked Cvar: vgui_drawtree_popupsonly - Draws the vgui popup list in hierarchy(1) or most recently used(2) order. Locked Cvar: vgui_drawtree_render_order - List the vgui_drawtree panels in render order. Locked Cvar: vgui_drawtree_scheme - Show scheme file for each panel Locked Cvar: vgui_drawtree_visible - Draw the visible panels. Locked Cvar: vgui_panel_active - Is a vgui panel currently active Locked Cvar: violence_ablood - Draw alien blood Locked Cvar: violence_agibs - Show alien gib entities Locked Cvar: violence_hblood - Draw human blood Locked Cvar: violence_hgibs - Show human gib entities Locked Cvar: voice_avggain - Locked Cvar: voice_debugfeedback - Locked Cvar: voice_debugfeedbackfrom - Locked Cvar: voice_fadeouttime - Locked Cvar: voice_maxgain - Locked Cvar: voice_minimum_gain - Locked Cvar: voice_overdrive - Locked Cvar: voice_overdrivefadetime - Locked Cvar: voice_profile - Locked Cvar: voice_serverdebug - Locked Cvar: voice_showchannels - Locked Cvar: voice_showincoming - Locked Cvar: voice_steal - Locked Cvar: voice_thresold_delay - Locked Cvar: voice_verbose - Turns on debug output with detailed spew about voice data processing. Locked Cvar: voice_vox - Locked Cvar: voice_writevoices - Saves each speaker's voice data into separate .wav files Locked Cvar: voice_xsend_debug - Locked Cvar: vprof_counters - Locked Cvar: vprof_counters_show_minmax - Locked Cvar: vprof_dump_oninterval - Interval (in seconds) at which vprof will batch up data and dump it to the console. Locked Cvar: vprof_dump_spikes - Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump Locked Cvar: vprof_dump_spikes_budget_group - Budget gtNode to start report from when doing a dump spikes Locked Cvar: vprof_dump_spikes_hiearchy - Set to 1 to get a hierarchy report whith vprof_dump_spikes Locked Cvar: vprof_dump_spikes_node - Node to start report from when doing a dump spikes Locked Cvar: vprof_dump_spikes_terse - Whether to use most terse output Locked Cvar: vprof_graph - Draw the vprof graph. Locked Cvar: vprof_scope - Set a specific scope to start showing vprof tree Locked Cvar: vprof_scope_entity_gamephys - Locked Cvar: vprof_scope_entity_thinks - Locked Cvar: vprof_server_spike_threshold - Locked Cvar: vprof_server_thread - Locked Cvar: vprof_think_limit - Locked Cvar: vx_do_not_throttle_events - Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost. Locked Cvar: warningcallstacks_enable - All Warning()/DevWarning()/... calls will attach a callstack Locked Cvar: warningcallstacks_length - Length of automatic warning callstacks Locked Cvar: weapon_accuracy_logging - Locked Cvar: weapon_land_dip_amt - The amount the gun should dip when the player lands after a jump. Locked Cvar: weapon_molotov_maxdetonateslope - Maximum angle of slope on which the molotov will detonate Locked Cvar: weapon_showproficiency - Locked Cvar: xbox_arcade_remaining_trial_time - time remaining in trial mode Locked Cvar: xbox_arcade_title_unlocked - debug unlocking arcade title Locked Cvar: xbox_steering_deadzone - Locked Cvar: xc_crouch_debounce - Locked Cvar: xlsp_force_dc_name - Restrict to xlsp datacenter by name.